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 Rage rant as suggestions - WE NEED CHANGE! 
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Reading the forum nowadays and considering the continuous fall in number of active GL players (current DAU: 5528), I think GL as game needs to shake up a little.
After all, this game is about battles, discoveries and competition, or not?!

"easy game = boring game"
(new players with good help, don't enjoy the happiness from exploration and success, all on wiki because min once already achieved and known)
(new players without help, don't have a chance in this strongly competition oriented game)


If implemented, anyone of below suggestion would do that!

1) Give meaning to counter on base disables:
lvl 1 = after 10th disable the base will be not possible to repair
lvl 2 = after 20th disable the base will be not possible to repair
lvl 3 = after 30th disable the base will be not possible to repair
lvl 4 = after 40th disable the base will be not possible to repair
lvl 5 = after 50th disable the base will be not possible to repair
lvl 6 = after 60th disable the base will be not possible to repair
lvl 7 = after 70th disable the base will be not possible to repair
lvl 8 = after 80th disable the base will be not possible to repair
lvl 9 = after 90th disable the base will be not possible to repair
lvl 10 = after 100th disable the base will be not possible to repair

NB: GP item to lower the disable count by 2/5/10 - make your price tag Dan!
end of empty/glass legion bases, war on the remaining ones to keep the silver badges flow...


2) "Fake" NPCs
Each seasonal event change stats and rewards of one NPC faction
(e.g switch between Troop Carrier and Dark Arms Carrier ---> Fab plant vs space objects... etc)


3) Glory to PVP!
PvP needs to be reviewed or the game will soon die out, so:
a) Monthly leader board with new set of rewards incl unique rewards for multiple times in top (e.g. top 5 positions)
b) Disable (or softer version Zeroed stats) = destroyed module (valid for non GP modules, can be LM, Researched, from NPCs)
c) new profession Warrior = only for "Initial Player Races" (other races - new GP item "Military contract" for e.g. 40 GP), can overcome Halcyon Trap and Calming amplifier effect, +20% on action limit
d) Damage cap must reflect attack and defense, otherwise no point to raise attack/defense when outcome of battle is rank vs decks.
c) Hall of fame - either as history leader board or part of reward system for so wanted "Battle Arena" (entry fee 10GP, rewards in form of batch from existing stuff - badges, GP items, temporal PvP slots.. name it whatever, even like "battlefront")


4) Use all - multi buttons
Sorry, but if we can have "contribute energy" with possibility to write the number, why it is not possible to have multi-add button and let us type the value?!
Multi buttons - v2: implementing new bosses is cool, really wanted, but where are the new/stronger/multi attack buttons?

5) Give new purpose to the one truly official GL forum:
Make please competitions, where people will have reason to check the forum - mods can handle, reward can be e.g. 20 GP for the winner or 50/30/20 for 1st/2nd/3rd - set a goal/contest per need.


6) Developer's note to players - biweekly/monthly GM letter saying/sharing new storyline, clues about new stuff to come (have to be more like 2-3 sentences -> 10+ sentences). Just talk to us! (if you honor your customers)


7) new set of planetary events - both positive and negative, so few of blockades!!, so:
a) meteor rain - exotic matter production increased, or lowered production/stats 50/50
b) eclipse - no effect from moons;
c-x) planetary tremors; solar storm; global warming/ice-age; planetary core collapse - buy GP item to avoid...


8) new league of colossal bosses - if player's ship can be huge, superior, why NPC fraction would fall behind?
(only from r 2200 or min attack e.g. 100K, doubled drop rates, combined abilities, shields recharging etc.)

9) Promote! None of my friends ever did hear about GL, till I did not show it to them. The game is basically not visible in top FB game offer. Add the mobile platform, g+ or twitter login.. there are huge opportunities to grow you market, your business and also the player base. 5K+ players vs 50K+ is different income base.

