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antisback
10-03-2008, 05:30 PM
Well I'd like to place a gripe on behalf of oo at least 25 people so far :P

Anywho, although I personally don't like the idea behind Land caps, I do see the reasonings behind it and I can accept that.

But although I personally havn't started my third development so I can still get decent land grabs, I know of people who've attacked at 70% and received only 20% of the land they should have.

I can accept the need for and the use of land caps, but its far too extreme atm. It should be say a max of 40% less land than you would've received and beggining at 50% downwards.

These land caps happen to be my least favourite update of all time, the others this round I think are fine.

Melnibone
10-03-2008, 05:36 PM
Attack at 80% or above then??? most wargames have much higher attack limits with much lower penalties for going outwith them

Can we as a playerbase wait to see how things pan out for once instead off being so bloody reactionary all the time

(ps 25 people is hardly a massive upswelling of public support)

Nightmare
10-03-2008, 05:50 PM
I hate it, I really do.
I wouldn't mind so much if it was set at says.. 40/50%ish, but at 80% it's a little harsh.
I can attack only a few people without it getting capped, otherwise have to suffer with rubbish grabs at like 48 land a go..

I thought a few of the other updates were bad, but this just overpowers the lot, you've ruined it Azzer... RUINED I tell you!
*sulks*

TheNamelessWonder
10-03-2008, 05:53 PM
Waaaaaaah! I have to change my playstyle now! The changes only affect me, and not everybody else also! :cry: :cry: :cry:

:roll:

Danny
10-03-2008, 06:16 PM
Yeah I dont like it either.. theres reasoning but it is to extreme.. a guy I know grabbed like 30 land out of a possible 150 land and he was attacking someone 70% of him :/

Hobbezak
10-03-2008, 06:40 PM
I'm complaining because I conciously didn't do my second tech, and now suddenly this techlimit is upped to 3. Unfair! >:(

Cheese
10-03-2008, 06:51 PM
So open to abuse...
All people need to do is get 1 or 2 people to piggy their incoming with say 1 staff each and it lowers the land loss.

Bobbin
10-03-2008, 08:50 PM
nope. because the land cap is a personal thing.

you'd get the share you should from having the geos there etc and THEN it's modified...

CountZepplin
10-03-2008, 09:18 PM
A geo player on my tick didn't get a full grab, and I didn't get anything, not having sent any geos. What gives? :S

Chewie
10-03-2008, 09:36 PM
I think this addition will be a great implementation later on in the round when everybody is fully teched however i would like to see some sort of sustem developed. like for ever unit tech developed the land cap rises towards 80%.

e.g. after you start your first unit development you have to attack at 50% to get full grab. after you start your 2nd you have to attack at 60%. 3rd tech 70% and with your 4th tech 80%, rather than it being One large giant leap. Or after your 3rd tech you have to attack at 70% for a full grab.

My only reasoning for the above adjustment is that bribing units dont get a penalty on bribes for attacking at 40% (and rightfully so) however with the primary objective of a puppet player for example is to gain bribes from their attacks. IMO this is a little bit unfair in the sense that bribers gain a very very nice advantage over other routes.

Tbh i hope this change works, as i personally was a big fan of l/f and loved the fact that you were rewarded for attacking at 70% rather than hitting at 40%. So i am hoping this change will be a nice substitute for l/f.

Mateen
10-03-2008, 10:16 PM
yea, i must say thier a little harsh, ive been hit by land caps on 5 straight atacks now

ou stole 22 land. [4] tree. [12] bush. [3] flower. [3] grass. [0] uncultivated.
You lost 17 effectiveness.
Your max land grab was reduced in this battle.

this guy here was 72% of me and land grab was still cut into 1/6 of wat it shuda been


You stole 28 land. [3] tree. [22] bush. [1] flower. [2] grass. [0] uncultivated.
You lost 180 effectiveness.
Your max land grab was reduced in this battle.

