Re: Player Protection - suggest modification

#31
But the zombies in minecraft are so scary!! :oops: My diamond sword can't even protect me :P

Now back on topic. In order to adequately provide protection for those who need it, and take it away from those who don't, we need to think of all the things that go into being either a noob, or an experienced player:

1. Points: No matter the case, the size of an account whether big or small determines who will have a massive advantage over the other. I say after 100.000 points you should be ready to move up to the next tier.
2. Logged game hours: This could be a hidden feature that logs the amount of hours you have played and once you reach a certain amount you are one step closer to leaving protection.

Players could only attack the other accounts that are within the same tier, or inactive players.


If you could make these things a required achievement, then I believe this would be a great system for the protection rules. Once said player reaches these goals, they move up to tier 2. In each of the tiers that followed, the required values would be incremented by a value zorg would determine. After you get through 3 tiers, you are removed from protection.

(I was thinking about adding raided res and damage dealt as a requirement for ranking up, but not everyone raids or attacks. Also it would leave a loop hole to have a super mining account where they can have big mines without being raided by the top players like they should be.)
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Re: Player Protection - suggest modification

#33
That works too. :D However it is not due to the fact that I am 4.000.000 points and can't compete with the people around me. Rather, it is about over protection. If a player is able to get away with not fleet saving for the first two months of their career in zorg, they will most likely do the same outside of protection.

What really needs to happen is more alliances need to step up and accept newer players into their alliances. In the past when I go to fill out an application to join in alliance (in Xtreme, Standard, or Massacre) 90% of the time I see this question in the form: "We only accept players who are 100.000 points or higher. How many points are you: " When a new player sees this, he feels too small to matter and loses interest, thus becoming yet another inactive account.

Most of the top alliances who have players with valuable information to share only care about gaining the elite members, and maintaining the ones already in their alliance.

If this is the case, create a second alliance to act as a branch of your alliance where there is a skilled player who is willing to mentor new players, teaching them the important facts about the game (fleetsaving, how to keep from being farmed, how to raid). Once these players leave the protection, or the alliance feels they are skilled enough, then they will be moved to the more advanced alliance.

I understand that this has been brought up in the past, but seriously. Handing an inexperienced fighter a bigger shield doesn't make him a better fighter. Teaching them how to strategically dismember their opponents will though, and I believe more alliances need to live by this. In fact, maybe some of the alliances will even put that quote in your public alliance page. Just be sure to quote me ;)
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Re: Player Protection - suggest modification

#34
What you say about not learning is quite true. But some will never learn. We do have to make sure that some of these players get it through their dense canisters that they have to learn to play.

The top alliances recruiting only the best? Is that really the way it is in your server of choice? Extremely short sighted.

There was, until the day before yesterday, in Standard a training alliance. One of the members of my own alliance chose to set it up. Help teach newer players. This had been running for a few months. But, the time had come for him to return home to us. That alliance has now ceased to exist. However, we have taken all the members that were there in with us, if they wanted to, otherwise they have gone their own ways. Their choice. When he set up this alliance, he approached the other top alliances asking for NAPs. He explained what he was doing, how it was for the good of the game. They all declined.

Since yesterday, my own alliance has been expanded with the influx of 11 new members. Since this player has done such a good job training and teaching some of these new players, their raiding has been quite good. In fact, we have jumped from second place to first place in the raiding tables for this week. We hope to carry this on in the future.

Funnily enough, the number one ranked alliance, one of those that chose NOT to give the training alliance a NAP has been private messaging some of the new members of my own alliance, trying to poach them. Funny that, don't you think? lol.

So far, they have all declined this generous offer.

The point being is, if these bigger, elite alliances choose to be aloof, they might just miss out.

Is it worth some sort of training alliance being established in your own server?

Re: Player Protection - suggest modification

#35
That was not a comment with aim to bash any alliance in every server. And I am unable to speak for my server of choice. I can proudly say that I have only been in one alliance for my tenure in the speed server. But I have tried other servers out and many of the alliances I applied to refused to accept me due to my size.

I was only making a suggestion to those top alliances who do not prefer to accept new players for whatever reason to create a training alliance. This would help players grow and give them hope, while instilling good values in their gameplay.
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Re: Player Protection - suggest modification

#37
Personally, I like to take in newbies. If they have someone explaining how the game works, when they first arrive, they are more likely to stick around. Retention is a big concern of mine.


Regard your soldiers as your children, and they will follow you into the deepest valleys; look on them as your own beloved sons, and they will stand by you even unto death.
Sun Tzu

Re: Player Protection - suggest modification

#38
SilverVixen wrote:Personally, I like to take in newbies. If they have someone explaining how the game works, when they first arrive, they are more likely to stick around. Retention is a big concern of mine.

Would the same idea follow in your server that we have done, twice now in Standard?

Obviously new player protection is less (in points) but starting an alliance for newbs, an Academy, seeking NAPs with the bigger alliances. Running it for a finite amount of time, certain provisos that because they have a NAP then they won't take advantage in any way for fear of voiding that NAP.

Leave them alone, allow them to stay in that Alliance until they have reached XXX amount of score and be safe from being hunted until that point?

But who would volunteer to do such a thing?

Re: Player Protection - suggest modification

#39
Sorry I don't quite understand what you are saying, Mighty.

I mean I like taking new players into alliances I'm in. It's fun to teach them. I wasn't talking about an alliance made up almost entirely of new players :)

But yes, if you have a lot of NAPS going on, eventually that would bite you in the hindquarters.


Regard your soldiers as your children, and they will follow you into the deepest valleys; look on them as your own beloved sons, and they will stand by you even unto death.
Sun Tzu

Re: Player Protection - suggest modification

#40
Yes, I meant an alliance that is made up ALMOST entirely of New Players. One or maybe two old hands, a leader and a subordinate. They could be the teachers, the rest could learn. With the agreement of all the other big alliances for your server, they could have a NAP, with conditions. That being, don't take the Mickey, don't intrude on our space etc, whatever is deemed agreeable. They would be safe. Safe to grow, prosper, learn. Set a maximum points level for those new players in that alliance. After which time they would graduate to be independent, free to join any alliance they then choose or even stay independent.

This has always been a plan that could work and has worked on a temporary basis in Standard.

The difficulty is, getting the big alliances to agree. Everybody has their own agenda. If this plan doesn't coincide with these agendas' it's doomed to failure. So, there is a bit of chatting to be done. A lot cannot be bothered to, or even listen.