X) sry, I have to post the obvious: we need new member(s) of dev team. Dan is just not catching up... and players have to wait till something interesting show up (that said, I am glad with all work done!)
- clicking marathon (unhealthy) - addressed for min 2 years
- damage cap formulas needs to change (past due approx 2 years)
- new league of huge NPC is needed for 2+ years
- battle arena is needed like for 3+ years
- real biweekly/monthly GM letter is needed like 4+ years

Hate me, agree with me... does not matter, but let Dan known, that we still care!
or don't & look away


PS: I care not about typos/grammar.. rage rant is not about spelling bla bla...

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Mon Mar 02, 2015 10:51 pm
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where did you get the DAU from?


Mon Mar 02, 2015 11:08 pm
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stuffybeary wrote:
where did you get the DAU from?


http://metricsmonk.com/apps/facebook/12 ... axy-legion

got the link to this app meter in one of Toastar's post, since then checking... few months back it did not show the graph (now does again), the current value is updated in the left corner.

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Mon Mar 02, 2015 11:33 pm
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You need to make all 3 resources equily valid, stratagys and not make one resource "king" as it stands most planets in the unvierse might as well not matter its AP or nothing, We do need a shake up, better damage capping (I am sorry but it has to change/be removed, ) more new player friendly enviroment, while the trainee element has helped it has not gone far enough, the gap between the haves/havenots is simply too wide. their are people with 100K + aph, no new player will EVER catch up with them stat wise, ever.....


Tue Mar 03, 2015 3:02 am
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draxsiss wrote:
...100K + aph, no new player will EVER catch up with them stat wise, ever.....

I must strongly disagree... mainly because it simply is not true.

The advantage (*gasp*...yes, advantage) that new and newer players have is they can learn from the mistakes and time-wasting of the past.
I know personally of many young ships that have equaled and then surpassed much older players who happily sat on 25, 50, 70 or even 100k for too long and simply stagnated.
Deep down it is simple maths. The earlier you get your AP up, the more you get, the faster you surpass others.

Will you be able to quickly catch a Rank 5000 with insane AP and 5 years of game play? No, and nor should you.
Will you be able to match and surpass the vast majority of players? Most definitely yes.

Good advice on ship building and the most efficient planet builds, higher base payouts and a stream of very good arti farms are potent ways to catch up.
We also shouldn't forget the free maxed plasmas and toxics to help maximize production in the smallest number of planet slots.
In addition, new players can expect a good amount of crystals which were almost unheard of when Level 5 was considered pretty good for a base and Level 6 was "awesome".

So far as nothing else mattering but arti, I suspect most of the highest arti ships also have high Mining (both to fund daily invasions and for much needed EM) and high research.
In my experience, all are needed. Nothing says big fat target to me like the builder profession.


Tue Mar 03, 2015 4:07 am
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Flux wrote:
6) Developer's note to players - biweekly/monthly GM letter saying/sharing new storyline, clues about new stuff to come (have to be more like 2-3 sentences -> 10+ sentences). Just talk to us! (if you honor your customers)


If anything this is a Mega +1

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Tue Mar 03, 2015 5:17 am
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Quite a few of these ideas are interesting. Please Dan at least consider a few. +1


Tue Mar 03, 2015 7:04 pm
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it is surprising to see how gl is doing or the lack there fore. Lets hope Dan figures out something

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Tue Mar 03, 2015 10:46 pm
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abb.tighe wrote:
Flux wrote:
6) Developer's note to players - biweekly/monthly GM letter saying/sharing new storyline, clues about new stuff to come (have to be more like 2-3 sentences -> 10+ sentences). Just talk to us! (if you honor your customers)


If anything this is a Mega +1



I gotta +1 this as well!


Wed Mar 04, 2015 7:14 am
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3(b) weakens LSB and increases the chance of naked, moduleless, ships, favoring SSB's with almost nothing on their ships more than ever because modules are so easily broken these days and being zeroed is common. This does, however make a difference in some players to become more pvp oriented, but weeds out players who have every module in game and have too little crew or have difficulty getting them.

In fact, the increase in significance of mineral production is increased way beyond that of artifact production as a result of more broken modules and at a price of lowered artifact production and increased mineral production, slowing down growth of player ships, which also speeds up the growth of SSB ships 10 fold and the extinction of LSB ships.


