Suggestions for better class balancing

  • Do you agree with this request and would you like it to be relayed to GameForge ? 48

    1. Yes (23) 48%
    2. No (25) 52%

    First of all, I'd like to apologize if I'm using the wrong OGame terms. I've only played with those in French :p


    OGame.fr Board also has a feedback & suggestions section. In this one, I've put together a summary of the various proposals discussing the subject of class balancing. This one was more or less a consensus among players active on the subject that it was interesting.

    I'd also like to say that all the values are only proposals, and that the main goal is to bring all this up to GameForge and the Techs so that they can work on it.


    I remain available and active on the section to answer any questions.

    Sincerely



    Proposed changes to class bonuses



    Current collector vs. modified Collector


    This is the strongest class, and it does so without having to do anything, while taking no risks and having the possibility of having a 99% indestructible account from the moment an account obtains very large mines (past the G point). Nevertheless, players might appreciate a boost to transport speed to enhance class comfort. Putting the eco speed bonus into the exp calculation would still make the class interesting sooner, and give a boost to the most active collectors.

    • +25 % mining production
    • +10 % energy production
    • +100 % speed for transporters --> +150% speed for transporters
    • +25 % more freight space for carriers
    • +50 % drill bonus
    • +10 % of drills usable with the Geologist
    • Overload the drill up to 150 %
    • +10 % discount on acceleration (building)
    • +10 % production bonus life form
    • Eco speed bonus in the calculation of expedition as for the explorer (but without the 1.5 factor inherent in the class)


    Current explorer vs. Modified Explorer


    This is undoubtedly the most powerful class at the start of a uni, until people have at least 1G pts mines. It's even obligatory for the first months of a server...

    But an upgrade could be worth for the ultra late game against collectors. Similarly, it would allow smaller accounts to get up very quickly on universes with very large players. This up would come in the form of new shipping gain tiers. However, I have no idea of the values this could take, so as not to make it completely smoky either, but it would have to be interesting for late-game collectors for a long time : the aim being to value active players.

    In addition, the loot on inactive players and the phalanx range would be taken away from them.

    • -25 % shorter search time
    • Increased yield per successful shipment (*1.5 factor)
    • +10 % increase in planet size for colonization
    • Debris fields formed during expeditions become visible in the galaxy view.
    • +2 slots for expeditions
    • -50 % chance of reverse shipment
    • +20 % phalanx range --> +20% phalanx range
    • 75 % loot on inactive players --> 75% loot on inactive players
    • +10 % discount on acceleration (search)
    • +50 % ships speed for exploration missions
    • Creation of two new shipping gain levels :
    SC LC
    limite maximum resources 12 000 4 000
    < 10 000 40 000 3 10
    < 100 000 500 000 42 125
    < 1 000 000 1 200 000 100 300
    <
    5 000 000 1 800 000 150 450
    < 25 000 000 2 400 000 200 600
    < 50 000 000 3 000 000 250 750
    < 75 000 000 3 600 000 300 900
    < 100 000 000 4 200 000 350 1 050
    < 100 000 000 5 000 000 417 1 250
    < 1 000 000 000 ? ? ? ?
    > 10 000 000 000 ? ? ? ?





    Current General vs. General modified


    This is the weakest class, as it would only be viable on universes at least several months old with at least 5k assets, which is no longer the case today. It therefore needs to have an up to be competitive. The class obtains bonuses that require activity or produce destructible points.


    • +100 % speed for offensives ships
    • +100 % speed for recyclers
    • -25 % deuterium consumption for all ships
    • +20 % more cargo space for recyclers and pathfinders --> +25 % more cargo space for recyclers and pathfinders
    • Low probability of immediately destroying an RIP once per combat with a light fighter.
    • Attack wreckage (transport to home planet) --> Grouped attack and defense wreckage (transport to home planet) in all casualty battles
    • +2 levels of combat research
    • +2 fleet slots --> +2 fleet slots Number of fleet slots *2
    • +5 additional lunar extensions
    • Detailed fleet speed parameter
    • +10 % discount on acceleration (space yard)
    • -5 % manufacturing cost reduction for offensives ships
    • 75 % loot on all attacks (active & inactive)
    • +20 % phalanx range
    • Eco speed bonus in the calculation of expedition as for the explorer (but without the 1.5 factor inherent in the class)

    x1x1 player on Thuban.fr

    ex OGame.fr team

    Edited once, last by .KaZe. ().

