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 Disallow BOTH Calming Amps and Halc traps TOGETHER 
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I mean, a person can use Halc trap. but while his halc trap or halc trap effect is on, he cant use Calming Amp.

Similarly, if anyone had Calming Amp effect active, they cant pop a Halc trap on


Thu Mar 19, 2015 3:16 pm
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Meh. Better than the current situation so I'll +1 but I'm gonna parrot off the same idea I always suggest:

Abolish halcs.
Reduce calming amp time to 2 hours.

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Thu Mar 19, 2015 3:24 pm
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Fix the BT range to be within 10% down rank and remove halcs, reduce non-aggression time before calming amps to 4 hours from 24 hours, and reduce their time to 1 hour. I say fix the BT because I think the current range discourages PvP.

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Thu Mar 19, 2015 3:33 pm
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The halcyon trap and calming amp surprisingly keeps people active because people would keep resetting them.

The changes you propose increases the number of inactive players, and especially increase the number of players who stay disabled for even longer periods of time.

Getting disabled more often is extremely common at higher ranks, so these players would probably stay more active with these artifacts still existing and prevent themselves from being killed, but there are tough guys out there that will be able to destroy them before using either one of them.


Thu Mar 19, 2015 3:41 pm
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Ludis wrote:
The halcyon trap and calming amp surprisingly keeps people active because people would keep resetting them.

The changes you propose increases the number of inactive players, and especially increase the number of players who stay disabled for even longer periods of time.

Getting disabled more often is extremely common at higher ranks, so these players would probably stay more active with these artifacts still existing and prevent themselves from being killed, but there are tough guys out there that will be able to destroy them before using either one of them.


Great points, I know a few high ranked players that refuse to PvP until it is "fixed". Perhaps a better direction is to resolve the reasons that people don't PvP instead of making everyone easier to target.

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Thu Mar 19, 2015 4:43 pm
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Ludis wrote:
The halcyon trap and calming amp surprisingly keeps people active because people would keep resetting them.

The changes you propose increases the number of inactive players, and especially increase the number of players who stay disabled for even longer periods of time.

Getting disabled more often is extremely common at higher ranks, so these players would probably stay more active with these artifacts still existing and prevent themselves from being killed, but there are tough guys out there that will be able to destroy them before using either one of them.

this response illustrates exactly why the original suggestion is bunk. it is the incentive side that needs addressing.

PvP as an activity is fine. if you are having trouble finding targets ... YOU ARE DOING IT WRONG !

when i was approaching the top10 kills leaderboard, i was apprehensive about being on perma.alert. however, during seasonal events like this one, i can collect dozens of reds, yellows and blues simply by farming my news feed every few hours. living la vida loca !

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Thu Mar 19, 2015 5:29 pm
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there is nothing in my eyes wrong with the set up.

do not get me wrong i can not stand the amount of calm'd players but i still manage to find 30 to 50 people to kill on a daily basis to collect the badges i am after.

i agree we need more daily's like we got here maybe an artifact 1 that costs 2 reds 2 yellows 2 blues and gives a 4 to 1 ratio give people the motive to spring out and strike but canceling the halc and calming amp i do not believe will help at all as people want to go to work and be at peace in the game.

others want to go out and enjoy the beach with there family for a few hours and be at peace in the game.

taking away those combo's will only hurt all of these people witch will either annoy them to quiting the game or just make them stay dead all the time so they will not appear on the bt anyways


Thu Mar 19, 2015 6:02 pm
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pokerman123 wrote:
there is nothing in my eyes wrong with the set up.

do not get me wrong i can not stand the amount of calm'd players but i still manage to find 30 to 50 people to kill on a daily basis to collect the badges i am after.

i agree we need more daily's like we got here maybe an artifact 1 that costs 2 reds 2 yellows 2 blues and gives a 4 to 1 ratio give people the motive to spring out and strike but canceling the halc and calming amp i do not believe will help at all as people want to go to work and be at peace in the game.

others want to go out and enjoy the beach with there family for a few hours and be at peace in the game.

taking away those combo's will only hurt all of these people witch will either annoy them to quiting the game or just make them stay dead all the time so they will not appear on the bt anyways


Pretty much this. Exactly. I sometimes use the halc/amp combo when I'm going to be away for awhile so I can see the usefulness. Similarly, although I hit my fair share of halcs, I still find plenty of targets when I'm on a Pvp run. Hate to say it guys, but I really think the halc/amp thing is fine just the way it is. If you wanna increase the rewards for Pvp, that would be fine too, but the halc/amp thing is pretty much a non-issue and doesn't need "fixing".


Thu Mar 19, 2015 8:38 pm
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We've been over this in my damage cap thread. Incentive is not going to get people to come out of their little invulnerability bubble.

