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#1 |
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Head Gardener
Join Date: Dec 2007
Location: USA
Posts: 363
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Azzer is right to bring up a redesign in AR. Psolo is at a HUGE disadvantage to allies. Here is my example. last night my AR was hovering around 43%. I expected land loss when i woke up and wasn't disappointed (news 33).
[close] 58,656 hostile Geo-Phys Thief stole 273 land. [37] tree. [214] bush. [12] flower. [10] grass. [0] uncultivated. [close] 337,145 hostile Geo-Phys Thief stole 307 land. [42] tree. [242] bush. [13] flower. [10] grass. [0] uncultivated. [close] 345,718 hostile Geo-Phys Thief stole 349 land. [47] tree. [275] bush. [15] flower. [12] grass. [0] uncultivated. I had 929 acres stolen from me overnight. I had around 3400 acres the night before. So, to break it down, i had 27% of my land taken from me in one night. Close to a third There is definitely something wrong. I think that Azzer should tweak it to favor land loss as well as Lethal kills. If one of those attacks had some lethals in there, i would get injury and tons of AR. Because it was all flack, I get smeg for AR. I propose to have a exponential AR increase for land loss. Once you lose land, give normal AR increase. Lose land a second time (this is consecutive over a period of time) and your AR goes up like regular but with a small boost. If you attacked a third time, you get more regular AR , but with a substantial boost. This would be a successful measure so as to not have people become land farms for flack overnight. Also as a side note. I think that since the idea for having a P-nap overview page was shot down a while ago, People who are PURE solo should at least get the -1 ETA when defending their naps. I think that being Psolo has many advantages over Alliance and vice-versa, but the pros for Alliance out-weight the psolo.
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#2 | |
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Head Gardener
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However the point above is one i take issue with. pure SOLO should have no naps at all. You're playing solo, why should you get defence from other players... something i've always taken issue with.
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#3 | |
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Head Gardener
Join Date: Dec 2007
Location: USA
Posts: 363
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If you had no defense at all as psolo then no one would play as solo. You would be royalty ass bummed if you had no pnaps and a screwed up ar system. Everyone would quit or go alliance.
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#4 |
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Pruner
Join Date: Mar 2008
Posts: 72
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I think I lost over 40% of my land when my AR was at 20% ,over a night that is. Think I had 3.870land when I went to sleep and next morning when I woke up I had 22xx land. But It didnt bother me that much cuz knew it was just a matter of time before someone was gonna attack.
The thing that bothers me more is that you can get landrobbed even when AR comes. And yes pnaps aint that much of help but whatever. Very often me and my m8 get incs the same tick or getting multiple attacks diffrent ticks so we cant defend each other. But on the other hand we can get rescued by AR but you can easily flak past AR so I dont know what it is there for. From getting zeroed, you you might say,then the goverment send lethal AR and the enemey will recall. And even tho we have -1eta from returning mobs, I think we also should have -1eta when sending def to pnap. Well dont care really, its fine as it is now. we have -1 eta from returning and I think thats better for solo play. Thats my opinion.
