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Zirconium
Private


Reged: 07/13/06
Posts: 27
Loc: UK
2012 Updates - Feedback
      #163758 - 02/06/12 02:25 PM (84.92.45.41) Attachment (32 downloads)

Ok, first things first. In writing this post I am aiming to identify the problems I either see or foresee in the recent changes to the game and am attempting to offer constructive criticism on the issues.

1. A Lack of Player Consultation

The major game and balance changes that have been implemented should be discussed BEFORE their implementation. Ideas should either be publicly presented or pooled with a small group of experienced and trusted players before being implemented. When you share ideas you will see things from other people's points of view and almost certainly stumble on things you personally had not thought about.

This is something that has been said time and time again, I personally have asked this of you (SM) before. Unfortunately you have not listened to this request before, so I have little hope you will do in the future. But in my opinion, this is an easy thing to do, you get a lot for free in the intellect of the playerbase, and you will save yourself time backtracking when things go wrong.

2. Building Degredation - The Idea

Taking a step back, this is a great idea for helping to ruin the empires of inactives. Unfortunately, its another great SM idea thats not been fully thought through and as a result is not implemented effectively as it could be, in a way that doesnt unbalance the game.

Neveron needs to be a war game, not a city builder. Quite simply, you need to reduce the effectiveness and/or frequency of the degredation. Perhaps lower the CF damage or make the program only run once per nevmonth. Also consider using logarithmic functions as are found in the rest of neveron. High levels have damage less often, but its more severe when it does occur. Low levels have more frequent degredation of a lower magnitude.

3. Building Degredation - The 0 CF

Please make all buildings reduce to 0 CF from degredation (including those under 25cf), WITHOUT deletion. You risk losing new players when their buildings vanish after they spent what little money they have on them. Empires that have built efficient cities with CF's lower than 25 or on a non-multiple of 25 are being unneccissarily punished. I agree that you need to tackle tents and inactives, but if you make all cities go to 0 CF without deletion you will still damage the inactives without annoying others. I need to know where the building that degraded is to be able to repair it or build another in its place.

4. The Unit Cap

The proposed values are quite simply ridiculous. I understand the reasoning behind wanting to impose said limits, but yet again, this is another SM idea that could potentially be terribly implemented.

In case you are unaware, Neveron's level system is based around a logarithmic function. If you take the Log (to the base 10) of the bv+pop limits for the empire levels, then plot the resultant numbers on a graph, it will be a straight line. Unless you want to linearise the empire levels instead, any level based unit cap that is introduced MUST be based on the same scalable logarithmic function.

In addition to using a logarithmic scale for the unit caps, I also strongly recommend that said limits are introduced in stages, perhaps in four stages over the course of three or four nevyears. This would prevent someone who is out of the game for a few weeks for medical or military reasons from having their empire entirely crippled due to unlucky timing.

I have attached a table to this post that provides an example logarithmic scale that would be fairer to all and is implemented in phases. In the process of implementing the limits this way, it may be found that the demand on the servers is sufficiently reduced and that not all phases are needed. Note that all of the numbers are rounded up to the nearest 12.



Please read the above carefully and try to keep all replies constructive. The aim of this post is to help improve and balance the gamewide situation, not to whine and end up getting nowhere.

Thanks
Zirconium

--------------------
when in doubt, **** about


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buc
Captain


Reged: 08/12/05
Posts: 710
Re: 2012 Updates - Feedback [Re: Zirconium]
      #163763 - 02/06/12 02:45 PM (125.239.227.29)

LOL, Shadow has again proven he doesn't give a flying **** about what anyone else says or thinks. I had hope. It has gone.

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Phred
Sergeant


Reged: 01/20/12
Posts: 174
Re: 2012 Updates - Feedback [Re: buc]
      #163806 - 02/08/12 10:36 AM (137.186.132.65)

The sooner everyone WAKES UP and realises he wants most of us old players just gone, the better off you will be. There is going to be no compromise. It is going to be his way or the highway, he has been saying this for some time.

I appreciate your post and wanting to make things better as well as trying to take an unbiased view. Anything the players have to say is simply being ignored. I can nott see things changing soon, if ever.


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Hythos
Sergeant


Reged: 05/09/10
Posts: 148
Loc: USA
Re: 2012 Updates - Feedback [Re: Phred]
      #163809 - 02/08/12 11:16 AM (137.78.94.87)

Quote:

The sooner everyone WAKES UP and realises he wants most of us old players just gone, the better off you will be. There is going to be no compromise. It is going to be HIS WAY OR THE HIGHWAY , he has been saying this for some time.

I appreciate your post and wanting to make things better as well as trying to take an unbiased view. Anything the players have to say is simply being ignored. I can nott see things changing soon, if ever.



(^^ Hehe My girlfriends' father coined that term )

Though - yes, the game MUST adhere to a strict rule-set. No player can be given exceptions. All rules must be enforced, for all.

Else any compromise for a single player, diminishes the value for all.

And... the game may become more 'difficult' with having to micro-manage the game, though the direction to me (still, mostly a N00B) is clear:
War simulation, heavily comprised of cambat.
Howevver
This will ultimately lead to little infrastructure for research and manufacturing, and only those with advanced research will continue to produce anything. With the amount of time required to produce mechs or anything 1000+ RP, new and average players alike, will fall back to 'the stone age', with jeeps and other light VEH's that can be purchased for under 20mil - because all other funds will be spent warring.

The "War" may be enjoyable, though, it is a many-faced beast, with economy and research (including money-sinks), being a necessity


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