Your number of disables makes zero practical difference to your game-play, especially for those who don't PvP. A two-hour calming amp would allow them to play happily whilst they themselves are online without lasting too long, and any other trap can be used as their "trigger" for when their calming amp has run out (or they could just act like this is the 21st century and set an alarm if they care so much). Halcs are completely unnecessary.

For someone who does not care for PvP;

Log-in.
Set a calming amp.
Set a 1 hour, 59 minute alarm - plenty of time to reset your calming amp if still online. But whatever, set an alarm.
Repair your ship.
Play happily for as long as you like.

This has next to zero effect upon the players of the game who do not care for PvP, however it opens up a whole new set of targets for the PvPers who would otherwise be unkillable (even worse than the SSBs!).

It is completely ridiculous that in a war-based "strategy" game over half of the player base is impossible to hit because of passiveness.

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Thu Mar 19, 2015 9:04 pm
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Malevolentia wrote:
We've been over this in my damage cap thread. Incentive is not going to get people to come out of their little invulnerability bubble.

that is your BELIEF. your belief does not make it fact. you have zero / weak evidence to support the elimination of peace traps or nerfing the damage cap.

i appreciate your passion, but when you are an advocate for changes which drastically affect how people play, you are going to have to come up with more than just opinions.

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Last edited by senatorhung on Thu Mar 19, 2015 9:57 pm, edited 3 times in total.



Thu Mar 19, 2015 9:55 pm
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We've been over this in my damage cap thread. Incentive is not going to get people to come out of their little invulnerability bubble.
I'm not trying to be flip with you, but what galaxy are you living in?

The current daily mission has clearly demonstrated that even a reward most people aren't thrilled about will get them to de-halc. PVP action has been insane the last few days. News-feed fishing alone has been thing of beauty. Even the higher ranks in my legion who have zero need for more research are doing it (and reaping loads of reds and yellows while they're at it)...

And again, this is with a reward a lot of people are "meh" on, or actively complaining about. I can't imagine what it would be like if there were a daily mission like this tied to some kind of "gotta have it" reward.


Thu Mar 19, 2015 9:55 pm
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Just about everyone defending people's rights to use them if they choose has a constant high daily action count.
They are also among the more active PvPers.

The myth of invincibility is ridiculous, the complainers simply lazy.
No-one owes you a red, or a blue or a yellow.
Work for them, or don't... just stop whining.

Into the bargain we get totally idiotic suggestions like a 10% BT range... sheesh.


Thu Mar 19, 2015 10:30 pm
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There's a difference between working for your badges and locking them up completely out of reach.

I was prepared for the mention of the current daily arising. I am enjoying how many people are out of their shells for the seasonal mission. But they're only doing it now because it's a limited time thing. If that was a permanent repeatable mission it would go more or less ignored. The strategy is used in marketing; make something "limited time only!" and you'll make more sales than if it were always available.

I will concede however that I have little evidence to support my argument that incentives will not encourage people out; I have only anecdotal evidence and I think I may have said what I did perhaps a little hastily. I have advocated for PvP incentives in the past in the form of repeatable, worthwhile, relatively cheap buffs being introduced to the battle market. I do not agree that my evidence for nerfing the damage cap is weak, however this is not the thread for that.

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Thu Mar 19, 2015 10:35 pm
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Malevolentia wrote:
There's a difference between working for your badges and locking them up completely out of reach.

I was prepared for the mention of the current daily arising. I am enjoying how many people are out of their shells for the seasonal mission. But they're only doing it now because it's a limited time thing. If that was a permanent repeatable mission it would go more or less ignored. The strategy is used in marketing; make something "limited time only!" and you'll make more sales than if it were always available.

I will concede however that I have little evidence to support my argument that incentives will not encourage people out; I have only anecdotal evidence and I think I may have said what I did perhaps a little hastily. I have advocated for PvP incentives in the past in the form of repeatable, worthwhile, relatively cheap buffs being introduced to the battle market. I do not agree that my evidence for nerfing the damage cap is weak, however this is not the thread for that.

I do get where you're coming from Mal, it's just that the evidence of people posting here in support of calming amps and halcs speaks against it.
Badges are in no way out of reach, the list of people in this thread supporting player's rights to choose to use amps and halcs has a metric crapload of them.

As for incentives, whether temporary like this seasonal or not, they always work better because without a good reason to enter the fray it is understandable for some not to.
Some people don't need to feed Thraccti or Bainar or don't want to max their triblasters, CK69 or proteans. Some just don't care.
Not for me to judge, I still have lots of uses for badges but also understand that some people just don't have the time and/or inclination.

