Removeal of the Crawler 50% Cap

  • Do you agree with this request and would you like it to be relayed to GameForge ? 47

    1. Yes (21) 45%
    2. No (26) 55%

    its simple, i dont know why it existed in the first place. Removeal of the 50% Cap from Crawlers (Even if only for the Collector Class)

    Why?

    Because no where ingame States that there is a Cap, More So the Game States this Quote " The maximum total bonus depends on the overall level of your mines." More So the higher your mines should and MUST allow you to Breach the 50% Cap





    Edited once, last by .KaZe. ().

  • I mean, the cap is intentional -- it was added during V7 testing as a safety measure. (It's not like OGame doesn't lack lots of documentation in game anyways, e.g. Jump Gate CD, the fact that you can random for techs and don't need Kaelesh as the planet race to improve discoverer, etc. )


    My suggestion is that this cap should just be documented in game, as opposed to removed. There's a lot of precedent for documentation being added later; a recent example is the lifeforms summary page, which also provides the only documentation of hardcaps in game.


    No need to make metal packs even more broken, while also necessitating a rebalance of the slot 13 Crawler tech (whose cost scaling is not in line with other production techs, _because_ of the existence of the hardcap rendering it useless in the late game).

  • Agreed that the ion crystal Modules are a useless tech come the point in this game when you are approaching the 50% capp. the saftey Measure should be to Limit what Metal Packs Pull resource from, why not capp Resource packs to only include 100% mine Production, 50% cap From Crawlers, 50% cap from life forms.


    but its my two cents the cap should not exist or should not exist as part of the collector class as when you hit the 50% cap, you are also unable to use the bonus 10% useable Crawlers.

    Let us Miners Mine!

  • Agreed that the ion crystal Modules are a useless tech come the point in this game when you are approaching the 50% capp.

    That's not what I'm saying. The pricing on Ion Crystal Module scales way too slowly for a production tech (1.3x as opposed to the 1.5x of all other production techs/expo enhancement techs and the 1.8x of Collector class bonus). It's fine as is because it doesn't actually buff production for collectors (it does for discoverers/generals/no class folk), and non-collectors get 1/2.25x the benefit of Collectors, making the tech not very good for them either. If you were to remove the 50% cap on Crawlers, you'd also need to rebalance this tech to be more in line with other things.


    the saftey Measure should be to Limit what Metal Packs Pull resource from, why not capp Resource packs to only include 100% mine Production, 50% cap From Crawlers, 50% cap from life forms.

    It's been confirmed that Gameforge will not change the mechanics of resource packs in the near term, and will not entertain suggestions of this form. So I oppose this change since it both requires a rework of slot 13 crawler (which is way too good if not for the cap) and


    I continue to think that the cap should be documented, instead of removed.


    Let us Miners Mine!

    Sorry mate, GameForge wrecked that with Metal Packs. :(

  • Good morning,


    Thank you for this suggestion.

    I've just included a poll in the first post to find out what players think and whether they'd like this suggestion to be passed on to GameForge.

    The poll lasts 30 days and all opinions are welcome.


    Thank you in advance for your involvement !

  • So Just no. for two reasons.

    Reason 1. when classes and class specific ships were introduced. The exact reason is listed several times in the discussion thread for it.

    As well as if there was no cap on the crawler at 50% depending on mine level number of crawlers. and storage space some uni's -

    Would need to transport resources every 20 to 30 minutes , With the possibility of a half hour or full hour pf production would fill available storage capacity .

    Meaning hourly transport of resources.

    Reason 2. As much as the game is about Growth exploration with raiding and attacking for profit while not being profitable.

    Or mining peacefully and not being profitable. Removal of the cap would over accelerate the game's growth to ability to protect and not be profitable scalabilities balance.

    In turn adding to the imbalance of metal pack conversion not knocking any one for that tool at hand. Now with the cap gone. It would accelerate the issue of universes dieing faster.

    Not from higher production but from what already exists ( Which is over birth of universes for higher cash return on the companies investment in the game it's self. That is what companies do. But the balance for that has not stabilized or been fully brought into balance. SO in the end.

    While the idea may have some merit. And is not a bad one altogether. Since it brings down the need for metal pack purchases to a small degree. It is not affective As in game balance measure .

    Yes I do have the impression the suggestion was a passive work around for metal pack use in game. If I am wrong I do apologize in advance.


  • Sorry, I'm new to the game.

    I've always been confused about "metal pack", what does it mean?

    Why is it an advantage for collectors?

