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 40% over/under needs to be altered 
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Joined: Wed Jan 05, 2011 10:27 pm
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What do you guys think about this for the badge system?
I think 40% is too much, these new artifacts should be a little more challenging to get.
It's just a suggestion. :mrgreen:

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Mon Feb 14, 2011 11:13 pm
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Well, the battle tab goes down to 40%, so I imagine it could get pretty annoying if nobody on your tab could get you badges.


Mon Feb 14, 2011 11:16 pm
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Joined: Sun Jan 16, 2011 4:25 pm
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If 90% of my battle tab wasn't filled with NAP alliance members, I may agree. Also, traps should be changed so that they only prevent you from taking that action against the player that used it on you. Sucks not being able to hit anything for 1 hour then immediately get hit by another on the next target.


Tue Feb 15, 2011 1:47 am
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I think that there should be badges for NPC killing. Maybe another set, or obtaining the same badges for NPC disables.

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Tue Feb 15, 2011 2:15 am
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Fralo wrote:
I think that there should be badges for NPC killing. Maybe another set, or obtaining the same badges for NPC disables.

Actually I think the point of the badges were to encourage PvP and lessen PvE.

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Tue Feb 15, 2011 3:10 am
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Robert wrote:
Fralo wrote:
I think that there should be badges for NPC killing. Maybe another set, or obtaining the same badges for NPC disables.

Actually I think the point of the badges were to encourage PvP and lessen PvE.

It sure did in my case. I did a lot in the past hour!

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Tue Feb 15, 2011 3:58 am
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Maybe an idea to help with stronger players picking on the weak as much would be to award 2 sheilds for disabling a player of higher rank than you. What do you guys think?


Tue Feb 15, 2011 11:56 pm
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MisterX wrote:
Maybe an idea to help with stronger players picking on the weak as much would be to award 2 sheilds for disabling a player of higher rank than you. What do you guys think?



Lets keep in mind its also 40% above you as well and you already get a experience bonus for disabling someone of a higher rank

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Tue Feb 15, 2011 11:59 pm
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the major problem with using percentages with anything, is that the higher the rank of the player the greater the difference in the acceptable target value. this new system has this issue built into it. I'll explain:

a player at rank 100, can attack a player rank 60 or better. (a difference of 40 or -40%) and that player rank 60 has a low restriction of 36 (a difference of 24 which is again -40%). Here is the real rub....that rank 100 is off the rank 60's scale and wouldn't count toward a badge under the current system. level 60+40%= level 84

wouldn't a set level restriction work better? if you can attack a player +/- 10 levels it will always be 10 levels, regardless of rank.


Thu Feb 17, 2011 5:56 am
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arius_silverwind wrote:
the major problem with using percentages with anything, is that the higher the rank of the player the greater the difference in the acceptable target value. this new system has this issue built into it. I'll explain:

a player at rank 100, can attack a player rank 60 or better. (a difference of 40 or -40%) and that player rank 60 has a low restriction of 36 (a difference of 24 which is again -40%). Here is the real rub....that rank 100 is off the rank 60's scale and wouldn't count toward a badge under the current system. level 60+40%= level 84

wouldn't a set level restriction work better? if you can attack a player +/- 10 levels it will always be 10 levels, regardless of rank.


the only problem with this is people who have low scanning (like myself), most of the people I can see are way lower than 10 levels below me, and the few above me that I can see are 30 levels and higher. so from it being 10 levels above and below, I wouldn't get badges unless I upped my scanning enough to see the people around my rank. and I personally don't like using scanners because they take a lot of room and only really help prevent hacking and are used for scanning planets.

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Thu Feb 17, 2011 6:00 am
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arius_silverwind wrote:
the major problem with using percentages with anything, is that the higher the rank of the player the greater the difference in the acceptable target value. this new system has this issue built into it. I'll explain:

a player at rank 100, can attack a player rank 60 or better. (a difference of 40 or -40%) and that player rank 60 has a low restriction of 36 (a difference of 24 which is again -40%). Here is the real rub....that rank 100 is off the rank 60's scale and wouldn't count toward a badge under the current system. level 60+40%= level 84

wouldn't a set level restriction work better? if you can attack a player +/- 10 levels it will always be 10 levels, regardless of rank.


No, because for higher ranks 10 levels makes less of a difference than at lower ranks. A rank 11 fighting a rank 1 is much different from a rank 200 fighting a rank 210. And unless they made it +-100 levels PSICore wouldn't have anyone to fight. I do think it might be good for them to make it -40% to +66%, so if they can hit you from their tab you can hit them from yours (and you can both get badges for it). Perhaps they could change it, maybe -20% to +25% or something instead, but it should definitely still be a percentage, and, if anything, it should be for both the battle tab and the badges.