This guy was 78% of me..



i get the concept but its just too extreme...

pinpower
10-03-2008, 10:39 PM
tbh i agree something needed to be done...HOWEVER

i think it is to extreme...i would think:

attacking at 30-35%: 50% steal
attacking at 35-40%: 60% steal
attacking at 40-50%: 70% steal (there is no mod on this range remember)
attacking at 50-60%: 80% steal
attacking at 60-70%: 90% steal
attacking at 70%+ :100% steal

that way the normally lawful range (70%) is kept the same...and while it will act as a strong deterant it isnt such a shitty change...lol

tbh i just think the way suggested above makes more sense...

also, im not really moaning, just felt like throwing in my opinion....i think it will be interesting to see whether this just increases the bashing...

as, i rarely attack at 30-40%..not because its "unlawful" but simply because im inpatient and i cant be bothered to wait that long for an attack to finish...so i normally attack in the 40-50% range...

at the start of the round im constantly attacking, so it doesnt make much difference (the land cap isnt even in yet) but later in the round i will reach a certain amount of land at which i dont want anymore...as if i get anymore at my current score i will just loose it all (and possibly troops with it)...so i will sit at that level of land for a period of some days while i just plant etc etc...then maybe when ive got some more troops ill go on another attack to gain some more land...this going on throughout the round pretty much

For example last round in deso we didnt want to grow to much, not into the range of the top 3...also we didnt want to become TOO fat targets as khaos were considerably larger than us near the end and we didnt want them to launch a full scale attack...anyway i digress...last round i spent probably 2+ weeks just sat at 8k land not stealing and not loosing land...just saving seeds...maybe planting if i lost troops in defence...anyway i didnt want any land, i was happy with my income and so i didnt need to attack


(god ive been going on a long time..) with this change it will be interesting to see whether i actually "bash" more...as i will still want to get to that paticular level where im happy...but rather than the limited land grab putting me off...it will just mean i will send more attacks (i can almost guarantee this) as i know that while normally i would spend days/weeks not sending attacks cos i dont want land...this round i can happily send attacks all the time and just gradually build up my land to the same level





On a side note: Im assuming that seed thieves etc dont have a similar cap?/?

Scorpio
10-03-2008, 11:24 PM
Maybe it could be a good implementation, but in combination with the solos uber AR mods it's getting really frustrating...

Reub
10-03-2008, 11:33 PM
Attack at 80% or above then??? most wargames have much higher attack limits with much lower penalties for going outwith them

Can we as a playerbase wait to see how things pan out for once instead off being so bloody reactionary all the time

(ps 25 people is hardly a massive upswelling of public support)

Add another 20-30 people on to that then. I also understand why it's in and I'm not asking for it to be taken out. But geez i also think it is a bit extreme. I mean 80%, it isnt always easy to get off unhurt from an attack at 80%, especially for newer players. Are we meant to die alomst everytime we want the full amount of land when attacking?

I say lower it to like 50-55%, that's just my opinion.

vannila
11-03-2008, 03:42 AM
am i reading this wrong when i don't think i should be getting capped yet?

You have currently started 3 route/unit based developments. The dynamic land cap limiter is now activated for your ID, reducing your land steal rates if you mass/pick on smaller targets.

Research (Multiplier: 2.5331)
Development Time (ticks) Time (ETA) Cost Research
Engineering 108 18h £48,128,900,000

Stealth Geo-Physics 177 1d 5h 30m £25,331,000,000 Researching

Hacking 113 18h 50m £2,533,100,000

Geo-Physics 27 4h 30m £633,275,000 Complete

Geo-Phys Thieves 45 7h 30m £1,266,550,000 Complete

Simple Traps 54 9h £2,533,100,000 Complete

Construct (Multiplier: 2.5331)
Development Time (ticks) Time (ETA) Cost Construct
Airfield 56 9h 20m £1,266,550,000 Complete

_________________________

i only have 4 techs completed...one intel, two are geo's, and SGT. i've start stealth thieves. but according to azzer's recent post, the geo's and intel shouldn't count.

Land Cap: The first of a number of changes to the land cap code due over the next week has been made - it now requires you to start a 3rd development before it kicks in, not the previous 2nd. These developments consist of any development that give you a unit - intelligence, the first of the two geo-phys developments, and engineering would not count towards the limit. Expect more tweaks to come (they will all be announced!).

so why are they counted? :(

Bobbin
11-03-2008, 04:30 AM
A geo player on my tick didn't get a full grab, and I didn't get anything, not having sent any geos. What gives? :S

because you wouldn't...

as the geo player netted the whole grab... however, because of the mod, they didn't get to take it all home.

