Noob Protection Rework

  • Do you agree with this request and would you like it to be relayed to GameForge ? 44

    1. Yes (34) 77%
    2. No (10) 23%

    The title basically says it all. Noob protection is outdated especially since packing has become a massive thing and it needs reworked. I would suggest that Noob protection be changed to a static % of overall points - person to person and not have any rank exceptions. I would start at looking at a a 20% threshold and go from there. Perhaps it can change when rank 1 hits different point caps.


    That's basically it.


    Positives


    - It gives smaller players a chance to grow without being pummeled

    - It gives smaller players friendly competition within their own rank threshold without having someone much higher ranked move in

    - It allows for "tiered game play" without being disturbed by someone you can not defend yourself against.

    - It gives larger players some breathing room from being swarmed by smaller accounts harassing them.

    - Outlaw can still be a thing if a player wishes to attack a larger ranked player


    Negatives


    - It gives larger accounts less targets

    - Players could potentially abuse the system by manipulating scrap merchant/ res on hand. ( I can't think of a solution for this other than a cool down period, perhaps someone else has a better idea)




    The fact is that there are far too many unis now a days with packers who come in and destroy everything whilst players have no way to defend themselves without packing themselves. Sure sometimes you can get out played and teamwork can overcome someone with a large bank account but sometimes even that is not possible with the sheer amount of res being bought


    . Protect the players from being abused by the people who spend their retirement on this game and lets allow lower ranked people have some fun.

    sig.webp


    Lyra Top 10's - 4

    Edited once, last by .KaZe. ().

  • I would start at looking at a a 20% threshold and go from there

    Way too high in my opinion... for me on 500mil to not be able to attack anyone below 100mil feels a bit punishing. I would agree to 10% though if we were voting.


    - It gives larger players some breathing room from being swarmed by smaller accounts harassing them.

    - Outlaw can still be a thing if a player wishes to attack a larger ranked player

    These two contradict one another :thinking:.


    - Players could potentially abuse the system by manipulating scrap merchant/ res on hand. ( I can't think of a solution for this other than a cool down period, perhaps someone else has a better idea)

    If it would be 20% then there is no way people would scrap so much just to hit someone because they would need to scrap insane amounts. Again it depends on player points but the bigger player is the more losses will he have which won't be worth doing it. If it's lower % then this could happen so i agree on that.


    Im not that good at math so i don't know if this is possible;

    % should be calculated from lets say for now top 20 players combined points. This would be good because the stronger top 20 are the higher protection you would have as a lower ranked player. But as i said, i suck at math so i don't know how would you implament that % into each account. Im sure there is someone smart enough to calculate this stuff :search::search::search:

    Edited once, last by zajeb ().

  • I would start at looking at a a 20% threshold and go from there

    Way too high in my opinion... for me on 500mil to not be able to attack anyone below 100mil feels a bit punishing. I would agree to 10% though if we were voting.

    Its just a number, likely to be figured out better by the devs. Im not fussed about the number but In some extreme cases we see point differences between rank 1 and 20 that are 100x point difference. Imagine being ranked 90 in that uni having 0 chance of doing anything worth a shit to defend themselves.

    - It gives larger players some breathing room from being swarmed by smaller accounts harassing them.

    - Outlaw can still be a thing if a player wishes to attack a larger ranked player

    These two contradict one another :thinking:.

    Call it a negative then idc.

    - Players could potentially abuse the system by manipulating scrap merchant/ res on hand. ( I can't think of a solution for this other than a cool down period, perhaps someone else has a better idea)

    If it would be 20% then there is no way people would scrap so much just to hit someone because they would need to scrap insane amounts. Again it depends on player points but the bigger player is the more losses will he have which won't be worth doing it. If it's lower % then this could happen so i agree on that.

    I could absolutely see someone hording res and manipulating merchant to get themselves in and out of noob protection in this scenario. Im not talking about someone going from 20b points to 1b points for the sake of attacking someone, but if the threshold is 1b, I can see people hanging out at 1.1b until they want to attack someone and merchanting a small amount of their account to be able to. Again, were talking about someone who is toting the line. This is why I suggested a cool down period when you exit (S) mode

    Im not that good at math so i don't know if this is possible;

    % should be calculated from lets say for now top 20 players combined points. This would be good because the stronger top 20 are the higher protection you would have as a lower ranked player. But as i said, i suck at math so i don't know how would you implament that % into each account. Im sure there is someone smart enough to calculate this stuff :search::search::search::search::search:

    Im not sure I understand what you are saying here.

    sig.webp


    Lyra Top 10's - 4

  • Ye im not too sure either. Hard to explain...i think the protection should not involve fixed % while comparing player A to player B but more like average of 20-30players comparing to player B on a certian scale. Mehhhh its hard to explain :((. Anyhow i do agree about the rework but im not sure it will happen. I also forgot to mention the reason why it might not happen and that is money. People usually p2w games for maximum advantage over everyone not just few players so there would be less "incentive" to buy more DM if you are being obstructed from using all that "power" you amass with DM on anyone you want basically :D.

  • A fixed percentage is not a bad idea but I think simplifying it to a more reasonable level would be more in line with what is needed.

    So if player A has a total of 2.3 billion points ( Player A cannot attach any one below 800 million points )

    that is a ruff one third buffer line for noob protection.

    If player B has 900 million points they cannot attack any one below 500 million points.

  • A fixed percentage is not a bad idea but I think simplifying it to a more reasonable level would be more in line with what is needed.

    So if player A has a total of 2.3 billion points ( Player A cannot attach any one below 800 million points )

    that is a ruff one third buffer line for noob protection.