  • Reason 1. when classes and class specific ships were introduced. The exact reason is listed several times in the discussion thread for it.

    As well as if there was no cap on the crawler at 50% depending on mine level number of crawlers. and storage space some uni's -

    Would need to transport resources every 20 to 30 minutes , With the possibility of a half hour or full hour pf production would fill available storage capacity .

    Meaning hourly transport of resources.

    Crawlers were not limited on the testserver, before they were introduced to the game. This was an obviously a problem, so GameForge double fixed it. By capping their production at no more than 50%, and limiting active crawlers to no more than 8 for each level of resource building. Geologist came to add 10% more usable crawlers for each building level.


    The suggestion isn't to remove the limit of 8 active crawlers for every one level of a resource production building. And remove the cap of crawlers producing no more than 50% of your mines production at the same time. One building level is equal to 0,396% more production, with geologist and without the lifeform research. If you're at 55-42-48, total level 145, then you can use 145*8*1,1=1.276 crawlers. 1.276*0,045=57,42%. I have a hard time seeing how an increase of 7,42% would make anyone go from emptying planets daily, to emptying planets every half hour.


    However, if the 50% cap was removed, now that we have ion crystal modules, it would be fairly easy to increase crawler production further by more than 20%. I'm not sure this is a good thing.


    I've always been confused about "metal pack", what does it mean?

    Why is it an advantage for collectors?

    Metal packages, are the packages of metal you can buy in the in-game shop. They provide resources based on how much you produce in a day. They are better as collector, because of collectors 25% class production bonus, and collectors 150% production from crawlers.

  • yet at the same time we can easily hit 100% bonus from lifeforms within 3 weeks, but increasing the cap of crawlers is "unpopular" God knows what people are buffing their Battle cruisers and the likes are reaching, but allowing Ion module to be a usable tech late game is crazy talk.

  • yet at the same time we can easily hit 100% bonus from lifeforms within 3 weeks, but increasing the cap of crawlers is "unpopular" God knows what people are buffing their Battle cruisers and the likes are reaching, but allowing Ion module to be a usable tech late game is crazy talk.

    It's the combined discoverer buffs, you should be complaining about.


    In-game there's probably a 10:1, Miner:Fleeter ratio. On the forum, it's probably more like 1:2. I imagine their main focus is on keeping the efficiency of metal packages down. They don't want the package spammers to gain any further advantage, as they will be forced to do the same to stay competitive. If you were to ask this through an in-game poll, you'll likely end up with an overwhelming yes.

  • I was thinkin gained meaning more towards the over all effect on total metal gained from metal packs with the end result of this in mind. Since it was the total production cap for the crawlers.

    The O.P. I assume was meaning.

    And I think they limited finds to 50 expos every x amount of days Before it resets.

  • its funny that Disco Gets a massive Buff From their LF tech Boosting Finds by 0.2% per level


    Telekinetic Tractor Beam - Fleet

    Enhanced Sensor Technology - Res


    but dont forget, im not asking to allow you to build Infinite Crawlers, just the Imaginary Cap to be Removed( or a work around for the Tech which is out dated Since LF is allready capable or surpassing 100% resource with just rocktal mines / research)

  • Metal packages, are the packages of metal you can buy in the in-game shop. They provide resources based on how much you produce in a day. They are better as collector, because of collectors 25% class production bonus, and collectors 150% production from crawlers.


    Sorry, I'm still confused about Metal packages.

    It can bring a huge metal output in a day, but it requires dark matter. My understanding is that dark matter is a precious and rare resource. Is anyone really using it in exchange for Metal packages?

  • its easy to build metal, and its usualy 3 x greater than your deut income, you then buy it for 42k Darkmatter then merch it for another 4k to your chosen resource. you end up saving a heap in DM.

    you can even game it by buying it during 100x events, then using it on cash back / Cheap events. and im sure there are other,, lame ways

  • To be honest, I think its more important to delete unofficial limit of 1112 crawlers (all above do nothing).

    Not sure if you're trying to troll.


    The 1.112 limit you are talking about, exists because of the 50% limit. If there was no 50% limit, then you'd be able to add 8*1,1 crawlers for every building level. That way you'd be able to keep raising the crawler limit as your account grows.

  • yet at the same time we can easily hit 100% bonus from lifeforms within 3 weeks, but increasing the cap of crawlers is "unpopular" God knows what people are buffing their Battle cruisers and the likes are reaching, but allowing Ion module to be a usable tech late game is crazy talk.

