Re: Player Protection

#71
Time limit does not sound like a good solution.

I guess that the reason you all avoid the moonshot allowance solution is that this is not enough to solve the problem. In this case, the problem is different and more close to what Emperor of Death said.
Emperor_of_Death wrote:Too much fuss for such a small issue, if a player stays in noob protection, bravo, if he fleets while there, bravo, if he can keep his fleet safe like that, bravo again. Such a player is not a therat for any big players or for any good players, he hunts where you can't ... that is all

I have no prejudice though. If you think this is a problem, then we will need to find the solution there. We need to be sincere on which exactly the problem is.

To help the discussion, here are all the issues I spotted in this conversation so far:
1.Newcomers need protection
2.Some experienced players joining now are utilizing the protection system in their favor. Specifically, they combo it with how the stats (and fleets on air) work in order to choose their area of hunting.
3.Bigger players are not able to hit these players while they should be, as they are obviously not newcomers.
4.Bigger players are not able to protect their smaller alliance mates against this type of players.
5.Bigger players are not able to give moonshots to their weaker alliance mates and this also plays a role in the current situation as weaker players need moons to defend more properly.

In contrary, the following arguments have already been brought:
1.The players using this tactic are also having a disadvantage as they are forced to halt their infrastructure growth in order to remain within the required points to have the protection.
2.Bigger players can still use ACS Defend to defend their weaker alliance mates or to indirectly hit this type of players.
3.Newcomers getting hit by this type of players should not be a real hassle due to how protection works (5x difference). One could claim that this type of players are helpful to them as they learn what they will get once out of the protection completely. So they should not be our main concern when we give the solution.

Solutions proposed:
1.A way to give moonshots to weaker alliance mates (this has to be regarded as a standalone improvement. It just happens to aid in the current issue).
2.Time limit could work. It does have loopholes though. We can find something better.

These should be enough to help you come up with the best solution. I will remind to the old and inform the new that this is the way we always work in game development. The players had a major role in the shape of Zorg Empire. We always are very cautious when we get change requests from players on an existing universe. We do this for a series of reasons and again, we always did this. This is called consistency to a specific way of operation. I will name as the top example the Elite Recycler suggestion who took a long time to be accepted, approved and finally get implemented in the game.

When the idea originates from us, things are much faster. One of the top reasons is that in this way we do not have to worry of favoring a specific group or individual. We always take great care not to favor anyone - favoritism to anyone is something we despise.

Finally, the game has an active administration that ensures fair play and bug-free game. We have been left behind in development of new features/improvements for some time now but we will earn the ground back soon. I am mentioning this as part of my periodical similar statements which seem to have great appeal to the majority of the active forum users.

Re: Player Protection

#72
IMO, the problem is the learning curve of small players. These super noobs thrive on the fact that new players that come, are NOT EVEN FSING. THIS HAS TO DO WITH LEARNING. 2'nd any supernoob can be ninjad cause if he attacks he can not see the big player's fleet, but the p[roblem with this is th fact that most big players have little contact with the small players even if they are in the same alliance.
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I highly recommend pissing yourself, followed by a course of praying to your impotent god.

Re: Player Protection

#73
But if you want to make the noob protection to target supernoobs, make it dependent on td given, after 100-200 mil he is out of protection. For x is like this 200k or x mil td given. This way an experienced player can exit noob protection before 200k and you solve the ms issue. Plus you increase noob pvp
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I highly recommend pissing yourself, followed by a course of praying to your impotent god.

Re: Player Protection

#75
The problem with TD based protection is the hypothetical miner or raider who rubies all their moons and manages to avoid inflicting or receiving any significant damage. Such a player could grow quite large and still remain in protection if they played their cards right.

Re: Player Protection

#76
Pulsar wrote:The problem with TD based protection is the hypothetical miner or raider who rubies all their moons and manages to avoid inflicting or receiving any significant damage. Such a player could grow quite large and still remain in protection if they played their cards right.
But he would no longer be a supernoob, and how could a miner exist in those points and more, if he would raid, and build fleet... he would just fs?
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I highly recommend pissing yourself, followed by a course of praying to your impotent god.

Re: Player Protection

#77
Emperor_of_Death wrote:
Pulsar wrote:The problem with TD based protection is the hypothetical miner or raider who rubies all their moons and manages to avoid inflicting or receiving any significant damage. Such a player could grow quite large and still remain in protection if they played their cards right.
But he would no longer be a supernoob, and how could a miner exist in those points and more, if he would raid, and build fleet... he would just fs?
Sure, it would get rid of the types supernoobs that exist now. But it would create a new problem. Imagine I'm a player who never attacks actives, I just grow off my mines and by raiding inactives. I can now stay in protection almost indefinitely and stay perfectly safe just as long as I avoid inflicting any damage. I could remain completely protected even once I've obviously developed to a point where I should have long been out of protection.

Re: Player Protection

#80
Emperor_of_Death wrote:The protection îs there for a reason, and you could even add a raid limit of 500mil or 1 bil

Yes, it is. To quote from game material in the FAQ's.

"Yes. The protection intends to protect new players till they learn the very basics. "

I think the original poster of this topic should have put this in their original post.