Posts by Demonfreak

    I notice you're using default OGame without plugins. On the default OGame fleet page 2, it's really easy to accidentally change the speed by just overing over the speed bar. And since the speedbar is between target selection and clicking confirm, it's super easy to hover over it by accident.

    That is not likely because I would then see it instantly that the fleet is taking that long flight time, which I don't. When sending out resources from one planet to another I seldom tough the speedbar.

    When you click "send" and move your mouse, and it lands on the speed bar, the speed will be changed...

    And no, you don't notice it, because 1. you dont expect it, 2. its probably hidden behind other, quicker flights

    No chance, I checked it even yesterday - I sent out a colony ship. I made sure it was set to 100%, and when looking at the overview it would take 3h and some 10 minutes to get there.
    5 hours later I logged in again, and to my stupid surprise that same colonization mission was still ON ROUTE, with still 10 hours + to go. No way I pressed anything else than 100%. And in this instance it also had nothing to do with the maximum amount of planets, because I did not had them. The only 'possible' variable that might have an effect on it, was the upgrading from impulse drive from 5 to 6 (in the mean time), but even this research I never did in previous similar situations.

    I notice you're using default OGame without plugins. On the default OGame fleet page 2, it's really easy to accidentally change the speed by just overing over the speed bar. And since the speedbar is between target selection and clicking confirm, it's super easy to hover over it by accident.

    That is not likely because I would then see it instantly that the fleet is taking that long flight time, which I don't. When sending out resources from one planet to another I seldom tough the speedbar.

    I wanted to send some resources to a new founded colony in the same galaxy (universe Bharani).

    When I select a small cargo it says the one way trip is 2h41m and some seconds.
    When I check later again, I suddenly notice that the trip is still busy and now suddenly needs over 7.5 hours to get there?
    What is wrong here? Both are small cargo's, it's in the same galaxy, no research has been finished in the mean time, even if it did it would not give such a dramatic change.
    I also did not send the initial fleet on a lower %.


    See these attachments (print screens), it's very clear.

    When I play OGame I always am annoyed with the scrolling I need to do, knowing that left and right I have more than enough space.

    Most people have a monitor that has a 16:9 ratio and is in a horizontal position.


    My question/request is: Can the game visuals not be changed to make usage of this empty space instead of scrolling? See the attached picture, I play this on a 32" 4K monitor, still I have to scroll down to click on attack.
    And yes, I know you can make the text smaller, but I don't want it to be smaller, because it becomes then harder to read.



    I have been playing OGame since 2015, and yes back then on the Dutch server we had 12,000 players in just one universe.


    I think here lies the big problem OGame faces, but also it's lust for more money. New universes are a source of quick money from players who directly want to be at the top. Apparently they can run those universes on relative small servers because with only 1,000 players top it would never be overloaded.

    The only thing that *really* could help OGame, is just delete ALL the Universes, and just keep ONE universe alive on ogame.org, call it "Universe 1 - Ogame.org" and that's it. No need anymore for dozens of moderators for all these nearly empty universes and set the speed to something in the middle of everything.

    I still believe it's better to just remove the CAP on how many IP/AB missiles you can place.

    The same goes for all the other defenses, you can place as many you want.

    AB missiles are practically worthless, because if any observing party sees you are offline at a given moment, and taking the very low price of IP missiles in consideration there is simply NOTHING a defender can do to defend himself (other than staying awake 24/7). So, for a defender it's simply 'unfair' since he/she has no means to stop thousands of incoming IP missiles, because people need to sleep. That's why I would vote for releasing the cap and let players decide themselves if they either:
    - Want to build thousands of IP missiles to attack another player
    - Want to build more AB missiles to 'at least' have a chance against attacking players.

    Seems a fair deal.

    REMOVE THE CAP, and let the missile silo level determine the speed these missiles travel.

    Merges are indeed killers, I witnessed now 3 off them on one account and every time the alliance group I was in fell apart because one player wanted to do the 'new' fleeters uni and the the other the more 'peaceful' universe. So, yes, a lot of alliances dissolve, maybe a few go all to the same but many dissolve, and often due to changes the whole situation in which a player previous was has now changed which makes it sometimes impossible to continue.

    I mean is the calculation so weird, to say like:
    100 servers (universes with 100 players each) which costs a lot of server space, board space, moderators and just money or

    1 server with all those 100 players, making it 10,000 players which would be lots more active. *

    * The differences would be enormous since there are a few fleeters around, but let's just say that GF could imply a rule that the TOP 10 fleeters only can attack either:
    - Fleet up to 3 times smaller than them
    - Only players in the top 100

    Dis-encouragement must be avoided and the bashing rule in general has to be changed. Now you still can attack any player 6 times per day per planet/moon and IP them unlimited. If someone does that, it's still bashing. Believe me people, I have been playing this game long enough to know that players simply quite because they were not able to defend themselves in any kind of fair way and that the bashing rule is a laughing stock for big fleeters. Especially IP missiles are too strong, even you could build AB against them, the attacker would simply wait out until he knows you are sleeping and those things can be build by the thousands. The increase of 'speed' in universes made this also a too strong weapon.

