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next rd suggestions per Admin request

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Kenzu
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Post by melonhead Sun Sep 19, 2010 7:39 am

This one has been said before, but now I have been thinking about it and must agree.

With the 4x speed the rate of market trades should be increased, for the reason of banking.
As of now in reset I make alot of money but have only a select few things to spend it on, research for the next weapons and spy assassin are out of my reach only due to the fact I could not possibly store enough kuwal to get them.

I have been using reserves to increase my bank size and adding as many income units as I can afford to have... but at this rate I will never be able to gain such a size as to get the next levels before the end of reset. With increased trades we would be able to increase the size of our banks thus furthering our opportunities.

As income is increased 4x bank sizes should reflect this, or at least increase market trades to give us a chance to do so our selves. If next round is going to be sped up, consider this seriously in your updates.
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Post by Admin Sun Sep 19, 2010 1:51 pm

as I said, i will probably get rid of the 4x speed thing and look into other methods of speeding it up in a non-have-to-login-every-3-hours-otherwise-you're-screwed way
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Post by nobel Sun Sep 19, 2010 4:47 pm

Admin wrote:as I said, i will probably get rid of the 4x speed thing and look into other methods of speeding it up in a non-have-to-login-every-3-hours-otherwise-you're-screwed way

Thanks so much. This is the main reason I gave up playing Reset.

I look forward to the next round though.

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Post by Manleva Thu Oct 14, 2010 7:30 am

Some suggestions.

1. Limit Alliance size
2. Remove UP, replace it with a set amount of units and add a pool of units from which additional units can be purchased. Pool is reset every tick.
3 Add some buildings for units to be housed in. You then need to upgrade the buildings to allow for increasing of unit capacity.
4. Alter the bank and make it a building that needs to be upgraded to increase it's capacity and remove the increase based on population so that upgrades must be purchased.
5. Remove automatic registration. This could become a choice that is maid when first registering eg which servers do you want to register on and add an option to allow for registering for other servers at any time.
6. All registered accounts should generate income.
7. Add some small base accounts that reset their income every tick.
8. Rather than making the round a fixed length base it on reaching and holding a set criteria eg to win an alliance must reach xxxx power and maintain it for xxx period.
9. When the round ends suspend all action for a fixed period but allow logins so that players can check out where they ended up.

Just a few thoughts from some who is used to playing reset games. The basic ideas here are to make more Kuwal available for raiding and to make it more necessary to raid to get money for upgrades.

A finishing target means that there is something to aim for and having to hold it for a set time means that there is the opportunity for others to take action and increase competition.
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Post by Nomad Thu Oct 14, 2010 12:00 pm

some good ideas, and some I think may be bad, I'll explain

1. fully agree

2. interesting idea, but unless there is enough for everyone to purchase what they want then you are catering to those with the most advantage already, those with the most screentime. Thats whats good about UP, it runs even if your not at the PC, those with 1 hr before work and 2 hrs after work might as well not even play as they can only buy 6 turns of UU whils someone whos got a job around a PC can buy 8, 10, 12 hrs of UU.

3.not for or against it, it has worked in other games

4. i kinna like this as it means someone can stay small but still have the same bank as the biggest guy so has the same oppurtunity for reseach and tech increases,,,, not entirely sure it will work here tho

5. A-men, prolly the stupidest idea in reset, 90 pages of no income generating accounts to look at.

6. A-men, same as above

7. I don't understand this, I think you mean make AI farms, non player farms. I'm not against that since it seems resets playerbase wasnt but about 20 to 30 people, but why reset it per turn? they will be farmed regularly as it is so I see no sense in resetting it. This also highly favors those online all day as they can find those farms and bleed them dry for hours a day where a working man/school kid has but 2 maybe 3 hrs to benifit from them

8. This is one I dont think will work as players will abuse it. We already know that only 1,2 maybe 3 alliances will even exist, plus as the first round of reset proved the strong from the start will be strong till the end. What was a goal that took 3 months in 1 wave may take 6 weeks in the next. Maybe AFTER 3 months, or say 2 1/2 months then set the goal, but overall I think this idea is doomed to fail

