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Forum Index General Discussion Rolling Minor Updates

Rolling Minor Updates

Started by BW · 13/11/2018 · 07:24 AM · 276 replies · 9 reads
BWOP
Someone closed my original thread, so here is my Patreon again. Patreon

Want to show your support for the updates, or for the work I do in general? Donate Here! There`s also my paypal at [email protected]

Update Logs
Full logs of changes, going back to the first recent ones can be found in:- Update & Changes Log

Update 8-9-19
Top 5 attack bug has been fixed.

The ability to attack anyone in the top 5 from any pr, has now be amended.

Update 5-3-19
Minor VM Update

In the interest of clearing up some confusion, I have unified the timer for entering and exiting VM to 12 hours. This means that if you enter VM before 24h after your last attack, the VM will not begin until 12 hours have passed from you activating Vacation Mode.

When you exit VM early, you will similarly have 12 hours of no turns and will be removed from the VM damage protection, leaving you open to attacks.

No changes have been made to the usual 24 hours of turns at the end of a 7 day or longer VM.

oh also anyone can plunder x class planets now ~ Enjoy

Update 1-11-19
Well I guess it`s time to post this update - In the interest of keeping speculation down and everyone in the loop - Here`s what`s going on currently behind-the-scenes:

Most of you have already noticed that the payment system for Gamestotal has been down for the better part of a year now. This has been a concern to me in regards to the servers remaining up. I`ve been trying to mitigate this possibility with a backup, so far so good.

Part of the issue with the game (and updating/changing the game, doing anything really) is GC`s architecture is ancient. It`s running on tech from 2000, and bringing this a little more up to date has been a major focus over the last while. If you`ve read the Patreon, you know I am also working on redoing the entire code-base for the game. It`s insanely disorganized and lacking in conventions across its files - This is why simple updates can take more time than you would like, and there`s plenty of potential for bugs to pop up.
I am aware of the bugs with VM and leaving VM, as well as server refresh and and goods not withdrawing from the market over the old maximum`s. Hopefully should have those corrected soon.

With regards to concerns about QA with updates, It`s hard to test anything when your total player base is what you would normally like as just a testing base. Sometimes it`s easier to push an update, and if needed change things down the line based on more in-depth assessments. Sometimes issues don`t pop up right away until all of you are playing and using new features regularly.

BadWolf

January 07 2019


I-Tech fix

I-Tech
The last issues with I-Tech have been fixed, minor oversight due to the way older projects function.


December 10 2018


Market Fixes

Food Minimum
I forgot to log that Minimum posting price for food was raised from 2 to 4.

Sorry for any confusion. ~ BW


December 05 2018


GLOBAL PAIDS

Paids for all!
Global Paids for all servers is now active, and will remain active as long as we`re at our goal. Thanks everyone!

Global Paids -
As we have reached the milestone, Global Paids have been activated. All empires in the game will receive a Paid status as long as the milestone remainds reached.

Empires who wish to not participate and have their status removed back to Free, please contact the admins.

For those who previously had Paid status, be advised that these days will carry over even while the Global Paids are in effect.

This means that if next month the milestone is not reached, your paid status will remain in effect while utilizing the time you got for your donation.

For this reason be advised that existing Paids will not be refunded for the reason of utilizing the Global Paids. This is in conjunction with the fact that donations are not subject to refund.

Thank you,
Staff


Edited by Amadea on 2019-08-09
D {DrKsT}gAlAcTiC
i love how your showing what you do that makes me not mind donating seeing that you are working on things keep up the good work
R Raistilin
Fed Projects - Individuals in the fed could send turns into a "turn bank" that the Fed leader has access to to allocate turns into projects. One could be a temporary immunity to artifacts for the whole fed (both good and bad artys) for a set duration. Another could be a change to Fed War limits, where you could either make it so you couldn`t be attacked from below your pr, or you could attack from above at 3 times but only set to an aggressive attack stance. All of these projects would have time limits on how long they last, but also on how often they could be used within a week/month period and of course high turn/credit/resource cost for each activation.
E EnderWiggin
I wonder if it would be possible to make Fed War scale based on how many people you had in your fed? 1.5 (5+ fed)
1.6 (10+ fed)
1.7(15+ fed)
I don`t know if that is easy, I also don`t know if that`s the right way to do it...
Would it be possible to have a collaborative project that would allow your fed to increase fed-war bonus for a set amount of time?
I feel like there are some good ideas around this concept but I don`t know the ease of implementation or if I stumbled on the right one...
D Daddy
Is this why I got fed warred earier? Haha makes more sense now
BWOP
Yes if it had changed, I would`ve noted that Omeg.