    This is completely nuts. I was not even aware of it, but the universe I am playing in, Tarazed on the US server only has 273 accounts and Leda, where I just mine a bit has only 132 accounts.

    What happened to this game? Freak'in hell, I remember the days when I started playing this game, way back in 2005, even on DUTCH server, there were only 2 universes back then, but each of them had over 12,000 players.

    The problem is, and it's ironic, because GF is often saying, that they need more moderators, but it would be better to just SMACK DOWN all these universes together in one BIG universe, take it or leave it. Like the game, then come to that ONE universe. If not, go play Pong. Side result: Much less servers needed for GF, much less moderators needed, a much more compact board, with less subforums for each Universe etc. All that stuff saves GF also a lot of money, which they can invest in making that ONE server very interesting to play on.

    I would even say, just throw ORG and US together, because for any foreigner there is no difference between them.

    Just my 4 cents, this is totally bonkers. Not the OGame this Demonfreak remembers from 2005.

    https://stomt.co/XyS0J


    We all heard of these kind of players, the so called 'v-mode warriors'. To my opinion not a type of gameplay that OGame had in mind for it's players to misuse the vacation mode only to dive in and out to attack other players. V-mode is only for when you are away from the game for a while, whatever reason that might be is irrelevant, but more and more players are misusing the vacation mode to attack other players and then quickly dive back into v-mode.


    The solution is simple, for everybody coming out of v-mode, give those people an attack ban of 8 hours. This gives other player at least the opportunity to keep an eye on these players and defend themselves if necessary. Being a v-mode warrior is not a strategy, it is a misuse of a feature of the game that was not made for it.


    https://stomt.co/XyS0J

    Please upvote as much as possible if you agree.

    Also posted on the US board:

    https://board.us.ogame.gamefor…-link-present/#post700642

    You can simulate that.

    I have good news for you and i have bad news for you.

    The good news is that youre not in Quantum en and the bad news is that youre showing a 1.6 billion profit to me :bday:

    I feel lucky today you are not here.. hahaha. But out of the top 20 fleeters in my uni at least 18 are part of the tri-alliance in which I reside also. So currently I am not in real danger. But still, I don't scan or attack active players, only inactives. That will more than enough plus my own production.

    But my defense has grown since the last time, and I am now starting to buffing up the rip count. 500 is a bit meager for a shell like this, so I will pump up those balls to at least a 1,000 maybe 1,500.

    Clipboard01.jpg


    In a different thread I once asked if there is a "right" amount of RIPs to add to a turtle defense to make it stronger and the answer I got was zero, as if to say that adding any number of RIPs makes the planet a more enticing target due to the debris generated upon their destruction.


    So let's ask the question again: in what proportions - if any - should you add RIPs to a big turtle defense?

    You can simulate that. Put your defenses into the simulator and punch in a random amount of enemy rips coming at you, and then fill in also some random amounts of your OWN rips. Enemies with a lot of rips definitely come crash your turtle if you don't have your own rips, so having them is a must. If you don't have them the enemy can bash your defense bit by bit away, without loosing a single rip. Where the sweet spot is, is a matter of how big your defenses are. Surely you don't want the rips to become a target, so your defense must be adequate enough to keep speedfleet away. Thus leaving only enemy rips. And those enemy rips can only be destroyed by: You guessed it, your own rips. Your regular defense will act as fodder, so build if possible millions of rocket launchers and small lasers, then the more your rips can take down the attackers rips. But it never hurts to do a simulation in an overkill situation. Assume you have defense with rips. Okay, then you punch in :Attacker 100,000 rips (nice and absurd, but that's not the point). The point is: will the attacker gain any profit on you? If the simulator gives the attacker a green result then you have too many rips. Is it red, and preferably BIG in red then you are good.


    Oh, the turtle as of August 2019:
    (the 10 million RL was not reached, I thought it was better to equalize the Rocket Launcher together with the Small Lasers), and add another 100 rips.

    turtler.jpg
    +500 rips.

    Helllloooooooooooooooo everybody, wow it has been a while since I asked this question. It's interesting to see now what would be the best option.


