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Posted

Okay..I agree with a FEW of Ani's points, but not all.

 

1. Spy needs to be nerfed, or something else needs to be strengthened to balance it out.

In the last 5 days you've sabbed what, 15,000 of my maneuver whatevers? Twice you've taken out more than 50% of my items in the armory, while being invulnerable to attack. It's absolutely ludicrous.

2. Banking needs to be taken out. Even without interest, people will just bank all the time and ranks don't matter until, like Ani said, the hour before the round ends. Also, in the other version of 'SSRpg' that I played, there was no bank, and it didn't end up with only the most active people being on top, as one may expect. I managed to stay in the top three for the 3 months it lasted before it degraded because of the lack of reset and sloooooooow UP, but the top 5-10 was constantly fluctuating, because of a COMBINATION of sabs and attacks, and buying items when you have money, not just sabbing someone for all their items and killing their rank, then hoarding all your money in the bank until the round ends.

 

Some things that Ail said that I agree with, however.

 

1. Elimination of clans. While Penis clan was huge, I still attacked many members towards the end, as I needed money and the target range was just too slim. The higher ranked and more active members, however, I made sure never to attack. (So to me, I was only in a clan of 5-8 ^^) Removal of the clans, or seperating them into two large teams would, to me, make it more fun.

 

2. (I think this was one of Ail's points, anyway.) Increase of higher end weapon and defense item prices. With the UP and income, it's just too easy to get massive stats and screw everything up. You should have to work for a numerous amount of high end weapons, not attack three or four people and buy a thousand of the best attack or defense weapons.

 

 

Basically, we've still got a lot of bugs to work out.

Posted

1) Well, I certainly don't want to get to "never resetting at all" with these settings. How about I reword it as "long term stability". The idea is that if I set my goal as to make it that stable, that it will remain compe!@#$%^&*ive for a month.

 

2, 3, & 4) There is no way to change the sab system. I didn't make things worse this round, because I didn't touch spy weapons at all. Besides, a week ago you said I nerfed the spy system. Now apparently I've made it overpowered, all while not touching the spy settings at all. So which is it?

 

5) True enough about spy weapons being indestructible.

 

The SSCentralGods never had a population greater than the rest of the game, but there isn't a point worth arguing about here anyway.

 

And I know your members attacked each other, but I highly doubt you massed and sabbed each other.

 

I know how the casualty system works. Generally, the more soldiers you have involved in the battle, the more you lose. You can counter massing two ways: Either buy defense mercs or train all your soldiers into offense. Thanks to you, there were no mercs on the market. Also thanks to you, I lost all of my offensive weapons thus making it better to train those soldiers as spies. Believe it or not, between all of you, you generated an uncounterable strategy. Kudos for that, but don't think I don't know what I'm doing.

 

As I said, casualties get higher if you have more soldiers. What you mean by "gets screwed up" is that weaker players generally have the advantage in the casualty department. That's called an equalizer. It gives players who aren't ranked in the top 5 a chance of catching up to those people.

 

And if everything you say is true and I am changing the RPG for my own benefit, then WHY IS YOUR SIDE WINNING? That isn't a complaint but a statement that if I were doing as you describe, I would probably be the one winning. Besides, I'm not even playing next round due to change in lifestyle.

 

 

FYI, I have a year's worth of experience with text-based MMORPGs. Obviously I haven't played WoW before though. My chief qualification seems to be making positive suggestions without whining.

 

 

If I wasn't looking for suggestions, I wouldn't have posted. Usually I don't post "that's a good suggestion, I'll implement it", so you don't notice, but I do implement suggestions. Already I've taken a few despite your complaining.

 

-There will be no penalty for using the bank, as SR suggested.

-Also, he made a good point about the clans. Admittingly I did have a plan to kick out inactive members, I just didn't mention it because I figured people got the jist of it. However, the point about clans being based upon friendship is true. Perhaps we can pick two captains and have them pick members one by one?

-I thought you could sell mercs by buying a negative number, but due to comments and a subsequent investigation, its been revealed to be impossible. Because of this, the attack limit will remain to be 5 per day and army size limit will be 5.

 

-I did pay attention to your criticisms last round about spy being too strong. I reduced the price of sentry weapons. The effect is that I can sab people whom I can't recon. The only thing different this round versus last round is that the weapons are ten times weaker. You did have a point, though you probably could have found a more rational and mature way of doing it that didn't involve a suggestion of suicide. The formula clearly involves the strength of spy weapons versus the strength of the weapons being sabbed.

 

You are right, increasing the strength of covert weapons alone will make things worse. However, if I concurrently remove some covert upgrades, the strength of the maxed-out weapons will weaken by a factor of two for each covert level. How about I double weapon strengths but remove the 9th and 10th upgrades?

Posted

The main problem I see is that SS Rpg doesnt have the population it needs to be fully functional. Like as I said earlier, theres only about 25 ppl thats active-ish right now while most Forum Rpg's like this usually have 75+ going to hundreds.

 

Because of that, theres very little targets meaning you have to lower turns production and then have to put a cap on atks made. Which then leads to if a group of ppl gang up, they will most likely win. This is wat I think is the base problem thats causing other problems to surface.

Posted

I think falkco was making this point about spy.

 

Some people have put all their units into spy and now their army size is too small for them to be attacked by the higher rank players that are continuously sabbing so there is absolutely nothing anyone can do about it.

Posted

Correct. Worse yet, the only settings change that would allow people to do something about it also opens up strong players being massed by weak ones. Either

 

A: There is an army size limit in attack, and no one can attack the all-spy ASSS, or

B: There is not an army size limit in attack, and any fool with a couple dozen troops can m!@#$%^&* the top ranked players.

 

As it stands, this is the status of sabotage:

 

1) Its nearly free to carry out...all it can cost you if done correctly is one spy.

2) It cannot be destroyed. Spies can, but spy weapons cannot be touched

3) It cannot be prevented. As long as you have a recon, you can sab them.

 

Last round, I thought sentry countered sabotage. Thus, I did try to nerf sabotage in the form of making sentry tools cheaper. Turns out that sentry only counters recon. Don't blame me for this. It seems the makers of the core cared more about options to give rewards for posting and starting new threads, as well as some very ridiculous options such as turning off income and unit production and such. If I wanted to, I could make the sole source of income, troops, and turns to be spamming the boards, but I can't change the sabotage system.

 

I do promise that I will nerf the everloving crap out of sabotage. Something that follows the three rules above does not deserve to be that effective.

 

 

But not only that, I especially have to nerf the all-spy ASSS. However, since it is grossly unfair for someone to destroy someone else 50x their size, I have to go with option A.

 

The only thing that can be done at this point is to limit the benefit from it. That means that spies without tools need to be less effective relative to spies with tools. The best way to do that is to increase the strength of spy tools. However, that would make sabotage in general more effective, so we remove the top 3 covert levels.

 

Overall, I'm thinking 60pt tools with a cap of lvl 7 covert, which is 1/4th of the effectiveness for tooled spies and 1/8th the effectiveness for untooled spies relative to the settings now.

Posted
I do promise that I will nerf the everloving crap out of sabotage. Something that follows the three rules above does not deserve to be that effective.

 

Aileron, I love you with all my heart.

I even forgive you for sabbing 7,000 more of my items today. If it was you, of course.

Posted
x atks per hr would be stupid anyways since the settings would only affect the person receiving. So if u set 1, it would be 1 atk on that person for you per hr which really doesnt do anything since you rarely need to hit more than once on the same person unless you are greedy.
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