  • Thanks for writing this up. I like the suggestion of adding the eco multiplier to general/collector, albeit with a much lower cap. It's quite creative! If I were to implement it, I would suggest capping it at the 25kk/50kk level, instead of adding two new levels for discoverer. This would alleviate the early game issues of collector/general without seriously affecting late game balance. I also obviously really like the ACS Def wreckfield (I've already posted a suggestion that made it to GF).


    The 20% Phalanx for general instead of discoverer also makes sense to me.


    That being said I disagree with most of the changes. I'd go so far as to say that I think implementing them would probably be bad.

    1. I don't think we should do tiny number changes like 20% -> 25%. Ditto for small speed speed buffs (50% is small when lifeforms lets you get +500% or more from drives + lf techs). Why change things for the sake of changing things?
    2. Unless the two new levels on discoverer are ridiculous (e.g. 10m for 10T+), your current changes make collector even more overpowered in the late game, since losing 1/3 of expo finds in exchange for increasing your prod by a factor of 1.5x is almost always going to be worth it. Disco is barely worth it late game compared to collector when collector gets no expo finds, how would it compete if collector gets 2/3 as much expo finds?
      1. I also oppose changes that lead primarily to number inflation without addressing balance. Servers can barely handle big hits these days. So I'd prefer to keep discoverer as is, slightly nerf collector late game, and give collector/general the eco multiplier but with a much lower max find cap.
    3. The cost reduction on general is too good: no other classes have **cost reduction**. Rock'tal (the only race with cost reduction) is by far the best for most players in large part because of its cost reduction. In general, I oppose all cost reduction changes for ships/mines/etc.
    4. In general, the General changes (2x fleet spots?? 75% loot on all actives) are probably too good late game, while not helping much early game. The fundamental problem is that Disco and Collector both get more income with little effort from the start, but OGame's dying population means that there's not many targets early. General's primary benefits of -25% deut and offensive WF also doesn't matter early game when fleets are small.

    I think this post comes from the perspective that all classes need to be equally balanced for ~all players. But instead, I think it's better to balance the classes so each has a distinct use and encourage players to swap between them as necessary.


    Currently, all three classes have a use. Collector is the choice of most players late game, discoverer early game. General is more niche, but it's indispensible late game to save deut on fleetsaves and offensive wreckfield. Most big fleets in older universes are general for a reason. (Also we might expect fewer players to pick General since more players are miners than fleeters.)


    I think my actual suggestions for class balance look like:

    1. General gets ACS Def Wreckfield. I outlined the arguments here.
    2. Give out more class change tokens in reward events (ideally at least one a month). This is good for new players in that they won't be screwed over if they picked the wrong class by accident. It's good for older players in that they can easily swap between classes as needed to make ships or adjust their time investment in the game. I'd rather give players more flexibility, than homogenize the classes in the name of balance.
    3. Update the class choice menu for new players. For example, simply stating "we recommend you pick discoverer, it grows the fastest" would help a lot. Or linking to a good guide/FAQ on basic game mechanics would help as well.
      1. This isn't just a complaint about classes, I have the same issues with Lifeforms, where people get tricked into picking Kaelesh because of the misleading description.

    All said, I intend to vote against this suggestion and encourage others to do the same.

  • Not everyone has a multi-billion point account. I have the impression that many countries have gone nuts over the eco features of their servers, but just because some players have aberrant bonuses doesn't mean that this is the case for the majority of players. These small bonuses are particularly interesting at the start of a universe or on smaller accounts with weaker economic factors.

    We need to think about all players, and just because most countries have abandoned the original x1 economy universes doesn't mean they no longer exist. We also need to think about players who aren't in the top rankings ..