Bobbin
11-03-2008, 04:33 AM
am i reading this wrong when i don't think i should be getting capped yet?

You have currently started 3 route/unit based developments. The dynamic land cap limiter is now activated for your ID, reducing your land steal rates if you mass/pick on smaller targets.

Research (Multiplier: 2.5331)
Development Time (ticks) Time (ETA) Cost Research
Engineering 108 18h £48,128,900,000

Stealth Geo-Physics 177 1d 5h 30m £25,331,000,000 Researching

Hacking 113 18h 50m £2,533,100,000

Geo-Physics 27 4h 30m £633,275,000 Complete

Geo-Phys Thieves 45 7h 30m £1,266,550,000 Complete

Simple Traps 54 9h £2,533,100,000 Complete

Construct (Multiplier: 2.5331)
Development Time (ticks) Time (ETA) Cost Construct
Airfield 56 9h 20m £1,266,550,000 Complete

_________________________

i only have 4 techs completed...one intel, two are geo's, and SGT. i've start stealth thieves. but according to azzer's recent post, the geo's and intel shouldn't count.

Land Cap: The first of a number of changes to the land cap code due over the next week has been made - it now requires you to start a 3rd development before it kicks in, not the previous 2nd. These developments consist of any development that give you a unit - intelligence, the first of the two geo-phys developments, and engineering would not count towards the limit. Expect more tweaks to come (they will all be announced!).

so why are they counted? :(

you have 3 that count...

only the FIRST of the two geo devs don't count.

Everything that gives a unit counts.

CountZepplin
11-03-2008, 07:23 AM
A geo player on my tick didn't get a full grab, and I didn't get anything, not having sent any geos. What gives? :S

because you wouldn't...

as the geo player netted the whole grab... however, because of the mod, they didn't get to take it all home.
Seems like an easy way for abuse - large player sending just to screw up the calculation.

Melnibone
11-03-2008, 08:57 AM
Yeah told Azzer about this on the night he announced the changes he said it wouldnt be a big issue.....lol

f0xx
11-03-2008, 10:51 AM
Injury rates + land caps are (taken together) are completely ruining the game. How are we supposed to kill others when:

1. They get HUGE injury rates.
2. We have HUGE land caps.

What is this becoming? Everything I once liked is gone. And I believe I am not the only one.

And should I even start the subject about land caps on bunker players? Why is that? Is it not enough the fact that we have only flak to use when attacking, but now those freaking land caps??? How is a bunker supposed to grow in later stage? Damn it Azzer, start using your brain already and test things first before implementing them in such a huge scale... we have already had enough "testing" rounds...

Charlie_B
11-03-2008, 11:19 AM
I'm pretty certain that cap is not intended to take a significant amount of your steal when you're attacking at 70%. It could be that you've had someone else on your attack, it could be that the numbers need a bit of rejigging. Given the amount of new updates to the game it's not surprising if a bit of fine tuning needs to be done, so just be patient :)

F0xx - that's like complaining that the attack limit ruins the game because the rank 1 alliance can't constantly bash to death people ranked 1000.

f0xx
11-03-2008, 11:25 AM
F0xx - that's like complaining that the attack limit ruins the game because the rank 1 alliance can't constantly bash to death people ranked 1000.

Its not the same charlez and you know it. The current system sux hard and needs immidiete tweaking before players start to get irritated and leaving.

Bobbin
11-03-2008, 02:14 PM
F0xx - that's like complaining that the attack limit ruins the game because the rank 1 alliance can't constantly bash to death people ranked 1000.

Its not the same charlez and you know it. The current system sux hard and needs immidiete tweaking before players start to get irritated and leaving.


Ahh my favourite.. The knee jerk reaction :)

f0xx
11-03-2008, 04:52 PM
If you have nothing constructive to add, please shut the **** and go back to your hole mister manager.

Cheese
11-03-2008, 05:52 PM
Shock horror for the first time ever I'm going to have to agree with f0xx.
He couldn't have got it more right!

So Bobbin jump off your high horse 'I'm a moderator therefore everything I think must be the right thing' it's crap and also trolling which I believe is one of the things that gets you warnings in this forum.