9. I think someone mentioned you can see the ranks from the log in page, maybe just add achievement points there? the idea is a good one tho.
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Post by kingkongfan1 Thu Oct 14, 2010 1:15 pm

Spoiler:

Not sure about #8 but the rest sound good to me lol... good thinking Manleva...
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Post by J1nx Thu Oct 14, 2010 3:50 pm

#8 'to win an alliance must reach xxxx power and maintain it for xxx period'

This worked very well in another reset game Manleva and myself both used to play... it allowed the player base to influence the end of the reset and in a sense how long the reset server would last (attacking the top alliance allows the next highest alliance to get closer which in turn results in war involving several alliances... atm the reset server is just a netting game: who can train the most units and then not use all those units). The alliance/player in 1st should be tested of their mettle so that when they win they have proved themselves worthy of the win.
In order to ensure this system wasnt abused there were certain restrictions such as: each alliance was restricted to a certain number of members, nobody past a certain power threshold was permitted to join an alliance (to prevent all top ppl hopping into 1 alliance and resulting in a quick and uneventful ending) nor were they allowed to leave (preventing spies from sabotaging an enemy alliance from within, a trick used quite often).
I played many many rounds of this other reset game and it formed a very strong and loyal player base, it works without a doubt.

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Post by kingkongfan1 Thu Oct 14, 2010 8:33 pm

Spoiler:


Interesting,,,
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Post by Kenzu Thu Oct 14, 2010 9:18 pm

J1nx wrote:#8 'to win an alliance must reach xxxx power and maintain it for xxx period'

This worked very well in another reset game Manleva and myself both used to play... it allowed the player base to influence the end of the reset and in a sense how long the reset server would last (attacking the top alliance allows the next highest alliance to get closer which in turn results in war involving several alliances... atm the reset server is just a netting game: who can train the most units and then not use all those units). The alliance/player in 1st should be tested of their mettle so that when they win they have proved themselves worthy of the win.
In order to ensure this system wasnt abused there were certain restrictions such as: each alliance was restricted to a certain number of members, nobody past a certain power threshold was permitted to join an alliance (to prevent all top ppl hopping into 1 alliance and resulting in a quick and uneventful ending) nor were they allowed to leave (preventing spies from sabotaging an enemy alliance from within, a trick used quite often).
I played many many rounds of this other reset game and it formed a very strong and loyal player base, it works without a doubt.

I like Manleva's idea very much!
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Post by Nomad Fri Oct 15, 2010 12:21 am

but can it work with this limited player base?


I'm all for trying it, but I think presently it is doomed to die for lack of players, and lack of understanding of how the system works which your speaking of

I mean you say you can join, nor leave an alliance at will, thats a bit confusing TBH
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Post by Manleva Fri Oct 15, 2010 6:56 am

I'll try and clarify a bit more. As J1nx has already noted these ideas come from another game that we played and which unfortunately is no longer around. Some may be familiar with the community that were involved with that game, I know both Ian and LI visited the forums after a few of us made our way here.

Briefly the game was a reset game and players created a new player account / character each round. There were 3 or 4 AI players who had a small bank that was refilled every tick and acted as a source of income th start the game.

All players received a set amount of units every tick that was proportional to the size of the buildings you had researched (I may be slightly wrong here) in addition there was a pool of mercenaries from which additional units could be purchased. This pool was replenished each tick.

All units were military and all generated a fixed income per unit so there were no income only units. There was no raiding of units from other players so attacks were for money or war. There was a need to attack for money to be able to grow your account.

At's were accrued each tick the same as in AW but were capped at 999. When you reached 999 you received no more AT's and also your income per turn would start to decrease.

The war mechanics were configured so that you were initially protected and could not be attacked. This protection continued until such time as you won your first battle after this the only protection available was vacation mode. Additionally there was protection for small players from the large ones as you could only attack players that were between twice your size down to half your size. You could also only spend 50 AT on any other individual player in a 24 hour period.

There was a choice of races to play all with different attributes like here in AW but also well balanced.

The game originally was PvP but later became Clan (= AW's Alliances) based
Clan membership was limited to 30 members. To join a clan you were required to build and upgrade a specific type of building. The first level allowed you to join an existing Clan and upgrades allowed for the creation of your own clan and additional clan features.