Thu Mar 05, 2015 1:11 am
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+1 man , fingers are crossed

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Thu Mar 05, 2015 1:13 am
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Ludis wrote:
3(b) weakens LSB and increases the chance of naked, moduleless, ships, favoring SSB's with almost nothing on their ships more than ever because modules are so easily broken these days and being zeroed is common. This does, however make a difference in some players to become more pvp oriented, but weeds out players who have every module in game and have too little crew or have difficulty getting them.

In fact, the increase in significance of mineral production is increased way beyond that of artifact production as a result of more broken modules and at a price of lowered artifact production and increased mineral production, slowing down growth of player ships, which also speeds up the growth of SSB ships 10 fold and the extinction of LSB ships.


Flux wrote:
3) Glory to PVP!
PvP needs to be reviewed or the game will soon die out, so:
a) Monthly leader board with new set of rewards incl unique rewards for multiple times in top (e.g. top 5 positions)
b) Disable (or softer version Zeroed stats) = destroyed module (valid for non GP modules, can be LM, Researched, from NPCs)
c) new profession Warrior = only for "Initial Player Races" (other races - new GP item "Military contract" for e.g. 40 GP), can overcome Halcyon Trap and Calming amplifier effect, +20% on action limit
d) Damage cap must reflect attack and defense, otherwise no point to raise attack/defense when outcome of battle is rank vs decks.
c) Hall of fame - either as history leader board or part of reward system for so wanted "Battle Arena" (entry fee 10GP, rewards in form of batch from existing stuff - badges, GP items, temporal PvP slots.. name it whatever, even like "battlefront")

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Thu Mar 05, 2015 7:09 am
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Flux wrote:
d) Damage cap must reflect attack and defense, otherwise no point to raise attack/defense when outcome of battle is rank vs decks.

Damage per shot = tanh( attack*(random(0.6 to 1.666)) / (defense * 5) ) * damagecap
http://galaxylegion.com/wiki/index.php/ ... ns#players

Both Attack and Defense are already used when determining the damage each shot does.
Why you think they also need to be considered as part of damage cap is completely beyond me.
To suggest there is currently no point raising attack and defense is just...urrgh... words fail me... *head explodes*

By all means, ignore two of the variables that define how much damage you can deal and how much damage you can take if you like.
The galaxy needs more easy prey.

Anyway, as Ludis correctly pointed out, ships that don't rely on modules would be laughing at your suggestion to disable modules.
Big ships would be at a further disadvantage. I don't understand how you don't see that.


Thu Mar 05, 2015 7:34 am
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Deigobene wrote:
Flux wrote:
d) Damage cap must reflect attack and defense, otherwise no point to raise attack/defense when outcome of battle is rank vs decks.

Damage per shot = tanh( attack*(random(0.6 to 1.666)) / (defense * 5) ) * damagecap
http://galaxylegion.com/wiki/index.php/ ... ns#players

Both Attack and Defense are already used when determining the damage each shot does.
Why you think they also need to be considered as part of damage cap is completely beyond me.
To suggest there is currently no point raising attack and defense is just...urrgh... words fail me... *head explodes*

By all means, ignore two of the variables that define how much damage you can deal and how much damage you can take if you like.
The galaxy needs more easy prey.

Anyway, as Ludis correctly pointed out, ships that don't rely on modules would be laughing at your suggestion to disable modules.
Big ships would be at a further disadvantage. I don't understand how you don't see that.


then think again, cause each ship use some modules, I excluded only those purchased for GP... all remaining, including from LM could be lost.
If you dont get the point of this, no point to discuss it again and again.

to the formula. you already suggest to alter it to the point, where current damage cap would not be a final value, but base value multiplied by the difference of attack and defense (while the values you used are questionable to me)
as the formula you refer to: "damagecap = maximum(0.5 * decks,2.5 * rank)" is silent about attack and defense, your comment makes no sense to me.

the issue with current formulas was addressed maybe 2-3 dozens time if not more... so I prefer if you dont hijack this thread to only this topic (kindly make your own thread or revive if it already exists). I was quite flexible to don't suggest any new formula to avoid this kind of debate. Nevertheless, till the rank/decks are having the main impact, SSB/MSB/LSB will stay as it is.. keeping the same problems coming from it (ship with Attack 100,000 hitting ship with defense 10,000 causing only 500 dmg due to rank/deck limit is just a bad outdated joke/flaw).