I can do that on TB.
O Omegian
Also - with lack of targets on the slower TB servers, the 2x loss makes the targets some people had from 3 to 1 ... either increase NPC`s by 300% on slower TB servers and have a higher floor PR (e.g. 500k PR base and at least 1 mil pr fleet) to increase targets.
O Omegian
Can I get clarity here on this update - DP is still given at the same % lost correct? If so, are we also factoring in if I take one, but do not give DP, but then player builds Starbases that doesnt affect their "% lost" to reset from losing only 1 at most to 3 colonies.
A Ankaar
Continued from my list a few pages back...

15. Make forum open in new tab by default, not same tab.
R Raistilin
Here`s a rando-idea I had. Make Federations have achievable goals (whatever those may be, I don`t know) and when meeting those goals unlocks bonuses for UWs.

Maybe one tree could be toward attacking a UW where players of that Fed unlock an additional 10% of their artifacts for usage.

Another tree could be geared towards defenders/Uw-holders themselves such as situations where there are random (1-5%) chances of attacks not going through and the attacker losing those 5 turns.

And lastly make it so people are locked into a Fed during a UW event. People can join mid-way but they should be stuck with their choice for the duration of the UW.
O Omegian
Disabling would I think be overkill, reducing the cap limit is more reasonable. This encourages, where one person with a ton of artis can`t just solo it. I seen to many UWs on RT defeated by 1-2 people primarily because of their artifact stash. Yes the UW`s survived longer than 24 hours, but most people wait until the 2nd day to coordinate, but most UW`s if fought on the first day would be dead on the first day, not the 2nd (assuming max PR UW on RT)
D {DrKsT}aSmOdEaN
Even if not outright disabled, but lowered cap definitely. I agree with Omeg completely.
C CounterCrazyGOM
@Omegian Artifacts can be disabled during UW`s much like how the capsule lab is disabled for all except the UW holder.
O Omegian
I am not even going to argue about taking away explore UW`s. What I am saying is the only way a 48 HR UW seems reasonable to me is if you reduce the max artifact stash. That really defines how long an UW should or shouldn`t last, not playtime RT vs TB server.

48 HR for RT would be reasonable if artifacts (BTCs, STCs, Historias, etc.) were taken out of the equation entirely.
E EPrussia
Omeg
RT 24 hours UW is to short.
If you cut down the number of hours, remove the ability to explore during a UW on all servers?or at least the faster ones
O Omegian
Depending on the artifact and rebuilds, a group of people can take down a 1 bill pr UW within 8 hours. Again this assuming you are burning a ton of caps and cash for maximum turn effect. If you capped btcs at 50 then 48 hours seems more reasonable, but 255 - might as well make it 24 hour UW on RT.

It`s not the time is the issue, it`s the amount of artifacts sitting around in players stockpiles that only gets used during UWs
M MirrorUniverse
Thank you BW for the changes so far.

For people who only log in once or twice a day on RT, they will only get 2-4 chances to fight a UW over 48 hours. Methinks 48 hrs is OK for RT. But slower server UW time frames do need tweaking.
+1 for cooldown
+1 for Omegian idea
Launched UW (48 Hour UW)
Lasted 24 hours - I lose 50% of my cash, minerals, artis, etc.
Lasted 12 hours - I lose 75%
Lasted 4 hours - I lose 96%
A AssassinatorS
How long did it take us to take down Kalzul? Wasn`t that well over 36 hours?

Personally I think one change at a time. Either lower the time OR increase incentive to pull one off, don`t do both at once.
A Ankaar
Like Ender said, its already a ton of work. Im totally fine with a cooldown of 30 days. if your biggest issue here is false UW`s I just dont think it happens that often and the person doing it will have spent a ton of cash to even do it.
D {DrKsT}aSmOdEaN
@Ender
Thank you for reminding me. I forgot to add that there should be a cooldown. Even if that is the only thing risked in a failed UW attempt.. the target is the false or blocker UWs that delay a serious attempt. I know they are rare. I know building a UW fleet is hard, but the false and block UWs do happen. A 30-day cooldown is a nice fit here.

I will also offer an opinion on how long the dam thing lasts, 48 hours is a bit much. Maybe reduce it some? I do know the rewards need fixing. For TB maybe we can consider making them longer? Like slow..48hrs isn`t much time to do much unless you have alot of BTC. Perhaps 4 days? Just a thought.
E EnderWiggin
It takes like 25k turns and a bunch of resources just to build the fleet (RT), not to mention the toll on your sanity with potentially 48 hours to stay up. I would be for penalties if you don`t make it 12 hours, maybe a 30day cooldown, but anyone that thinks further discouragement is needed hasn`t tried building up to 1 bil PR recently.... It sucks.
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