Nightmare
11-03-2008, 10:07 PM
tbh i agree something needed to be done...HOWEVER

i think it is to extreme...i would think:

attacking at 30-35%: 50% steal
attacking at 35-40%: 60% steal
attacking at 40-50%: 70% steal (there is no mod on this range remember)
attacking at 50-60%: 80% steal
attacking at 60-70%: 90% steal
attacking at 70%+ :100% steal

that way the normally lawful range (70%) is kept the same...and while it will act as a strong deterant it isnt such a smeg change...lol

tbh i just think the way suggested above makes more sense...

also, im not really moaning, just felt like throwing in my opinion....i think it will be interesting to see whether this just increases the bashing...

as, i rarely attack at 30-40%..not because its "unlawful" but simply because im inpatient and i cant be bothered to wait that long for an attack to finish...so i normally attack in the 40-50% range...

at the start of the round im constantly attacking, so it doesnt make much difference (the land cap isnt even in yet) but later in the round i will reach a certain amount of land at which i dont want anymore...as if i get anymore at my current score i will just loose it all (and possibly troops with it)...so i will sit at that level of land for a period of some days while i just plant etc etc...then maybe when ive got some more troops ill go on another attack to gain some more land...this going on throughout the round pretty much

For example last round in deso we didnt want to grow to much, not into the range of the top 3...also we didnt want to become TOO fat targets as khaos were considerably larger than us near the end and we didnt want them to launch a full scale attack...anyway i digress...last round i spent probably 2+ weeks just sat at 8k land not stealing and not loosing land...just saving seeds...maybe planting if i lost troops in defence...anyway i didnt want any land, i was happy with my income and so i didnt need to attack


(god ive been going on a long time..) with this change it will be interesting to see whether i actually "bash" more...as i will still want to get to that paticular level where im happy...but rather than the limited land grab putting me off...it will just mean i will send more attacks (i can almost guarantee this) as i know that while normally i would spend days/weeks not sending attacks cos i dont want land...this round i can happily send attacks all the time and just gradually build up my land to the same level





On a side note: Im assuming that seed thieves etc dont have a similar cap?/?


On this, I actually agree with, 80% for all is a tad harsh, esp when you're a high rank and only have a few targets that are in the 80% for land cap...
If not this suggestion then I suggest that it doesn't kick in from the start of the round... wait a few days, then start kicking in at a low % and slowly increasing for all.. If that is how Azzer wants to do it.

(This is a drunken post btw, sorreh if it doesn't make sence :P)

Reub
11-03-2008, 10:28 PM
Injury rates + land caps are (taken together) are completely ruining the game. How are we supposed to kill others when:

1. They get HUGE injury rates.
2. We have HUGE land caps.

What is this becoming? Everything I once liked is gone. And I believe I am not the only one.

And should I even start the subject about land caps on bunker players? Why is that? Is it not enough the fact that we have only flak to use when attacking, but now those freaking land caps??? How is a bunker supposed to grow in later stage? Damn it Azzer, start using your brain already and test things first before implementing them in such a huge scale... we have already had enough "testing" rounds...

I also agree with you foxx. I think this game is becoming soft, and it's because people with the mentality of 2 year old complain about losing/getting zeroed. Last round was a testing round as the changes were only half arsed and this round is looking to be the same. but worse.

Both of the systems which I have only heard a couple of people I know say they like needs MASSIVE tweaking. Unfortunatly it has to happen in the round which people put lots of time and money into. That part doesn't bother me so much, as long as it gets done!

Bobbin: I'm pretty sure you lock threads when people make trolling posts like that so don't do it yourself champ :roll:

Garrett
11-03-2008, 10:54 PM
land caps - haven't stolen an acre since i started my 3rd dev - so no comment yet...

however - guys - don't you know how hard it is to find sane and level headed people to man ops/mods on the net?

I mean think of it. Only LIFERS become mods/ops/managers. And the reason they are internet lifers is because the heavy medication they are on, for their many problems whether physical or mental or god forbid both, make them allergic to the outside or lethargic to movement.

It is inevitable that they sour in attitude, especially as they lose touch with reality.

So please take it easy on the standards we've come to love from our moderation and overall bush community leadership.

Illumination
12-03-2008, 01:43 AM
I dont have an account this round, so this is not truly my gripe- BUT... since I just logged onto msn, I had two people say hi and this is what both of them said right off!!!!