    So how far did I get by now:


    Currently I have:

    • Rocket Launcher 5.894.883
    • Light Laser 2.256.008
    • Heavy Laser 100.000
    • Gauss Cannon 107.590
    • Ion Cannon 378.000
    • Plasma Turret 101.000
    • Small Shield Dome 1
    • Large Shield Dome 1
    • Anti-Ballistic Missiles 120
    • Interplanetary Missiles 0
    • Death Stars 400

    And my techs are now:

    • Weapon Technology 19
    • Shield Technology 18
    • Armour Technology 20

    So in essence there is already quite enough regular defense, and if I had to choose to upgrade on of the Technologies, I would think about Armour, since any regular attack with speedfleet is unlikely. IPM's can be used, I have rocket silo 12, but this does not really help if somebody REALLY starts to throw with IPM's (by the way, which are still way too much overpowered imo). So this is a difficult one, I know that if somebody wants to get this down with IPM's it will costs them a liver and 4 kidneys, but there is always the possibility that someone will come with an armada of Death Stars. So that makes Shielding Technology the better choice. I also have to look to the costs of these technologies in stead of building more 'own' deathstars. For example, would the effect of Shield Tech level 19 be more than the amount of extra Death Stars I could build of the costs of that particular tech? But at this point the cost of Shield Technology level 19 is pretty doable, only 52M Metal and 157M Crystal. I think I might consider that. :-)

    Yes, that is me. You could have seen that by the name in the video's on YouTube. :-)


    My channel is now called "Everything Tech".


    It appears also I am actually at the wrong board, because this the UK board for Ogame and I am playing on a US server.
    Hmm, well anyway, it's nice to see around here what people have been building all the time, and there are definitely big turtlers out there, a lot bigger than I am... :-)
    But I am working towards 10 million rocket launchers now. Even with constant building (the queue never stops) and with a build time of 1s, it will still take me 70 days to reach that amount.


    Crazy.. :-)

    Well, this is not in org, but on a US server. What this screen does not show is the 560,000 RL still active being build in the shipyard.


    ogame1.jpg


    Antoine above me here has a lot more fodder, but I am currently working on increasing with rapid pace my amount of Rocket Launchers. The only item I have more than him are the Plasma cannons.
    And of course the right amount of RIPS behind it to keep away enemy rip fleets. In any case, despite the turtle I never leave much resources behind it. I got several trading partners to get the right resources for free (no use of DM required to trade), which helps a lot. So, I was already wondering, while being busy with this turtle if I had the biggest one, but that is definitely not yet the case.


    But, I keep on going. :-)

    I am not sure whether this is a bug or a feature, but if I try to get the best colony I just send out waves of colonization ships in this hope to get a best planet.


    I noticed in my list there are two waves containing an "?" at the target coordinates. Now I don't understand why this is the case, because all target spots are empty.
    Below my current attempt to get the biggest planet possible on a location 3. The coordinates are very close to each other (for example, waves flying to 2:200:3, 2:202:3, 2:204:3 etc)
    So why these question marks here?

    quote from Discord (CaDi - Ogame.us - Pegasus):


    [3:43 AM] Silverwind: There is an issue with the main server and the authorized personnel at Game forge are being notified to look into the issue. As soon as we have more information it will be made available. I apologize for the inconvenience.



    24h to 48h?

    At least 24 hours till 48 hours maximum. This was usually done after such a login error.
    They implemented either a roll back or after the fix a non attack period for at least 24 hours, or up to 48 hours.


    Anyway, I made a ticket in my Universe, stating that my fleet is lying idling on my moon, but I have made at least a ticket.
    I even tried to find an iMac emulator for the pc, there is one, but that one costs money. No thanks. I also tried the Ogame app for Android, but does not help either.


    What I just don't understand is why don't they tell us what the direct links are to the server, bypassing the Lobby.
    This kind of crap always happens in the middle of the night.

    Isn't there ANY spokesman, here on the board who has contact with Gameforge, that at least it can be said:

    "We are working on the problem, as soon as it is fixed there will be an 24 or 48 hours attack ban for everybody".


    So we can all go to bed and be at ease with the situation.

    I am not a tech person, but the IPad app works because the login is different, it opens in the same tab. As I said, it is not a big consolation for you but I had to share it with you.


    I cannot freeze anyone's accounts because the Lobby does not work for me either.

    So, if IT opens, can you not tell us the indirect link to the server, bypassing the lobby?


    Even the Ipad must show a link.

    Hello everyone,


    This appears to be a global issue as multiple communities have reported it so far. We have no information as to what is happening, and as soon as we know something, we will inform you.


    The only thing I know is that the Ipad app works, I have tried it myself. I know, not a big consolation but :shrug:

    Is it wise to notify here that the Ipad app works? I mean, if people can login with these devices and all the rest of us cannot, we are sitting ducks. Why would an Ipad Pad be working
    at the first place if this is a server issue? That eludes me....then even an Ipad app should not be able to login.