    If player B has 900 million points they cannot attack any one below 500 million points.

    Thats a high threshold %, but im not mad about it.

    sig.webp


    Lyra Top 10's - 4

  • As i just got crashed today, im a bit bias lol.

    i got hit when i was 30k out of newb about a week ago, and at that time i really didnt even have enough ships to move all of it, let alone expect a hit. bit lame but who cares, having a higher new protection ceiling would be great, id advocate for around 10mil or more. i feel like by then you have more then enough mines and such, and its only about 2 weeks of trying if your experienced.

    this would work better in an active game or uni, i dont see this being implemented in a huge way just because of how few new players we have.


    it would have been nice to have that protection when i started a few years ago, i probably would have stayed longer instead of quitting for a bit lol.

    im all for it, i like the ideas of having point limits for each player, id love to see that too, it would prevent alot of the punching down that happens so often.?

  • Noob protection shouldn't just be about "Ok you're big enough to figure this shit out yourself" It should also serve as a safeguard from people who have no feasible defense from those who are exponentially higher than the rest of the uni.

    sig.webp


    Lyra Top 10's - 4

  • I don't see the point of this change. OGame is and always has been a PvP game, I agree the current threshold makes very little sense, especially with the eco speeds we have, but having a % based system makes even less sense. With current ECO speeds and disco class new players can get overwhelmed with ress they can't really spend, extending noob protection to a threshold where most accounts can at least handle that would be a good change.


    If you FS and stay unprofitable, larger players will not bother you anyway. If you don't FS you're going to get hit, wether by a player 10x your size or 1.2x your size it doesn't really matter.

    Also, how would this work with ACS?


    And you'd be restricting targets even more on an already dying game.

  • Quote

    If you FS and stay unprofitable, larger players will not bother you anyway. If you don't FS you're going to get hit, wether by a player 10x your size or 1.2x your size it doesn't really matter.

    Also, how would this work with ACS?

    I agree with this, i dont think it should be 500mil, but i would personally like something more then 50k. 1 mil seems to be decent imo.

    i think noob protection is good for learning, its hard to learn this game, and having some extra time for it will definitely help people stay in the long run.


    Quote

    Noob protection shouldn't just be about "Ok you're big enough to figure this shit out yourself" It should also serve as a safeguard from people who have no feasible defense from those who are exponentially higher than the rest of the uni.

    i dont think that at all, as i said above, i think its more about that learning period then the actual point value. i also think by 1mil points you should have enough ships to move your fleet, learned the basics of Ogame.

    OGame is a game about time, having more of it in your start will 100% change newer players opinions.

  • Also, how would this work with ACS?

    Very good question. I did not think of that since im not ACS much :).


    I also think the threshold should not be as high...But then again it makes no sense to change stuff so idk, hard topic. I also remembered there is "obstruction of account development" but none of us know what this actually means. If we knew there might be more tickets and penalties given to some players. I think cap could go to 10-20mil, its really low amount of points with current economy...

  • Neotinea

    Added the Label To be voted
  • I suggested something similar (and comparatively far less extreme) a long while ago and it was very unpopular. I had suggested 10% point difference attack block that ended when the lower ranked player hit the Top 500 or Top 50% of the universe (whichever happens second). I also suggested an account more than 100x bigger than another account couldn't attack them regardless of rank but that was considered to be too limiting in targets for the top players. That said, I'll support this even though I think the suggestion I've just described is overall better and more fair to the higher ranked players. You can spend tons of money to get huge still but go too far and there is the consequence of less targets.

  • I suggested something similar (and comparatively far less extreme) a long while ago and it was very unpopular. I had suggested 10% point difference attack block that ended when the lower ranked player hit the Top 500 or Top 50% of the universe (whichever happens second). I also suggested an account more than 100x bigger than another account couldn't attack them regardless of rank but that was considered to be too limiting in targets for the top players. That said, I'll support this even though I think the suggestion I've just described is overall better and more fair to the higher ranked players. You can spend tons of money to get huge still but go too far and there is the consequence of less targets.

    The actual % from rank to rank protection could be hashed out. Anything is better than nothing and im certainly not married to any specific number. These numbers are fine by me. I appreciate your feed back.

    sig.webp


    Lyra Top 10's - 4

  • i think the 20% is actually a low number, but if possible more rules than just the 20%.


    I don't know the exact range, most spying and spirit breaking is done when people are below/arround 500k points.


    maybe, for early protection, you can only be attacked by players when you have 40% of their points, until you break 500k.

    Wich than the protection drops to 20% until you have reach 2 mil point or more.


    my example:

    40% noob protection until 500k points

    (at 499.999 points players up to 1.249.998 can attack you)

    30% until 2 mil points

    (at 1.999.999 points players up to 6.666.664 can attack you)

    20% until 5 mil points

    (at 4.999.999 points players up to 24.999.997 can attack you)

    10% after 5 mil points

  • I'm all for noobprotection preventing attacks on players with less than 25% of your points (and I say this as someone who will be able to attack literally one person per universe in this scenario). Surely it can't be that ranking positions are taken into account, because it doesn't make sense with the current player count, before the merger I could attack players with literally a several points because they were in the top100 fleets.

  • Hello,


    The usual reminder: 7d left to vote ! : D


    Reminder: for a suggestion to be sent to GF, it must receive 65% positive votes out of a total of at least 30 votes.

    b1L8C8d.png

    "Когда ты смотришь на мир, помни, что каждый человек — это книга, о которой ты ничего не знаешь."

    > Forum rules <