Player One:

XXX says:
they have this new land cap rule
XXX says:
its ****ing wank
XXX says:
25 land per land
Tiffany says:
yeah, that sucks
XXX says:
might just go and jump off a mechano bridge
XXX says:
im well ****ing pissed off


and as he was telling me that, another orange msn window was blinking...

Player Two:

XXX says:
i'm trying to decide if i should leave a post, or just hit delete here
Tiffany says:
oh
Tiffany says:
you are quiting the alliance?
XXX says:
yea
XXX says:
i'm bored already
XXX says:
and this land cap thing is making attacking not worthwhile


Seems to me the land cap is a favorite among the playerbase!!!! :D



....and then just minutes later, from one of Bushtarion's greatest...


xxx says:
God damn land cap pissing me off
Tiffany says:
haha
xxx says:
I can't be bothered to do anything now with 2% grabs

harriergirl
12-03-2008, 05:01 AM
Idd. I haven't been motivated to even bother attacking since i've been capped. No purpose in it until I get spies. I started to suggest that maybe we make land cheaper to buy, only I realized it would just make this game even more stark raving mad boring.

Maybe that's harsh but it's how I feel about it =P.

BlackWolf
12-03-2008, 05:22 AM
Its hilarious to see same people whom on previous topic yelled along line "stop complaining word-removed your such a wussy" complaining and whining here even more.

harriergirl
12-03-2008, 06:42 AM
Its hilarious to see same people whom on previous topic yelled along line "stop complaining word-removed your such a wussy" complaining and whining here even more.


There is a difference between whining and giving an opinion.

:evil:

Subdivisions
12-03-2008, 08:52 AM
Changing the land cap to 3rd development after the round started was a bit annoying. My biggest gripe about the new dynamic land cap is how it's based on development. IMO, it completely favors particular routes...

Protestors can get gurus and geos and mass flak and they are set for the first week or more. SOs have it pretty good too, but theirs isn't as good, since when LETs come out their SGTs might die a bit; but, since a lot of SO players are solo, they can hide behind their AR mod that is even better now ...I have never triggered on so many solos with just flak in all my life..... :shock:

It's quite obvious that the other 4 branches don't have the capability of easily holding land with only their first unit.

As some others have suggested, I agree that the land cap should be a time-based thing, rather than a development-based imbalance.

f0xx
12-03-2008, 09:58 AM
I hope people realise that with each new change that favours small players over those that are extremely active and playing to win, the game loses a few players of the second type...

It started with the introduction of different ranking system to give losers a chance to become rank 1... and we currently reached 2% land grabs...

the_master
12-03-2008, 11:59 AM
:mad:

land cap is stupid! there are already eta mods to discourage attacking lower ppl... so why have these in place & land caps as well? either one or the other

currently it's way too extreme. it should be limited to 30% for ppl at 30% of your value and rise up from there so that you get full grabs at 60% or 70% of your value. but you should still be getting a 75% grab at targets half your size...


if i'm attacking allied targets solo, how am i meant to get a decent grab attacking at 80%, particularly if they're active & get defense from like sized members??

Welshie
12-03-2008, 01:45 PM
I've been attacking fine since the land cap came in for me. It is a bit annoying but I've been attacking predominantly at 40-60% sometimes higher and I still get reasonable steals. I realise it's a bit annoying but Azz is trying to change the player mentality - you can attack really low (30%) if you really have to, but it's a bit lame and it'll get you highly reduced steals, rather than everyone attacks at 30% all the time. That's fair enough. All it means is that people attack at a higher percentage but in pairs and groups I guess.

As for the bunkers, I'd stop whining if stealing land is the biggest of your problems :P

PS Garrett nice post you legend :D

CFalcon
12-03-2008, 04:44 PM
I've been stealing in the 50-60% range and been getting reasonable steals. That said I have seen some ridiculous caps on some allys' attacks, so some tweaking and bug checking wouldn't go amiss, but in general it's alright. I think a better incentive not not bash would be a carrot rather than a stick though. Maybe an increase in possible steal for hitting above 100%?

Garrett
12-03-2008, 05:09 PM
can't say that i've agreed with cfalcon all that often, but here we have some real forward thinking. hitting at 100% above with a land bonus gives more incentive for toppling the top! bigger shares of a big bash always brings people to the party!

