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Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 10:42 am
by Gozar
Over the last 3 years that I have played this game without ever going into V mode once. I have seen a number of really good ideas unfold.. with the development of ships and Zorg physics etc. However in the same time frame I have seen a War /Battle strategy game turn into a miners turtle convention.. The really said part of this is this has been backed by ZE it self.. OK it is great to have a community of players where we can talk chat and mix.. But have we taken this to the point of forgetting the idea of the game.? to be the best you can be.. of course if that is to be nothing more than a chat room then I am wasting my time..

I hope I am not by saying let's improve game play on the fleeting side which is what this game is based on.. I read about ship and battle engine development.. for what when most players are not fleeters.. then to add to the structure (in my opinion) cheats bugs that have been allowed to stay in our game..

Some time back Moon Destroy missions became limited to 4 per 24hrs, n00b protection was raised to 100k points all to enable development.. development of what..

You may as well abolish MD mission all together.. why because moons are NO longer needed to fleet save from at all... when all a player needs to do is send his fleet on an Expedition mission.. I know this has been discussed before and I WRONGLY thought corrected.. Yet it is still possible to send an expedition mission to a moon from a planet which is not detectable on phalanx.. For god sake why.. Why make a strategy game impossible to play.. Moons over a certain size even after 3yrs of Rip building are still more than 3 times the level need to destroy.. I can accept this to a degree.. I can workout alternatives but to be able to fleet save to a moon that should not even exist let alone impossible to destroy is a joke. ZE has improved in lots of ways but then dropped because all it seems to want is to be a chat room trade community.. Until (to me a bug) this issue is corrected it is irrelevant what ship development or battle engine changes occur.. ZE is allowing exploitation..

So all you players can cheat..You do NOT need a moon to fleet save from just send your fleet on a 10% expedition select moon...select a system further enough away to gain the time scale you need.. then workout the required recall (by recalling you eliminate all dangers of this type of mission) time you want for your ships to return.. Yes you are still able to recall and yes your fleet is NOT seen on phalanx..

Re: Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 11:00 am
by Weresloth
You have my support. As much as I enjoy chatting and trading, Zorg at its core is supposed to be a war game; that's why I always tell noobs the best way to grow is to raid your *** off.

The expedition thing is a bug an needs to be fixed, but what would you propose to do about MDs?

Re: Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 11:32 am
by SPY
As i have voiced my concern on the original thread of the issue... i will say the same here.

agreed on the part where fsing to the outer space moon is said an exploitation. i didnt know it was not fixed as i am away from the game for a while. i still have one account that i actively play now so from that perspective want this to be "fixed" ASAP.

RIP no matter how much i dislike the ship type has a purpose in game and that is to destroy moons. and the most important reason why moons are destroyed is to catch ships on phalanx. if you let it going on better just increase the RIP speed and make it a real attack ship and take away moon destro mission all together. because right now its virtually useless.

Re: Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 12:49 pm
by Pkromm
We come back to this topic many times but no changes, except the MD limit within 24 hours. I still believe that must be a way to protect the fleet from big bullies attacks ( me included), therefore I suggest:

1st. The probability of the destruction of the Deathstar fleet as 75 % of the Moon Destruction chances ,
per example MD chances 80%, Rips Destruction chances 60%, that may slow down the Mds, I would accept even both destruction Moon and DeathStar.

2nd Any recalled mission would be not Phalanx detected when started from a Moon, so a careful player could recall his FS accordingly to be safe, and the attacker should be very accurate to get the recalled fleet on a blind attack, and even so, he would have less than 1% chances to crash it in my opinion.

3rd Fix the ACS defend MD Missions.

Someone may think why me as a fleeter that hunt only fleets or raid big amounts of resources is suggesting the above, the reason is only one
“ A hard work dedicated player with good knowledge of the game, do not deserve to be crashed just because I started before him and now I have a fleet able to pop Moons as popcorn. Many would say: I was noob or new player once and had the same problems but I survived, well I remember when 100 rips were a huge fleet in this game, now 1000s are just a normal number for the top 5 fleeters.
Remember to FS at least is the only thing you can do so far, hope the Dev team start to working out the above and any other suggestions posted.