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Thu Mar 05, 2015 8:59 am
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Flux wrote:
Deigobene wrote:
Flux wrote:
d) Damage cap must reflect attack and defense, otherwise no point to raise attack/defense when outcome of battle is rank vs decks.

Damage per shot = tanh( attack*(random(0.6 to 1.666)) / (defense * 5) ) * damagecap
http://galaxylegion.com/wiki/index.php/ ... ns#players

Both Attack and Defense are already used when determining the damage each shot does.
Why you think they also need to be considered as part of damage cap is completely beyond me.
To suggest there is currently no point raising attack and defense is just...urrgh... words fail me... *head explodes*

By all means, ignore two of the variables that define how much damage you can deal and how much damage you can take if you like.
The galaxy needs more easy prey.

Anyway, as Ludis correctly pointed out, ships that don't rely on modules would be laughing at your suggestion to disable modules.
Big ships would be at a further disadvantage. I don't understand how you don't see that.


then think again, cause each ship use some modules, I excluded only those purchased for GP... all remaining, including from LM could be lost.
If you dont get the point of this, no point to discuss it again and again.

to the formula. you already suggest to alter it to the point, where current damage cap would not be a final value, but base value multiplied by the difference of attack and defense (while the values you used are questionable to me)
as the formula you refer to: "damagecap = maximum(0.5 * decks,2.5 * rank)" is silent about attack and defense, your comment makes no sense to me.

the issue with current formulas was addressed maybe 2-3 dozens time if not more... so I prefer if you dont hijack this thread to only this topic (kindly make your own thread or revive if it already exists). I was quite flexible to don't suggest any new formula to avoid this kind of debate. Nevertheless, till the rank/decks are having the main impact, SSB/MSB/LSB will stay as it is.. keeping the same problems coming from it (ship with Attack 100,000 hitting ship with defense 10,000 causing only 500 dmg due to rank/deck limit is just a bad outdated joke/flaw).


*sigh*
Firstly, your assertion that all ships need some modules is flawed.
My nude ship has no need for mods, bigger ships with lower AP do: oh no, Flux has removed ALL my mods, I only have unbuffed attack of over 100k to defend myself with... eeep, better run for the hills with all my helmsmen for company.
Unintentionally, your suggestion favors high AP ships even more. I figured that wasn't your plan, but may have been wrong.

Secondly, the equation I quoted is not a suggestion for alteration Oh Great and Wise One, and nor is it a damage cap hijack:
It is the current formula GL uses to determine damage per hit....that uses Attack and Defense as well as Damage Cap.
Really would help if you knew the mechanics of the game you play when you make your suggestions.
Pointing out that Attack and Defense already play a crucial role in each damage hit calculation really shouldn't be necessary.


Thu Mar 05, 2015 10:20 am
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Deigobene wrote:

*sigh*
Firstly, your assertion that all ships need some modules is flawed.
My nude ship has no need for mods, bigger ships with lower AP do: oh no, Flux has removed ALL my mods, I only have unbuffed attack of over 100k to defend myself with... eeep, better run for the hills with all my helmsmen for company.
Unintentionally, your suggestion favors high AP ships even more. I figured that wasn't your plan, but may have been wrong.

Secondly, the equation I quoted is not a suggestion for alteration Oh Great and Wise One, and nor is it a damage cap hijack:
It is the current formula GL uses to determine damage per hit....that uses Attack and Defense as well as Damage Cap.
Really would help if you knew the mechanics of the game you play when you make your suggestions.
Pointing out that Attack and Defense already play a crucial role in each damage hit calculation really shouldn't be necessary.


I don't think, that you understand the topic good enough, because otherwise you would have on mind also the scan modules, energy recharge modules etc

the formula you refer to.. is not current one, as it does not show the hard limit of damage cap (you can not hit over dmg cap, while your formula with multiply sign clearly indicate other... we can not have critical hits over dmg cap as well).
That said last comment on your comments regarding this topic.