Cyrus
12-03-2008, 05:41 PM
but then where do you draw the line you cant say for example every 5% above you keep gaining 1% more land thats gonna get really nasty :-/ i do think the bonus should keep rising though, like i say where's the line.

Garrett
12-03-2008, 05:43 PM
i'd say base it off adrenal rushes. if it's 0 up to the score of -1 bonus would be x, -1 eta adrenal up to -2 y, -2 and beyond z

Cheese
12-03-2008, 08:04 PM
Would it not make it better if you got +bonus on land for hitting above your score?

Garrett
12-03-2008, 08:35 PM
i believe that is what we are now talking about, yes.

Illumination
13-03-2008, 12:35 AM
Will you gentlemen kindly stop spamming the gripe thread with suggestions??? Come on, people are trying to be bitter and angry and spiteful here and all your flowery suggestions may make them want to be civil or something.. MODERATORS!!!!!

Reub
13-03-2008, 12:55 AM
I've been stealing in the 50-60% range and been getting reasonable steals. That said I have seen some ridiculous caps on some allys' attacks, so some tweaking and bug checking wouldn't go amiss, but in general it's alright. I think a better incentive not not bash would be a carrot rather than a stick though. Maybe an increase in possible steal for hitting above 100%?

I think that's an excellent idea. For me personally that really would be an incentive to take down bigger players, especially if they have alot of land it would be much more of an achievment, and people wouldn't be pissed so much about it imo.

Garrett
13-03-2008, 01:09 AM
Will you gentlemen kindly stop spamming the gripe thread with suggestions??? Come on, people are trying to be bitter and angry and spiteful here and all your flowery suggestions may make them want to be civil or something.. MODERATORS!!!!!

tiff you are only 2 hrs if that away, don't make me spank you.

Subdivisions
13-03-2008, 06:48 AM
Yeah, buggy update once again...

I just stole 163 land off of someone that had 2.1k land, and he was 70% of my score when I sent. With geos it should be a 300+ land grab...

I did completely zero him, maybe that affected it?? Or is the system so lame that if it's not 80% you get screwed??

*walks away mumbling*

the_master
13-03-2008, 08:40 AM
further to my last gripe... piggies are getting full land grabs & causing me to get poor steals.

i send on a target and someone jumps on the tick behind, i get capped but he doesn't... think i might just follow everyone else all round

:roll:

f0xx
13-03-2008, 01:16 PM
further to my last gripe... piggies are getting full land grabs & causing me to get poor steals.

i send on a target and someone jumps on the tick behind, i get capped but he doesn't... think i might just follow everyone else all round

:roll:

That is not possible, wake up and stop spamming the important gripe with your worthless whining...

Which doesn't mean that land caps suck.

Chewie
13-03-2008, 01:20 PM
further to my last gripe... piggies are getting full land grabs & causing me to get poor steals.

i send on a target and someone jumps on the tick behind, i get capped but he doesn't... think i might just follow everyone else all round

:roll:

That is not possible, wake up and stop spamming the important gripe with your worthless whining...

Which doesn't mean that land caps suck.

f0xx he isn't spamming, he made a valed point. Because someone attacking 1 or 2 ticks behind him, the attack is classed as a wave, which consequently resuces his land grab. So why don't YOU stop spamming this forum?

f0xx
13-03-2008, 01:28 PM
Isn't the land cap calculated only on your own score compared to your targets score?

Augustus
13-03-2008, 01:42 PM
Hmm, I was actually looking forward to a land cap to prevent all the bashing that was abundant last round......but this is going from one extreme to the other. Now it is rediculously hard to get decent land without losing masses of troops. Also from all the confusing BRs people have posted in my ally, I'm pretty sure the system is based on the old l/f system......the broken l/f system. Definitley needs some work....

Chewie
13-03-2008, 02:47 PM
Hmm, I was actually looking forward to a land cap to prevent all the bashing that was abundant last round......but this is going from one extreme to the other. Now it is rediculously hard to get decent land without losing masses of troops. Also from all the confusing BRs people have posted in my ally, I'm pretty sure the system is based on the old l/f system......the broken l/f system. Definitley needs some work....