Up to a set power you were able to change clan at will (providing they accepted you) after this set power your only option to change clan was to create your own clan which had to be done within one tick otherwise your account was reset. This prevented players jumping from one clan to another to create a super clan. ( from memory this was set at 40,000 power. As the winning target was 5 million power I am sure you can do the maths and see that to win took work)

The winning target was 5 million power which had to be exceeded when the database was checked which from memory was once every 10 minutes.

There was no trading between players.

The game attracted a wide range of people from 7 years old to over 70. There was all of the diplomacy and back stabbing you would expect and a very competitive environment. This was fostered by a very strong and active forum with the opportunity for individuals to play with many different styles and for many different reasons.

While I was playing the shortest round was about 2 1/2 months and the longest was around 6 months with the average being between 3 to 4 months. There were extremely active players who were out for the win but there were others who played for the enjoyment.

I have seen some very vicious wars and some very competitive wins with the winner having to make multiple attempts to win. I've seen others have wars over Rum and another where 1 clan called another a bunch of sissies, however these 2 clans never fought each other, instead they picked on a third clan.

Some of you may have guessed which game the ideas come from but for those who haven't it was Lord's of Legend. There are a few of us here and you will find us in a number of Alliances. Of those of us that came here the vast majority were very experienced and very good and most are still here. A couple have disappeared, one left for RL reasons and I left saying the game was to complicated ( That was very surprising as he had doctorates in physics and quantum mechanics).

The ideas I posted previously were features that I thought could be applied here taking into account the differences between the games. Here we are blessed with an Admin who is willing to discuss things with us to try and make things better and who is willing to put the effort in to keep things going. The owner of lords of Legend was similar in many ways and also listened to the players suggestions although he had an evil streak and would take those suggestions and twist them around and make little tweaks just to keep us all guessing.

One of the best things that stands out is that while the game has been gone for some time now the forum still exists and still has active members and many players who have left drop in from time to time. In many ways while it was the game that attracted players it was the community that that kept them.
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Post by J1nx Fri Oct 15, 2010 8:29 am

if you build it, they will come Wink

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Post by Nomad Fri Oct 15, 2010 11:59 am

overall a very nice read.

couple of questions

1. if power level decided if you could leave an alliance or join one, can you not drop rank or be massed to be low enough to change alliances?

2. how many AT per turn? with the 999 limit?

3. you say there was a limit on AT on 1 person, but is there a limit for the day?

4. from question 3, if no limit exists what stops 1 player with alot of screentime from simply farming up all the AI income?

5. Did the AI accounts build defenses or just there for free income?


sounds like a good system tbh
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Post by J1nx Fri Oct 15, 2010 3:05 pm

question 1.... in this other reset game each time you successfully won an attack on someone or an attack on you u got experience, after a certain amount of experience u went up a level (just like any other rp game)... the limit for joining/leaving an alliance was lvl40, not 40,000 power as Manleva mentioned (since AW doesnt use an experience pt system then a certain power threshold would have to be the restricting factor so regarding getting massed to change alliances, another type of restriction could be placed instead)
question 2... 1 AT per turn (AT were the most valuable resource in the game... they couldnt be bought or traded so ur ranking depended on how well u used em)
question 3... 50 AT on each person per day (but 10 different people could use 50 AT each on one person (i.e. massings ))
question 4... there were only 4-5 ai accounts and the attack restriction of only being allowed to attack someone within double/half ur power meant that eventually u would no longer be able to hit those ai accounts... also, if u wanted to be high in the rankings the best way was to hunt, this involved being very active and watching for when someone made a lot of attacks and their cash skyrockets very quickly and u hit them before they spend thereby maximizing ur ATs... this was one of the most exciting aspects of the game in the beginning of each round
question 5... each ai account only started with the same amount of units that everyone started with and remained that way

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Post by Kenzu Fri Oct 15, 2010 9:33 pm

Sounds like a very good game, except for the bit that you needed to be extremely active. If it was around I would have tried it.
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Post by seaborgium Fri Oct 15, 2010 9:51 pm

Kenzu wrote:Sounds like a very good game, except for the bit that you needed to be extremely active. If it was around I would have tried it.
Thats called playing.
Logging in 2 times a day is called Sims.