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#5 |
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Head Gardener
Join Date: Dec 2007
Posts: 302
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Think of pure solo as playing the game in "Hard Mode" ar will not generally help you for flak attacks, unless an excessive amount is needed to outflak you (and you have a high ar mod)
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#6 |
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Tree Surgeon
Join Date: Dec 2007
Posts: 784
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Very good the ideea with farming protection
Azzer was thiking for even 7.5 ar mod for a full 15% land steal but in the end he coded it for 15%. I think it's a good compromise and better system than past round when you'd get a bit over 20% ar from just loosing land if you had very high land fat or a tiny 2-3% if you had alot of troops. And i'm not too sure about the second part, i'd rather include valuation of pnaps in your ar calc at all times first and think of a bonus on other side. For example make landcaps work for allied members attacking allied members compare the strenght diference between the 2 allies and set in stone a land cap for any attacks of an ally on another, any tactics (wave bash) allowed. And then psolo players attacking allied players get full grabs at all times. (Just an example before BW jumps on the tread how i want to abuse the system
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#7 | ||
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Landscape Designer
Join Date: Dec 2007
Location: uk
Posts: 1,314
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i dont see how you could ever expect to be successful as a solo with a route that doesnt scare people off. or false them to kill you to land, as the game stands that is how you have to play, you shouldnt choose a route or man ratios and expect the game to be changed to accomodate you. Maybe its your route or man ratios that is causing you to be targeted. But that being said i do like your suggestion as it gives solo's the potential to pick any route they want to go and not just pick on what is "easy" to play solo with. the only routes i see having a problem holding land as a solo i imagine would be maybe rpg, and heavy weapons, at this stage in the round. but once teched i imagine its a little easier still. most other routes people would not want to try to flack past, especially if your not stupidly land fat. if your land fat enough for the steal to outwiegh the losses then its your own fault. not the game mechanics. and if you have gurus or sleepers, flammers, auto's, stunbots, then you shouldnt be loosing land in that way. just my opinion. though i do still like the suggestion land steal taken into account for ar, exponentially. Sounds like a good idea
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#8 | ||
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Harvester
Join Date: Dec 2007
Posts: 102
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R16: solo/Retribution | R17 Quote:
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#9 |
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Planter
Join Date: Dec 2007
Location: Guildford, England
Posts: 42
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I'd like to make a point which no-one else seems to have considered:
Sure, sometimes AR doesn't completely cover you, or doesn't come at all, and people steal land off you. Sometimes multiple times in one night. However, the same is true in alliances - sometimes there will be no defence, and sometimes the attack will be too massive for your alliance to handle. Sometimes you'll be attacked and raped more than 3 times in a night, and when huge forces descend on you, there won't be anything to stop them. Solo at least significantly lessens the chances of being absolutely annhilated, even if not always stopping land loss, far more than alliances are able to.
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#10 |
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Head Gardener
Join Date: Jan 2008
Posts: 399
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Unless its a good ally ive been in several where i felt 100% safe when logging off im never 100% safe as a solo
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#11 |
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Planter
Join Date: Dec 2007
Location: Guildford, England
Posts: 42
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Obviously an exceptional alliance may be safer - but there are not many exceptional alliances. Take a look at this round as it is - I doubt very much that any alliance could be completely confident of being able to deal with any incomings they may get.
But should being Pure Solo give you as much protection as being in an absolutely superb alliance, which requires the dedication of 17-19 other people?
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#12 |
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Landscape Designer
Join Date: Dec 2007
Location: Plovdiv/Bulgaria
Posts: 2,115
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No it shouldnt. End off. AR is to pretect you from people who are attacking you with overwhelming troops, you cant expect it to protect you from people your size or from people a bit bigger than you.
If anyone is losing land while at 85% AR, IT IS HIS PERSONAL FAULT for not understanding the game well enough, no matter what route and no matter how much he claims to know game. @william86x: You suck, atleast at the moment. Your social skills suck too, which means that you will hardly get any better in future. For a final, AR is not perfect, as no mechanism or formula is, but for the moment I think it is doing its job well enough. A few minor tweaks may be needed, nothing major tho. Also, pure solos should not be allowed to have p-naps. |
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#13 |
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Head Gardener
Join Date: Dec 2007
Location: USA
Posts: 250
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I will agree with TehPantz here, AR needs to be reworked. Mene- even if you aren't 100% safe in an ally, you are far safer then as a solo. Last night I had a 0% AR mod, I could have been flakked COUNTLESS Times, down to 500 acres for all I know because of my AR, fortunately instead of doing that only one person attacked me with LET's which raised my AR up enormously, probably enough to stop anyone flakking me. AR needs to go up more for flakking. Someone was talking about how maybe TehPantz isn't a good route for holding land, he is maxed out on some of the best blockers in the game. Even thsoe can't hold his land sometimes because of the AR mod. It needs to be reworked
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#14 |
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Landscape Designer
Join Date: Dec 2007
Location: Plovdiv/Bulgaria
Posts: 2,115
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It should be tweaked perhaps to give A BIT more AR for losing land.
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#15 | |
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Harvester
Join Date: Dec 2007
Posts: 102
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Man, you guys think the game should be so easy. I used to be able to lose half my land at night, then steal back double in the daytime, and that was before AR was reworked to give more mod for each grab.
There is no excuse for loosing land with 85% mod and still not being able to block a few geo. Either you have 95% land fat, you were just zeroed, or you don't know how the game works.
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R16: solo/Retribution | R17 Quote:
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