For a long time now ZE has had the n00b protection rule...this originally was set at 10,000 points..but some time back think over 2 years this was increased to 100,000 to enable new players to develop high enough to be able to learn the game and protect themselves... However a new breed of player evolved to prey on our new players these bottom feeding low life players...remain in the same protection rule so they can feed scavenge and prey on our would be new players...One in particular has over 2 million fleet points...and yet after 18 months of game play is still protected by a rule designed to protect the very players he is feeding off...
I propose that Zorg not only increases the protection rule to say 150,000...(more over it's a sign of inflation) give new players that little bit longer to develop...But also a time scale of say four to six months... Once this time period has elapsed from the day the account started...all n00b protection is also removed..this will prevent the type of player evolving that currently abuse a rule set to help out would be new players...not a means to hide and feed off.
The only players that can possible object to this would be the ones abusing the for mentioned rule..or you support such low life behaviour.
Please post your opinion and vote lets try and keep any new players that join rather than to continue allowing this abuse of game rule....
Re: Keeping new players..
#2I wholeheartedly agree, I have said as much before. But I would tend to go for a little bit more of a safety buffer in the way of points. 250k across the board, for all servers. That would allow each and every individual type of player to flourish, whether they be turtle/miner or raider/fleeter. They would have a chance to learn.
The numbers of newbs I have told, time and time again, FLEETSAVE. They ignore it but are the first to moan when they get hit. The other excuse for not fleetsaving, I do not have time???? What??
If they can have protection from the bigger players but be fair game to their peers, that would be great.
The numbers of newbs I have told, time and time again, FLEETSAVE. They ignore it but are the first to moan when they get hit. The other excuse for not fleetsaving, I do not have time???? What??
If they can have protection from the bigger players but be fair game to their peers, that would be great.
Re: Keeping new players..
#3I have to agree with you both on ur points. But think one more thing to help newbies is new accounts resource regeneration to double just for 2/4 weeks just idea like know others think on this quicker they can build get more involved earlier they might be more likely to stay
Re: Keeping new players..
#4The reason I suggested a 50% increase is in-line with game growth.. The problem with such a dramatic increase as you suggest is if the noob player can't learn the art of fleetsaving at a lower level...then when they are hit with those point levels..their loss will be likely to make them quit... You can not raise the protection level to high or you will end up with the scenario that is under discussion...The semi established n00b of say 3 months would alienate the very new player..better to keep the protection rule in proportion to the game... But to have a player with over 2 milliuon fleet points be able to bash a player that has not even reach the level to build say a rip or even BC...is just so wrong. It is as the saying goes "like taking candy from a baby"... I can not say enough on this point..if the player base can get the MD missions changed because they thought it unfair...then this is by far the biggest threat to the future of our game...Please Zorg change this rule and add a time frame for a player to remain in noob protection..mightyoz wrote:I wholeheartedly agree, I have said as much before. But I would tend to go for a little bit more of a safety buffer in the way of points. 250k across the board, for all servers.
Re: Keeping new players..
#5Gozar wrote:mightyoz wrote:I wholeheartedly agree, I have said as much before. But I would tend to go for a little bit more of a safety buffer in the way of points. 250k across the board, for all servers.
The reason I suggested a 50% increase is in-line with game growth.. The problem with such a dramatic increase as you suggest is if the noob player can't learn the art of fleetsaving at a lower level...then when they are hit with those point levels..their loss will be likely to make them quit... You can not raise the protection level to high or you will end up with the scenario that is under discussion...The semi established n00b of say 3 months would alienate the very new player..better to keep the protection rule in proportion to the game... But to have a player with over 1 milliuon fleet points be able to bash a player that has not even reach the level to build say a rip or even BC...is just so wrong. It is as the saying goes "like taking candy from a baby"... I can not say enough on this point..if the player base can get the MD missions changed because they thought it unfair...then this is by far the biggest threat to the future of our game...Please Zorg change this rule and add a time frame for a player to remain in noob protection..
I see where you are coming from. But that's why I limited it to 250k. If someone was to be a little cynical they would probably argue that we are "fattening up the calves for slaughter", lol.
Inherent is that idea of the time limit on newb protection also. If they cannot reach that score within a certain time frame then again they would be like inactive players now. Although showing as active, they can still be attacked after only a few days of inactivity. What time frame that would be, I don't know. Suggestions? Arbitrary figures off the top of my head.... three months?
Let's face it, a few years ago we used to look at 5-6 million point players and think "WOW"! How are we going to get to that level. Now they are everyday farms. At least they have a sting in the tail.
In Standard right now, there is a new player. He has managed to get in to the top ten raiders of the week already, 10th spot admittedly, but he is there nevertheless. Without guidance or knowhow, do you think he will be there in a weeks time? I have spoken with him, he seems very switched on and I do hope and believe that indeed, he will sustain his current form. But for everyone that does that, there are ten more that won't. 250k/3 months, is that a sufficient amount of time for them to actually learn? I would think and hope so. If not then perhaps they are beyond help. Attrition would also drum it in to them after that point. After they have built something then get hit, would they quit or would they stay with something they have nurtured and built up to that point. I hope it would be the latter.
Re: Keeping new players..
#6Not sure what the answer is here tbh. I do know the relevant player in Extreme is Greek who ducks in and out of protection to avoid getting hit whilst bashing the cr*p out of developing players who are still under 100k. Said it before, more players quit at that stage as their ability to rebuild is limited especially when they know someone with a 2 million fleet can just do it again. Maybe players like Greek should have their fleet score taken into consideration when hitting players under 100k. Doesn't have to show in rankings but the ability to hit noobs is taken away.Raising the protection won't make much difference as Greek will still hit anything that poses no threat. It's a cowards play and typically cowards run into vmode as soon as they bully and crash the low ranks. Shame on you Greek. The idea of noob protection being lifted regardless of score after a set time (example given 3-6 months seems reasonable to me) could also be the solution ...
Re: Keeping new players..
#7Sorry to repeat what I have also said before. I have proposed that fleet score is counted whether your fleet is in the air or not. So, this Greek person, he would not be able to do what you say he's been doing if that was the case. Another problem then arises, players who have the same playing style that you have described would be preying on players fleet scores.
Re: Keeping new players..
#8If Protection Raises , Some Players Can Play Dirty and Annoy People ;
For Example A Player Has 200k Points Without Fleets and With Fleet Has 1m !
now When He/She FSes No Player Above 1m Can Attack Him/Her
and When His/Her Fleet Lands He Can Attack Bigger Ones !
i Think We Should Work on TEACHING THE GAME TO NEW COMERS
For Example A Player Has 200k Points Without Fleets and With Fleet Has 1m !
now When He/She FSes No Player Above 1m Can Attack Him/Her
and When His/Her Fleet Lands He Can Attack Bigger Ones !
i Think We Should Work on TEACHING THE GAME TO NEW COMERS
Light is Easy to Love
Show me Your Darkness
Show me Your Darkness
Re: Keeping new players..
#9This is hard one I can see haveing a big fleet yet being able to stay under the 100k is not what really in spirit of the protection rules or fair on the real newbies but I can see why one does it, but someone who does this is clearly not a newbie so should not benefit from protection rules so maybe on top of the 100k this should only last for 3 months I believe gives anyone a good a chance of protection when growing and learning and given protection to newbies from players who choose to target them cos they are easy. Mds ,defense bashing are tactical parts of the game just the same as other tactics,
I posted in combat report one my post should be here
I posted in combat report one my post should be here