I expect, you can stay on topic.

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Thu Mar 05, 2015 12:48 pm
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try to imagin a GL.... where Rescued prisons, Brackets, Xchargecells, android scientists, android helmsmen, Shipbots, Do not exist. The only extra rank point you get would be the daily reward and the Styll prisoner drop, afew mission drops that improve ship stats. THat would make GL a balanced compeitive game, where artifact/mineral/research all mattered. Its actually a rather easy fix too, simply reset everyone rank points to 5 per rank, hell throw in an extra 100 rank points for everyone to help "make up for the switch over pains" you have a GL where everything is competitive no #$&*@ about Damage cap, Planet defense/attack will matter again, % stat boosts will be more relevant than a simple power up, It seems like the whole game was balanced on the point that no one would ever deck out APH and get loads of prisons/stat boosters, So lets just get rid of the reason, makes the whole thing a playing field, loads of different ships and suggested "best builds" your limited it makes sense.


Thu Mar 05, 2015 2:17 pm
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>try to imagin a GL.... where Rescued prisons, Brackets, Xchargecells, android scientists, android helmsmen, Shipbots, Do not exist.

Okay, I just did. *shudders*

There, in one fell swoop, would go about 80% of the reason I play the game. I find all the different artifacts fascinating and it is a joy to find and use them.


Thu Mar 05, 2015 5:27 pm
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Now, as far as what the original poster said:
Quote:
easy game = boring game"
(new players with good help, don't enjoy the happiness from exploration and success, all on wiki because min once already achieved and known)


Nonsense. I'm a new player by the standards of most here; I've only been playing since last summer, so just over six months now. I've had excellent help from my Legionmates and the wiki, and I've had a wonderful time so far building my ship, colonizing my planets, and going on missions.

>1) Give meaning to counter on base disables:

Considering that it is well-nigh impossible to defend a base when it is attacked, this would mean that only the top leaderboard Legions would be able to maintain bases above Level 3. That would make the game more boring, not less.
Quote:
3) Glory to PVP!
PvP needs to be reviewed or the game will soon die out, so:

Personally, I don't PVP at all, except for hacking, and I *love* the game as it is. Of course, it would be nice if I could simply set a toggle and opt out of being attacked, but I recognize that that would make the game too difficult for many players who do wish to PVP; I'm willing to take the time to remember to use halcs and calming amps. And given the fact that I often see complaints about how many people are using halcs and calming amps, I would presume that I am not alone in this.
Quote:
b) Disable (or softer version Zeroed stats) = destroyed module (valid for non GP modules, can be LM, Researched, from NPCs)

That's a terrible idea; it would drive up the cost of ship maintenance to absurd heights.
Quote:
c) new profession Warrior = only for "Initial Player Races" (other races - new GP item "Military contract" for e.g. 40 GP), can overcome Halcyon Trap and Calming amplifier effect, +20% on action limit

If it ever becomes possible for PVPers to override halcs and calming amps, it will ruin the game for everyone who prefers to use them. I know I wouldn't have stayed and played if I couldn't have had peace and quiet most of the time to colonize my planets and do my missions.


Thu Mar 05, 2015 5:42 pm
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Aegis wrote:
If it ever becomes possible for PVPers to override halcs and calming amps, it will ruin the game for everyone who prefers to use them. I know I wouldn't have stayed and played if I couldn't have had peace and quiet most of the time to colonize my planets and do my missions.


I think there is a serious misconception on the part of halcers as to how often you get disabled. Sure, it might be every single time you log in. So what? Repair, defend your ship if it gets attacked (which won't be incessantly, you'll get attacked every hour at most and it takes about a minute of defending to ward off a casual PvPer) and play the game as you normally did. What difference does it make to you?

I would support removing the halcyon trap from the game entirely and replacing it with a shorter-term calming amp; no more than 2 hours as it's perfectly reasonable for someone to come online, set a two hour calming amp and then repair. Boom, you get to play the game while online and PvPers now get to actually do something a bit more exciting when it makes practically zero difference to your experience.

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