    So to answer your first point about the weakness of certain bonuses, they wouldn't be insignificant at the start of a universe and for many players !


    For your 2nd point, yes, the collector is strongest on the biggest accounts. But with the right ratio for the 2 tier additions, it could be much stronger later on in relation to the explorer. And the primary interest of this up is to allow an active player low in the rankings to progress faster in the latter thanks to greater expedition gains.


    As a reminder, the 1.5 factor is as follows:

    For a uni x1 economy it wouldn't change anything, factor 3 for explo and 2 for non-explos.

    For a x8 economy, the factor is 24 for explosions and would be 16 for others.

    For a x10 economy uni, it's 30 for the explos and 20 for the others.


    And don't forget that the explorer has 2 extra slots ! The difference is still huge !


    For your point 3, you just have to take into account that ships are destructible, unlike mines. Given that this is one of the things that makes the collector class the strongest, I don't understand your reluctance to give this kind of bonus to the general, which is, I remind you, the weakest and least-used class ... by a long, long way!

    So there's nothing wrong with having a production reduction bonus for destructible points!


    Then point 4, for the 75% looting, is for harmonization. A good proportion of targets are at 75%, and it would be completely in keeping with the lore to allow the general to loot greys and assets at 75%.

    As for the number of slots, this would be an interesting bonus at the start of a universe. And for the rest of a universe, it would make it easier to probe.

    A raider rarely has more than 10 slots used for attacks, the others being used for probing targets.


    For the ACS Def Wreckfield, what I ask is that it's efficient in all casualty battles. It's too complicated to activate. And of course that it should be effective on defense too !

    Tokens would be used to switch from collector to explorer, depending on whether or not you have the time, and only when the universes aren't too big yet. And for the general, it would only be used before a big battle, whereas the aim of the changes is to be able to play it every day and still be competitive. Then why not have more, but I don't see the GF giving us that gift...



    Sincerely

    x1x1 player on Thuban.fr

    ex OGame.fr team

  • This is dangeorus to vote on as you're suggesting it as a package deal.
    Fx. if I liked the General changes, but dislike the discoverer changes, then Id be forced to vote against one or the other.


    I cant see a world where I would vote yes to ALL of these changes.

    Old school gamer

  • This is dangeorus to vote on as you're suggesting it as a package deal.
    Fx. if I liked the General changes, but dislike the discoverer changes, then Id be forced to vote against one or the other.


    I cant see a world where I would vote yes to ALL of these changes.

    The idea is that the GF and the Techs will pick up these ideas and then do more or less what they want with them. They would never apply my entire proposal identically and could take maybe just one idea ... or none at all.

    I couldn't see myself proposing only an up for the general and nothing for the other classes, even if that's what I'd have preferred to do. It's certainly the weakest class, but it's also the least represented play style, and many miners are against ups for the general. So I prefer to give them something too ...


    The aim is to give them as many ideas as possible for balancing the differents classes.

    x1x1 player on Thuban.fr

    ex OGame.fr team

  • in the same context it could be that they scrap all the ideas I like and implement the 1-2 ideas I dislike. I cant in good conscience vote yet for this many changes in one (havent voted no, ill let those with stronger opinions decide)

    Old school gamer

  • If we can also Remove the 50% Cap From Crawlers and make Crawlers Not Class Locked, And Not Count Towards Metal Packs past the 50%. then Sweet

    Collectors are Being Nerfed Hard by having a 50% cap. All because the Credit Card Warriors exploit it, but don't worry because they can just get 100% Resource Boosts from Lifeform Upgrades.


    I agree with all your Suggestions, but i do feel as if Collectors are Still Being Left Behind, and perhaps there should be more Middle Ground with The Discovery not Pushing the Two New Upper Levels Too Far ahead.

    Life Form Upgrades Should also be considered as a per say 50% boost from "Kaelesh D.E." would Be More Overpowered than the Same 50% boost From "Rock'tal C.E."

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  • Hello,


    Yes: 48%

    No: 52%


    Suggestion rejected by the community


    :closed:

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  • Neotinea

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