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Post by Nomad Fri Oct 15, 2010 10:51 pm

Kenzu wrote:Sounds like a very good game, except for the bit that you needed to be extremely active. If it was around I would have tried it.


I may be totally wrong, but I always assumed that was the goal of having 3 games in this trilogy of games

1. Reset = fast pace, emphasis on high level of activity

2. Main = average steady pace = emphasis on strategy

3. AW2 = slower pace = Not sure the emphasis as of yet, game still in its infancy but definitely a slower pace
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Post by Manleva Fri Oct 15, 2010 11:02 pm

Yes activity was a key component to the game but only for those who were interested in going after the win.

This is and always be one of the key components of any of these types of games and it will be a key factor in AWII as well

The restriction on who you could attack meant that the less active players did gain some protection from the more active which in turn would lead to mini games with the main game.

Not every one wants to be in first place all of the time and many of the better wars were fought by the less active players in the less powerful clans.

While we would see many of the same players in the top ranks the membership of many of the top clans would change from round to round which ensured that there different things happening all of the time and always made things interesting.

Above and beyond all it was a war game. You needed income to succeed and more often than not this meant you had to fight for it.

And J1nx is right. If you can get these sort of features into the reset games then players will come. Our community is still strong and while many of us have gone different ways to different games you will find that in most games we are tending to group together.

As yet we have found nothing comparable but we are still locking and as soon as someone finds the right game then the word will spread and many will come to play it.

Of course it they come here then quite a lot of them will band together which is only natural but this would not really last that long as most are more used to being enemies than friends.
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Post by Nomad Fri Oct 15, 2010 11:52 pm

Manleva wrote:Yes activity was a key component to the game but only for those who were interested in going after the win.

This is and always be one of the key components of any of these types of games and it will be a key factor in AWII as well

The restriction on who you could attack meant that the less active players did gain some protection from the more active which in turn would lead to mini games with the main game.

Not every one wants to be in first place all of the time and many of the better wars were fought by the less active players in the less powerful clans.

While we would see many of the same players in the top ranks the membership of many of the top clans would change from round to round which ensured that there different things happening all of the time and always made things interesting.

Above and beyond all it was a war game. You needed income to succeed and more often than not this meant you had to fight for it.

And J1nx is right. If you can get these sort of features into the reset games then players will come. Our community is still strong and while many of us have gone different ways to different games you will find that in most games we are tending to group together.

As yet we have found nothing comparable but we are still locking and as soon as someone finds the right game then the word will spread and many will come to play it.

Of course it they come here then quite a lot of them will band together which is only natural but this would not really last that long as most are more used to being enemies than friends.

with a limit on alliance sizes that would be addressed would it not?


I do hope Admin will listen and atleast try some of these ideas. I think it stands as good a chance of drawing a bigger playerbase then some of the other ideas presented presently.
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Post by Manleva Sat Oct 16, 2010 12:14 am

Nomad wrote:with a limit on alliance sizes that would be addressed would it not?

What does limiting Alliance sizes have to do with it. How many Alliances in TOC.

Limiting alliance sizes allows for more variety and competition.
Also unlikely friends can soon become enemies
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Post by Nomad Sat Oct 16, 2010 12:48 am

While we would see many of the same players in the top ranks themembership of many of the top clans would change from round to roundwhich ensured that there different things happening all of the time andalways made things interesting.


why would they change clans? if they won they would stay with the winning team would they not?

what size player base did LoL have? and do you think a player base this size will react the same? Personally I think it would take more players and 2 or 3 rounds minimum to even start seeing that. All the most active and top players will join together to win until thats boring.


overall I'm still all for trying it out, I hope admin considers it.
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Post by Kenzu Sat Oct 16, 2010 1:31 am

Nomad wrote:
Kenzu wrote:Sounds like a very good game, except for the bit that you needed to be extremely active. If it was around I would have tried it.