Land Cap: The first of a number of changes to the land cap code due over the next week has been made - it now requires you to start a 3rd development before it kicks in, not the previous 2nd. These developments consist of any development that give you a unit - intelligence, the first of the two geo-phys developments, and engineering would not count towards the limit. Expect more tweaks to come (they will all be announced!).

It's recieving work give azzer a break. Think about this change and what it can do for the future of the game. Narrow minded approaches to such vast changes with large potential are stupid. you get 33% of the land you would normally get attacking at 40% no matter what. Either attack at 80% less frequently but more carefully planned or send lots of attacks at 40%. People seem to have forgotton how difficult it was to land during flak wars. It's never been easy because of the pure ammount of gurus around. the round is barely 5 days in and everyone has done nothing but criticise this change even though no real LETHAL attacks have been sent out yet.

Give it time maybe a month or so? And if it works GREAT! If not im sure Azzer will realise this a greatly modify the change or remove it.

Souls
13-03-2008, 02:53 PM
Isn't the land cap calculated only on your own score compared to your targets score?

Nope, I sent 90% on a target and a guy was 2 ticks behind me, I got capped and received 15% of the land I would have.

f0xx
13-03-2008, 08:44 PM
Isn't the land cap calculated only on your own score compared to your targets score?

Nope, I sent 90% on a target and a guy was 2 ticks behind me, I got capped and received 15% of the land I would have.

Alright then, I appologize for my earlier comment...

Lazlow
14-03-2008, 09:46 PM
Ok so i attacked someone at 210% of my scored and i still got this?

You stole 126 land. [32] tree. [31] bush. [31] flower. [31] grass. [1] uncultivated.
You gained 169 effectiveness.
Your max land grab was reduced in this battle.

umm?

Garrett
15-03-2008, 12:03 AM
what i've observed is that between injury and land cap - HG's ally is getting continuously waved by the same people because now her players will never drop in score. so they keep coming back to farm to get the remaining amounts left out by the cap.

the cap is too drastic. it doesn't work 'personally' like it's either supposed to or as 'helpers' 'managers' are explaining it and the continuing insistence that is does without any explanation is just everything that is wrong with the mods/managers and this game.

the game has stopped listening. everyone now is a whiner. gg.

way to ruin a ****ing round.

for me the round is fine cuz i have friends only on and could care less if i steal an acre or 5. but the continual insistence that the cap is working great is utter crap. it's not dynamic. it's not consistent when trying to implement on what it perceives is multiple attackers

it's clunky, it needs refinement, and needs clearer explanation for the masses.

Melnibone
15-03-2008, 01:23 AM
You stole 287 land. [0] tree. [287] bush. [0] flower. [0] grass. [0] uncultivated.
You gained 1,607 effectiveness.
Your max land grab was reduced in this battle

This was about 70% of the max grab and i was attacking at 63% so it worked on this attack if i understand it right

I've went through my available news and i can explain all my poor grabs, through either multiple attackers (not always co-ordinated attacks), low attack levels and repeat attacking

Tbh we cant post ids and we cant go back to check before/after attack scores etc so i doubt any of the examples given here could be proven to be beyond a doubt correct i honestly think people are just overreacting to very bad steals

Souls
15-03-2008, 09:27 AM
Azzer logs all BRs now, so he can sift through the bugs himself :P

antisback
15-03-2008, 07:25 PM
<3 azzer

The land cap effect will be limited by 50% (ie, will be 50% less effective than it currently is - meaning you can steal more land than currently), starting from Monday 18:00 GMT or so (close to that time). After seeing the system in action with so many players ranging from alliances to solos, big to small, it's clear there are a number of things that need re-working on the land cap system that will satisfy everyone - people being bashed and waved want more protections, people doing the bashing and waving want less protections, and regular players want a mix of both depending on their play and individual circumstances! I am listening to everyone's opinions and comments, and I am watching everything that happens with the system. As a secondary warning, as seems to happen in life bad luck comes in threes, fours, and fives, and to cut things short and without going in to details, in the next week I have a funeral to attend to and family affairs to sort out. But I'm still around, and want nothing more than to try to get a balance between the bashers, the bashees, and the regualr players in terms of a satisfying system of injuries and land-caps (to replace the old L/F and insurances)... and remember - constructive criticism, ideas, and suggestions will achieve more than outright complaints - outright complaints don't give me any inspiration for alternatives.