Fly safe and happy hunting.

Re: Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 4:35 pm
by Zorg
After the phalanx fix with slot 16, a recalled fleet will still show on phalanx. It will just do not show the fleet composition.

The MD Acs Defend is possible in Massacre and will be possible in all universes when copying is conducted.

The limitation on MD missions is only valid in X-TREME after a Playerbase suggestion.

To make it better for all, do not mix up suggestions. Each suggestion must have its own thread. This mixes up a bit of everything.

Therefore, moved to game discussion.

Re: Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 6:14 pm
by Desert_Reaper
I agree with Zorg for once. Your post was rather confusing Gozar since i couldn't tell what your suggestions were

Re: Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 6:24 pm
by Flapper
All games of this nature have the same problem. Big fish get frustrated because the don't have enough little fish to eat, and little fish get frustrated because they keep getting eaten. There has to be a way for a mistake free player to be 99% safe against even the most skilled fleeters. It is only natural that miners and turtles become the norn. Most players simply to not have the skill and schedule to to maintain a good fleet.

One electrical outage, one trip to the emergency room, or one computer crash and months of effort are destroyed. If a kid gets held late at school or someone has a flat on the way home, once again, no more fleet.

I like Pkromms suggestions, especially the increased chance for lossing the RIP's. Properly balanced this could work into an equation to reduce the number needed to destroy large moons as well. However, ACS defense against MD's has to be fixed.

One other suggestion I would add is the count of ships in the air being included into a player's points or not counted at all ever. As it is now, the hunters have a far too powerful tool at their disposal. Half this game revolves around jumping into space at eight minutes after. Knowing for a fact that a player's fleet is grounded is simply too beneficial to fleeters.

Re: Let's make ZE the game it was intended to be

Posted: Mon Dec 12, 2011 11:54 pm
by jonnytman
I wonder how many people will V-Mode once they find out they can't fleetsave from a planet to a moon. Especially those who don't have moons to start with. I understand that the expedition glitch needs to be taken out, but I think taking away all fleetsave options from people who don't have any moons will only make for fewer fleets, and eventually fewer players.

Re: Let's make ZE the game it was intended to be

Posted: Tue Dec 13, 2011 12:09 am
by Pein
. Yet it is still possible to send an expedition mission to a moon from a planet which is not detectable on phalanx.. For god sake why.. Why make a strategy game impossible to play.. Moons over a certain size even after 3yrs of Rip building are still more than 3 times the level need to destroy.. I can accept this to a degree.. I can workout alternatives but to be able to fleet save to a moon that should not even exist let alone impossible to destroy is a joke. ZE has improved in lots of ways but then dropped because all it seems to want is to be a chat room trade community.. Until (to me a bug) this issue is corrected it is irrelevant what ship development or battle engine changes occur.. ZE is allowing exploitation..
first and gozar about moons-are still more than 3 times the level need to destroy
when this game started ho started by mass poping of moon
all players ho was playing before 2 years ago
why moon size poping changed is because you make it happend .
weak players cant defend against 1000 rips or more without good buddy ho has strong enought to defend weak player.
everything what happend in zorg right now for weak players is not to try to become fleeter
you will get *** kicked with this new fix
maybe sugestions is remove slot 16 why we need it anyways
you build fleets to get destroyed for stupid black hole
a will rather lose my ships on njinja or my fleets get destroyed then somone else by stupid blackhole to get some resurses.

zorg is not what is ware in begining war game where players loot around to get resurses to build ships ,defense, new tech.
also about ships
deathstars should be more powerful including Bc .
also player get first moon and next day he get destroyed because he has only one moon of course he will quit game because of that
give weak players chance to fight against strong players. with moon planet is phanalxed you ruined game a lot

Re: Let's make ZE the game it was intended to be

Posted: Tue Dec 13, 2011 1:28 am
by Desert_Reaper
If deathstars are powered up any more then the big fish will have more of an edge imo