I may be totally wrong, but I always assumed that was the goal of having 3 games in this trilogy of games

1. Reset = fast pace, emphasis on high level of activity

2. Main = average steady pace = emphasis on strategy

3. AW2 = slower pace = Not sure the emphasis as of yet, game still in its infancy but definitely a slower pace

Funny thing is that AW2 will NOT be slower pace, but the game mechanics will be such that your frequency of logging in will not influence you being farmed AT ALL.
Of course if you do log in more frequently, you will find more suitable farms.
All that matters is your defense and your intimidation of opponents to refrain from farming you.
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Post by kingkongfan1 Sat Oct 16, 2010 1:39 am

Kenzu wrote:
Nomad wrote:
Kenzu wrote:Sounds like a very good game, except for the bit that you needed to be extremely active. If it was around I would have tried it.


I may be totally wrong, but I always assumed that was the goal of having 3 games in this trilogy of games

1. Reset = fast pace, emphasis on high level of activity

2. Main = average steady pace = emphasis on strategy

3. AW2 = slower pace = Not sure the emphasis as of yet, game still in its infancy but definitely a slower pace

Funny thing is that AW2 will NOT be slower pace, but the game mechanics will be such that your frequency of logging in will not influence you being farmed AT ALL.
Of course if you do log in more frequently, you will find more suitable farms.
All that matters is your defense and your intimidation of opponents to refrain from farming you.

now you are contradicting yourself again, you said all a player needed to do is log in two times a day average of five minutes each login, if thats not a slower pace then someone please explain to me what is...
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Post by Nomad Sat Oct 16, 2010 2:30 am

IDK Kong, I have given up trying to understand kenzu and AWII. All the riddles have just become to much. Straight answers just don't exist so I'll just wait for launch, atleast then I can get straight answers from the game itself.
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Hipocracy
hy·poc·ri·sy
Show Spelled[hi-pok-ruh-see]
–noun, plural -sies.

1. a pretense of having a virtuous character, moral or religious beliefs or principles, etc., that one does not really possess.
2. the practice of professing standards, beliefs, etc, contrary to one's real character or actual behavior, esp the pretense of virtue and piety
3. a pretense of having some desirable or publicly approved attitude.

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Post by Manleva Sat Oct 16, 2010 4:45 am

@ nomad - The player base was larger than AW currently has but as to more accurate figures that's not so easy to answer In the time that I played there were always enough active players to keep a balance between the top clans and apart from one round there were always multiple clans either competing for the top spot or close enough together to make it a contest.

The only exact figure available it from the forum which has a membership of over 21,000. Most of these would have played the game at some stage although like AW there was a period where there were a lot of multi accounts. The most ever members on the forum at one time was 386 which is higher than the number of registered members here.

With regard to changing clans you have to take into account that clan membership was limited to 30. Players over time formed friendships which was one reason for movement between clans. Strong clans would attract interest from new players which at times saw them split and then work together while other clans tended to keep a very strong and static membership.

There was a clan that specialized in teaching new players the game and another that offered their services as assassins. There was a Lazy Clan that used the 999 AT limit to allow them to play at a slower pace. A lot of the forum mods were in this clan but the vast majority of them were very experienced players and had been in the top rankings. Rather than leaving when they wanted a break from being extremely active they found another way to keep playing a game that they enjoyed.

It also needs to be remembered that we are only talking of a Reset game here and you can't really compare them to non reset games. Trying to take a style of play from a non reset game to a reset game won't really work if the reset game is going to be successful in the long term. Many of the processes used in non reset games for account growth don't work because you don't have the time to build without wars.

I have noted Kong making comments about not wanting his account to become a farm if he decides not to play but is some ways abandoned accounts are very necessary.

I suppose that it's really a different mindset that is required. knowing that if you join mid round you have a chance to learn the game and the start on an equal footing at the beginning of the next round is something that keeps new players. Likewise older players have the knowledge that if RL interferes with their plans for this round then there is always next round. For the competitive players there is the knowledge that a win will always be a win and it's an achievement that can never be taken away. Compare this to AW's main server where SA47's currently ranked No.1. If the game keeps running then as some time he will be replaced (it may take many years but he's not immortal Smile )
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