Thu Feb 17, 2011 6:03 am
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FerrusManus wrote:
No, because for higher ranks 10 levels makes less of a difference than at lower ranks. A rank 11 fighting a rank 1 is much different from a rank 200 fighting a rank 210. And unless they made it +-100 levels PSICore wouldn't have anyone to fight. I do think it might be good for them to make it -40% to +66%, so if they can hit you from their tab you can hit them from yours (and you can both get badges for it). Perhaps they could change it, maybe -20% to +25% or something instead, but it should definitely still be a percentage, and, if anything, it should be for both the battle tab and the badges.


is it really fair to award the rank 100 player and not the rank 60 in a PvP match-up? even changing it to 25% would favor the level 100 player vs the level 75. percentages always work like this.......always.

again, using percentages will invariably favor the higher player. maybe you can use a graduated scale (like you see when doing taxes). granting bigger level differences as you progress (but suggest only on the + end), or as you are more successful in the combat?


Thu Feb 17, 2011 6:17 am
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arius_silverwind wrote:
FerrusManus wrote:
No, because for higher ranks 10 levels makes less of a difference than at lower ranks. A rank 11 fighting a rank 1 is much different from a rank 200 fighting a rank 210. And unless they made it +-100 levels PSICore wouldn't have anyone to fight. I do think it might be good for them to make it -40% to +66%, so if they can hit you from their tab you can hit them from yours (and you can both get badges for it). Perhaps they could change it, maybe -20% to +25% or something instead, but it should definitely still be a percentage, and, if anything, it should be for both the battle tab and the badges.


is it really fair to award the rank 100 player and not the rank 60 in a PvP match-up? even changing it to 25% would favor the level 100 player vs the level 75. percentages always work like this.......always.

again, using percentages will invariably favor the higher player. maybe you can use a graduated scale (like you see when doing taxes). granting bigger level differences as you progress (but suggest only on the + end), or as you are more successful in the combat?


You didn't seem to read my whole post.

FerrusManus wrote:
I do think it might be good for them to make it -40% to +66%, so if they can hit you from their tab you can hit them from yours (and you can both get badges for it).


Thu Feb 17, 2011 1:49 pm
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How about you just eliminate the upper-boundary of badge awarding?

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Thu Feb 17, 2011 1:57 pm
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Rank 300 can hit a rank 180.

120 ranks difference here. This means that there can be at least 600 decks difference.

That says it all for me. Of course, a smart player will level slowly and have good research production if they choose to level fast.. artifact production to make them more powerful than just levelling could make them. In my opinion, there should be more restriction on the amount of people you can attack, perhaps making it so as you go higher in level, there are "hard caps"

By this i mean, rank 100 and below cannot engage rank 100+ and so on... maybe breaking up the levels a bit more? Of course this brings issues as well... another solution might be to make it so there's a "soft cap" as in, when you are nearing the 100 mark you can only hit +10 of that and when you go over it, you can only hit -10.


The PvP in GL.. it's not really rewarding at all and much more hassle than it's worth.. I'm sure everyone here can agree that traps such as the krionus and halc are pretty much the greatest deterrent. This is good for those who don't want to be a part of PvP but perhaps when you attack, you should "disable" your traps for a set amount of time to go on the offensive?

So let's say you go on the offensive and disable someone, you leave yourself open for a return disable/hack/raid etc and on your repair all your traps come back online. Of course this is assuming there is retaliation. Otherwise a timer of 30 minutes before your traps are back online as your computers are switching to defense mode again?


Oh and maybe a defense bonus for not attacking other players? A % based bonus. Alerted players do not cause this bonus to be cancelled etc.


Anyway.. that's my thoughts on the issue.


Thu Feb 17, 2011 9:36 pm
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Joined: Mon Dec 13, 2010 10:14 pm
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Before the badge system see 40% below you was not a problem these players had little to offer in the ways of xp or raids. But with the new system these targets are number one on the menu.
I would love to see the below to be decreased so that those on the low end can see those that are able to see them.
Hard to explain in word so let me give an example.

A lvl 100 can see between 60 and 140. But the highest a lvl 60 can see is 84. by shrinking the under percent to 28.6% the lowest a lvl 100 could see would be a lvl 71 but 40% above 71 is 100.
What I am suggesting would work well with the fact that as you research your items grow in strength exponentially.

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Fri Feb 18, 2011 3:53 am
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Sounds good to me, I've been saying that you should see a higher percentage up than down, so if you can be on somebody's tab they can be on yours too. This seems like a good way to alter it.


Fri Feb 18, 2011 4:41 am
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the lower and mid ranked people are taking a beating. I am concerned that some will stop playing the game because they are getting farmed with this new badge thing. The lower end gap needs to be much smaller to prevent this abuse of people who really don't stand a chance.

Maybe get rid of the upper limit or expand it to allow for a larger badge reward for disabling a larger player and promote teamwork for the smaller guys to work together on bigger targets. This at their own peril of course.lol


Fri Feb 18, 2011 7:01 am
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I am already disappointed by how unbalanced this is to higher level players. It takes legion cooperation of 2-3 people to get one kill when a level 50 could just go balls to the wall on his battle tab and rack up kills.


Fri Feb 18, 2011 3:05 pm
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Yeah, perhaps if they changed traps first then they could do this.


Fri Feb 18, 2011 3:06 pm
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