    You're not engaging with the main two points being raised here at all:

    1. This change would require additional rebalancing, that you're not explaining how to do. The crystal ion modules tech would be way too cheap for what it does if not for the tech, because it scales 1.3x per level instead of 1.5x like every other production tech, including the discoverer techs you complain so much about.
    2. This change would further increase the power of metal packs. In every universe, metal pack users are already the majority of the top ranks -- didn't someone gain 22B points (22T res) from metal pack in the last two months in Quadrantids? And Tizoc gained a comparable amount in Perseus, and Lord42 + TDXD gained comparable amounts in u1. Increasing the amount people get from packs by ~3-4% isn't that much absolutely, but for someone who cracks 1000+ metal packs in a month, that could easily represent 100-150b+ a month in extra return to packing. I'm pretty sure you don't grow 100b a month -- it looks like you did 48b total in January 2024 -- so this benefits pack users ridiculously more than it would anyone.

    And more importantly imo, "make number go up more" is not a good reason to ask for balance changes in general. Again, your number goes up a tiny amount, but the numbers of metal pack abusers goes up way more. The change does not even benefit you much relative to the rest of the universe, while it both necessitates additional rebalancing and makes the most broken mechanic in Ogame even worse.

    its easy to build metal, and its usualy 3 x greater than your deut income, you then buy it for 42k Darkmatter then merch it for another 4k to your chosen resource. you end up saving a heap in DM.

    you can even game it by buying it during 100x events, then using it on cash back / Cheap events. and im sure there are other,, lame ways

    I'm glad you agree that it's pretty lame that people can abuse packs to get ahead to such an absurd degree. So I'm pretty sure you should also agree that a change that mainly benefits pack users while requiring additional rebalancing is also lame.


    To put it more pithily, the change you propose is not "letting miners mine", but instead "letting metal packers pack".


    Don't do it.

    1. This change would require additional rebalancing, that you're not explaining how to do. The crystal ion modules tech would be way too cheap for what it does if not for the tech, because it scales 1.3x per level instead of 1.5x like every other production tech, including the discoverer techs you complain so much about.

    Looking back at my 2nd comment in this i did mention Limiting Metal Packs to be Capped at the 50% Imposed Limit From Crawlers, this way. players are Rewarded From Actively Using the Tech, Opposed to just getting 100% Bonus From Crawlers and exploiting it Straight to Metal Packs.

    Ion crystal give 0.2% per level

    Telekinetic Gives 0.2% per level

    Enhanced Sensor Tech Gives 0.2% per level

    Standard Resource Tech Gives 0.08 % per Level
    Combo Resource Tech Gives 0.06% per level


    not Trying to sound dumb, but where are you getting the 1.3x Scaling and 1.5x for the other Tech

    This change would further increase the power of metal packs. In every universe, metal pack users are already the majority of the top ranks -- didn't someone gain 22B points (22T res) from metal pack in the last two months in Quadrantids? And Tizoc gained a comparable amount in Perseus, and Lord42 + TDXD gained comparable amounts in u1. Increasing the amount people get from packs by ~3-4% isn't that much absolutely, but for someone who cracks 1000+ metal packs in a month, that could easily represent 100-150b+ a month in extra return to packing. I'm pretty sure you don't grow 100b a month -- it looks like you did 48b total in January 2024 -- so this benefits pack users ridiculously more than it would anyone.

    I don't Do much lurking at the top ten whales, which honestly those who pour their wealth to these extents need help.



    it might not be the most perfect solution but here is my suggestion.


    Quote

    Collector Class

    Is able to Breach the 50% Resource Cap But still Limited by the formula of ( Metal mine + Crystal Mine + Deut Mine) *Server Speed 0 0.02)*1.5)

    Resource Packs Are only Able to Benefit From up to 50% of the Crawler Cap (and possibly Cap Life forms to only only Dish out 50% To Resource Packs)


    This Way, Legitimate Collectors Who Actively Invest into Ion Tech Can Benefit from From the investment,

    And Whales. Well. not so much


    please take into consideration that Myself, and others Do enjoy to Play this game as a "cookie Clicker" per say and are happy to log in, collect and re-invest, which is what i have been happily doing for Near, if not more than 10 years.


    As with all suggestions some things may not be conveyed correctly, and yes you have stated correct facts about how this can be exploited by Metal pack abusers. But Gam- forge should be actively looking at correct methods to handle this other than the well if you few cant play nice then the rest of you cant have it either approach.