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šØ DefQuee is the āinvincible mechanicā Gameforge canāt agree on šØ
Disclaimer: According to CoMa Prongs, this mechanic is allowed and not considered bugusing.
Some CoMas call it a bug; others say itās a valid feature. Even Game Admin Yohdh, who works in both OGame.PT/BR and OGame.ORG, is stuck between two bosses issuing opposite directives.
Players run this mechanic with no addons, no scripts, nothing external ā the game itself auto-refreshes and produces artificial activity and instant fleet updates. When this mechanic is combined with illegal tools (like Tampermonkey scripts that send attack alerts), it results in near invincibility: any incoming attack is detected instantly, and the player can react very fast, often before the fleet even lands.
How can the same mechanic be punished in one community and legitimized in another? Itās time for Gameforge to answer: bug, exploit, or official mechanic?
What this post covers
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A clear step-by-step explanation of how the mechanic works.
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A legality discussion, given Gameforgeās contradictory stances across communities and CoMas.
Step-by-step tutorial
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Choose a moon.
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Build Shipyard level 2 or higher to unlock Rocket Launchers.
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Create a defense build queue with multiple Rocket Launcher units.
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Here lies the essential part of the mechanic: instead of creating a single large order of defenses, you must split it into very small groups (1/2/3 units).
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Why? Because it is the short construction time of these tiny batches that will force the window to refresh.
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Recommendation: use groups of 1 unit each ā this will maximize the number of automatic refreshes triggered by the game.
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Leave your browser open on the moon where you created this queue.
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It can be on the overview or directly in the defense tab.
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Every time one batch of defenses finishes, the game window will automatically reload, without any human interaction.
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With each reload, the game also refreshes fleet movement data, so you instantly know whether you are being attacked or not.
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The mechanic requires no addon at all ā it is native to the game itself.
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If you do use any addon, the mechanic will still work in exactly the same way.
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Example: https://ibb.co/g5tDBG6
ā The contradictionsā
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CoMa Prongs (ORG and many other): declared in an official ticket that DefQuee is not a bug or exploit, but a mechanic. -
CoMa Pinky (PT): declared the opposite ā that it is a bug/exploit. Quote: "Here in OGame.pt, we apply the Terms & Conditions, specifically section 6.4, points a) and b)." -
On servers like Thuban.EN, even Team members use it, showing that in ORG it is treated as a legitimate feature.
š What does section 6.4, referred by CoMa Pinky, actually say? (Witch i agree)
6.4. The user is obliged to refrain from any form of manipulative intervention in the Gameforge Services. In particular, without limitation, the user is not permitted
a) to perform actions or use tools that may impair the intended function or the program or game flow; this includes in particular the use of cheats, mods, hacks, bots (and similar programs and functions that automate actions to be performed manually) and data mining tools,
b) to deliberately exploit any existing program errors (bugs) in order to gain advantages over other users,
āļøThe Yohdh paradoxāļø
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Game Admin Yohdh is part of the staff in both OGame.PT/BR and OGame.ORG communities. -
However, a Game Admin is still below the CoMa in the hierarchy. -
This raises a crucial question: if a player uses DefQuee in one of those communities, what will Yohdh do?-
He answers to two different CoMas with opposite views on the same mechanic. -
Which rule applies? Which CoMaās interpretation should prevail?
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This highlights the absurdity of the situation: even high-level staff cannot enforce a consistent policy, because none exists.
Final Discussion
The DefQuee is not just a minor technicality ā itās a mechanic that reshapes gameplay and undermines balance. It generates artificial activity and auto-refreshes fleet data without any player interaction. If that is not considered an exploit, then what is?
This contradiction leaves players in a paradox:
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In some communities, itās accepted and openly used.
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In others, itās punished as bug abuse.
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Even Game Admins are trapped between two CoMas with opposite interpretations.
How can players trust the game if even staff leaders contradict each other? How can a Game Admin enforce rules when his two direct CoMas disagree?
š Gameforge must define, clearly and globally:
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Is it a bug?
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Is it an exploit?
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Or is it an official mechanic?
Until this answer is given, the OGame community will remain in uncertainty ā and competitive integrity will continue to be compromised.