i suppose 6 different threads on the topic had to catch his eye sooner or later :P

Subdivisions
16-03-2008, 02:58 AM
Has anybody else noticed that in some ways the new system has encouraged bashing/waving? Or, at least it seems that way at the top. If you spy your enemy and realize he is sending at a target you might want to hit, then you can send right behind them, and they do all the dirty work and get capped, while you reap the benefits. This makes waving a very desirable thing...the only difference now is that instead of a wave of people from the same alliance, it creates a wave of people from opposing alliances :P

willymchilybily
17-03-2008, 01:47 AM
2% is gastly
15% as standard if you attack honourable.
so be realistic
it should be no less than 5% if 30% attack range is a third your score then surely attacking three targets with 1/3 of your men on each target at this range is a fair fight and 5%+5%+5%=15. wow isnt that clever

so why the hell is it poxy 2%



ps. i know its being changed. or is already changed so thought id get my gripe in now. before its to late :P

Advantages and disadvantages of attacking at 80%
target has more land than smaller targets - bigger land gained from landing.[/*:m:rcrkaryr]
higher injury rates[/*:m:rcrkaryr]
there is no cap, therefore you get 15% of the possible available[/*:m:rcrkaryr]
you spend less on troops as you get more returned as injuries, in effect you land is costing you less[/*:m:rcrkaryr]
no eta penalty, you can attack more frequently as you get your troops home quicker[/*:m:rcrkaryr]
you can only send out one attack in general. so if it fails you dont get any land at all.[/*:m:rcrkaryr]
It may take more time to plan and calculate, therefore the over all process is more time consuming[/*:m:rcrkaryr]

Advantages and disadvantages of attacking at 30%
you are attacking an easy target. It should require less man power and hence, be possible to send out multiple attacks[/*:m:rcrkaryr]
the reduced land gain of lets say 2-5% can be compensated for by sending out three attacks, and therefore you gain reasonablel land to some one attacking a target of equal land at 80% score[/*:m:rcrkaryr]
most targets at 30% can be flacked past and as such any injuries incurred is only to flack, this allows your army to protect you and others[/*:m:rcrkaryr]
if one attack fails there is still a chance the otheres will land as there is the ability to send out multiple attacks[/*:m:rcrkaryr]
if you attack at 30% range you will recieve a land cap, reducing the amount stolen[/*:m:rcrkaryr]
even sending out multiple attacks to get around the land cap will not work as targets at 30% range will generally have less land than one target at 80%[/*:m:rcrkaryr]
attacking with three mobs also increases the chance that one of them will fail, so the chance of getting land is increased but also the chance of not getting as high amount of land has also increased[/*:m:rcrkaryr]
you get +2 on your mob meaning it takes much more time to land and get your men home relative to attacking at a higher range[/*:m:rcrkaryr]

i look at the system and i like. but it just needs tweaking imo

dafe
17-03-2008, 10:01 AM
i look at the system and i like. but it just needs tweaking imo
i agree, the idea behind it is nice, but doesnt work well yet, it doesnt de-motivate ppl enough to not hit lower players...ppl still send with +1 and +2 mods

Kunohara
17-03-2008, 01:59 PM
Attacking a target for the first time which is 82 % of my score.

One other attacker at the same tick who didn't grab anything.

Max grab 212 acres.

This is the result

>>[close] 14,918 allied Geo-Phys Thief stole 66 land. [14] tree. [14] bush. [17] flower. [21] grass. [0] uncultivated.

You stole 66 land. [14] tree. [14] bush. [17] flower. [21] grass. [0] uncultivated.

Your max land grab was reduced in this battle.<<

hmpff

willymchilybily
17-03-2008, 02:29 PM
Kunohara, firstly thats one freaky ass avatar.

also i think you get reduced land for unlawfull attacks so even if the person who sent with you wasnt actually an allie/nap the chances are your score and his score combined > 80% of your targets score. hence it was seen as a bahs/unlawful. i assume this is why you had a cap

else some one could attack at 100% and get some one else to do all the flacking. effectively abusing the system, and avoiding the cap

Kunohara
18-03-2008, 02:20 PM
@willy

Thanks for clarifying the issue.

Yeah, the avatar was really bad, changed it.