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Michael
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 2:37 pm |
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Joined: Tue Apr 21, 2009 5:47 am Posts: 173 Gender: male
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i cannot close servers in the middle of their round, can I? we already announced that E5 wont restart untill we get enough population on the other worlds. but E5 has to finish first. Regarding newb leaving after being conquered. we changed it that you no longer pay taxation, i.e. you still gain the same amount of resources as a conquered player. So the only thing you lose is your conquers and crystals if any. I do not see any reason now to leave the game after being conquered if you can rebel yourself out of it within 3 days
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simmen
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 2:52 pm |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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Michael wrote: facebook will be up shortly (matter of days) and we're not planning to open more servers until we have proper population.
regarding the OP from deleted conquer. I don't agree, if you conquer someone, send him a message and talk with him, so he wont delete. or simply go for the big fish who will surely wont delete.
that's the risk you take when you go on a newb, that you'll never gain what you lost.
I'm trying to eliminate newb bashing. and i think this is the right way. it's the experienced players who delete, not the newbs =/ this is why it were so important with more crystal bonus, so u actualy gain from big battles, good job and i think the experience of being attacked right out of protection that scare them away, but it's a part of the game all we can do is mentor newbs, make our own NEWB alliances from old client (oh, and i'm still having problem with posting on anouncements, and know others have problem also, so not all voices are heard )
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Code: http://battledawn.com/forum/viewtopic.php?f=111&t=4690 Thank you Michael http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076 Thank you developers (^-check out the topics)
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psg188
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 3:27 pm |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Closing E5 was a good start, but we need to get rid of a Fantasy and Mars server as well.
_________________ Kane - GLA - LoM - UBL - TdCt - Simp -------------- Beware the wrath of Ovaltine Jenkins, for he shall show no mercy.
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scrappy
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 4:54 pm |
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Joined: Tue Sep 15, 2009 1:31 pm Posts: 684 Location: Fantasy Servers Gender: male
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Andrew wrote: 3. Tweak: Outpost cost increased to 500 metal, 500 oil and 15 workers, was 300 metal/oil and 10 workers.
im not sure if this was menttioned but thats going to slow evey thing down a the begening of a new server or server restart
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Scrappy of This place
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dragonalex
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 5:00 pm |
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Joined: Sun May 31, 2009 8:32 pm Posts: 41 Gender: male
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I am still a bit angry about the change of 24 people in an alliance to 10. It isn't working out it is causing major bugs like an alliance that already has 24 members what will happen to that alliance? Plus on the RC Fantasy the ticks aren't moving. It still gives you resources and everything but the tick number won't change. It is stuck on tick 2. This is causing another bug cause on the bonus Resources page it won't allow you to vote for like 286 ticks!!!! Please fix this problem and change the alliance maxuim back to 24 I don't like the idea of less people in an alliance. It makes the alliance seem less busy and buzzy. I like it when it is busy and buzzy cause it adds life to it. I just think that changing the alliance maxuim was a bad idea and many people think so too.
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Andrew
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 5:08 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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Due to the much smaller map on mars/fantasy they can still do well with populations around 1000-1200. Earth worlds needs around 1750-2000 players for a decent round depending on the amount of top end alliances. We'll see how things go before we look at closing down anymore worlds to consolidate.
I updated the first page:
Noted the removal of update 30(Removal of oil from boost bar) Updated outpost costs and razing/downgrading.
-Andrew
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Zhester
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 5:45 pm |
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Lieutenant Major |
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Joined: Tue Jun 02, 2009 11:03 am Posts: 1829 Location: England Gender: male
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Michael wrote: you got me convinced. *removal of oil boost from boost bar canceled.
I also play the game, and i simply noticed crazy high amounts of oil for the entire first 1000 ticks... maybe instead i add more cost of oil to the structures? Good to hear, and the crazy high amounts of oil are only found on conquered colonies/colonies with nothing to do. Most players who actively conquer and build units for conquering/wars will be relatively low on oil often.
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Zal. Only Zul of The Fridge
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Cleopatra
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 7:13 pm |
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Specialist |
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Joined: Mon Jun 01, 2009 7:21 am Posts: 30 Gender: female
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Michael wrote: you got me convinced. *removal of oil boost from boost bar canceled.
I also play the game, and i simply noticed crazy high amounts of oil for the entire first 1000 ticks... maybe instead i add more cost of oil to the structures? The Oil is like your energy savings account. Oil is really important, and being able to stockpile it in the early part of the game helps us out. We either use it to build something beyond basic units, build structures, trade among alliance, and as mentioned to exchange for more energy. Now if you are going to add something just to take something else away, why bother to add something at all? To claim the relics (or to take them from those who do claim them), we have to put up scans and travel the world, so we need to be able to save energy for that.
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Grand Admiral K
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 7:39 pm |
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Joined: Tue Jun 02, 2009 10:19 pm Posts: 12 Gender: male
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I disagree with the higher OP cost and the lower cap on resources.
I play on double tick worlds a lot, and sometimes I'm gone for a day, and can't get on, after I was already stocking up on resources, saving it for buying a level 5 building that I think might be nice, or a squad when the overhead gets real high. So a few times, I see my stocks go up beyond 10k. It's also nice having a good supply of oil stocked up, seeing as how I can convert it into energy if I'm stressed for it.
The OPs being so expensive are just a matter of personal taste I guess. I just dislike the idea of having to shell out 1k metal just to make 2 OPs. Seems a little too much for what should be such a basic commodity. I mean, you do realize that the price is nearly double what it used to be?
just one man's opinion
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rueldinho
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Post subject: Re: Updates! November 20th! Posted: Mon Nov 23, 2009 7:42 pm |
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Joined: Mon Jun 01, 2009 5:42 am Posts: 234 Location: Behind You Gender: male
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dont like the lowered resource cap and also the extra resources to build an outpost why lower oil production i use it very often and never have enough oh and wtf u all increased the overhead for evey 100 soldiers. you use so much resources after u reach 20 full squads and now it has increased. SIGH.
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