That really doesn't worry me, because those players make up the pool of available targets.
I don't mind them feeling safe for a while as they take a relaxing drink at the waterhole... not knowing when the predator will strike, but happy and content for the moment.
As long as they keep coming back to the waterhole, they are a chance of becoming prey. It's the circle of life... ;)

Nerfing calming amps and halcs would just result in less players as some simply decided they just couldn't be bothered.


Thu Mar 19, 2015 11:24 pm
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I was prepared for the mention of the current daily arising. I am enjoying how many people are out of their shells for the seasonal mission. But they're only doing it now because it's a limited time thing. If that was a permanent repeatable mission it would go more or less ignored. The strategy is used in marketing; make something "limited time only!" and you'll make more sales than if it were always available.
Yes, I agree with this. What we have now is merely proof that you can encourage people who normally don't PVP to come out and play. If this weren't "limited time," I think you'd need something more enticing than +1 research... and even then, you wouldn't see the crazy activity you are now. But I think it would equate to fewer halcs overall.

People who love NPCing would do it every day no problem, but those who don't enjoy NPC'ing still begrudgingly do it for the dark badges and the hopes of getting a Terraformer or two. I think that would be the principle at play if you could work toward something similar via PvP: players who don't "love" PVP, but are willing to unhalc for the sake of their planets.


Thu Mar 19, 2015 11:25 pm
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One thing I still fail to understand is this mentality that being disabled is actually, y'know... A bad thing.

If I go out to uni I'm not sweating, worrying that someone's going to disable my ship. It's a non-issue. Why? Because it has no impact upon my game-play.

I log in.
I repair.
I play the game.

All it does is add an additional click to my routine compared to if I were never disabled... But then, if I used a halc and a calming amp then that's up to two clicks every time I log in. Two! Twice as much effort!

But yeah "feeling safe at the waterhole" and stuff like that is, in my opinion, a poor metaphor. A 2 hour calming amp allows you to play the game without having to keep an eye out for incoming attacks. When offline, being disabled has zero impact upon your gameplay; because you're not playing at the time.

Pongoloid wrote:
Quote:
I was prepared for the mention of the current daily arising. I am enjoying how many people are out of their shells for the seasonal mission. But they're only doing it now because it's a limited time thing. If that was a permanent repeatable mission it would go more or less ignored. The strategy is used in marketing; make something "limited time only!" and you'll make more sales than if it were always available.
Yes, I agree with this. What we have now is merely proof that you can encourage people who normally don't PVP to come out and play. If this weren't "limited time," I think you'd need something more enticing than +1 research... and even then, you wouldn't see the crazy activity you are now. But I think it would equate to fewer halcs overall.

People who love NPCing would do it every day no problem, but those who don't enjoy NPC'ing still begrudgingly do it for the dark badges and the hopes of getting a Terraformer or two. I think that would be the principle at play if you could work toward something similar via PvP: players who don't "love" PVP, but are willing to unhalc for the sake of their planets.


Perhaps something akin to a terraformer that could be purchased with badges?

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Thu Mar 19, 2015 11:57 pm
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Malevolentia wrote:

Perhaps something akin to a terraformer that could be purchased with badges?


+1 this idea

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Fri Mar 20, 2015 12:03 am
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One thing I still fail to understand is this mentality that being disabled is actually, y'know... A bad thing.
I don't get it either, but it's definitely a real "thing."

There was a time when getting disabled seriously annoyed me. Then it was only if it were by certain legions/cliques I didn't like, or by people using artifacts. Then it became only certain individuals I didn't care for, or full-on arti-spam-and-kill-at-cap nonsense.

idk... at this point, I don't really care, but I *get* that it's a big deal, because I can remember feeling that way myself (even if I'm not sure why now)!


Fri Mar 20, 2015 12:05 am
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PigsOnHigh wrote:
Malevolentia wrote:

Perhaps something akin to a terraformer that could be purchased with badges?


+1 this idea


The idea would need to be more carefully considered... How many badges does it cost? Does it cost reds? Blues? Yellows? All three?

Maybe something like a Trader's Boon which takes planets up to 15x only.
Maybe a terraformer which takes planets only as high as 5xMR.

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Fri Mar 20, 2015 12:07 am
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The current seasonal would have people coming out of the woodwork for it if it was up to 17x . . . 2 red badges per mission, 30 steps in the mission to make it attainable for one up to 5x, make it a daily. Then a second mission chain that's 100 steps and costs 2 yellows, but drops an arti that gets a planet up to 16x. The second one would spur a lot of activity for those that are sitting on 4 crystals hoping for the 5th from the next few days of base raids.

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Fri Mar 20, 2015 12:13 am
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