Posts by scorer

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    Where are you going to get a load of new players from when this form of gaming has waned in popularity and there is now a wide range of more attractive gaming options, even more so with the pay to win nature that the game has become

    pay to win seems to be a wanted feature if I watch the app store charts.



    The fleeters say that because of the risk from the peaceful speed, the war speed should also be higher. But conversely, if a higher war speed makes attacking easier, then the DF setting should also be lower. They are acting as if only the miners should bear the risk.

    it was suggested to deviate from the usual 70/80% df, not sure what you mean.

    Going towards 30% df has the problem that hunting miners who are doing astrophysics becomes more profitable than hitting fleets



    After reading post #120, I'll still choose the slower-paced War Fleet universe because I still don't have much time to play the game.

    I dont understand that mindset, mind explaining?

    If I am a miner; collecting ressources takes time => in 1x I have to plan 2hrs ahead, in 5x I just can send and be done in 15 minutes

    If I have to put ressources up for mines it takes up to several hours, since I have to wait for ships to return - in 5x thats done faster

    If I send expeditions they return faster, thus I can send them more often and flexible

    and fleet saving is done via deployment, doesnt matter of the speed, I am sleeping over 4 hrs every night so a fleeter can MD my moons in 1x too

    If I do missions or moonshots for my ally, its done faster again, thus I am less bound to the PC

    so overall you save time in every interaction


    how is having less time a reason to go into x1? If I have little time, I dont want to wait for 45-90 minutes for the flight to reach the planet, so I can click the mine and wait the same amount for it to reuturn - what am I missing?


    and fleets was described here already, you can launch, jump and try more stuff in the same amount of time clearly

    I think GF's fundamental issue, is to many server settings and not enough player base. If you cant draw in and retain players maybe the solution should be in something that can be controlled. I think big changes to the overall fundamentals of the game are in order to solve this problem that is a revolving door year by year.


    there is a word i would like Yohdh to carry up the little food chain, and thats "sustainability". That should be GF's top priority.


    I agree yet have to disagree

    we are over the point of a sustainable playerbase in most communities, we should focus on new aquisition too and provide a rather attractive overall experience instead of just satisfying the sorrowful rest thats left


    how big in active/merging players are in the pool currently according to your data?

    How many are already in target universes?

    anyone has some data on that?

    With that in mind, we would like to present another possible scenario (Option D) for further feedback and discussion.

    how big in active/merging players are in the pool currently according to your data?

    How many are already in target universes?


    Without knowing these numbers its though to judge if so many options arent an overkill and just stillbirth universes en masse

    3. The "Cherry-Picking" Problem and Dead Universes

    OGame currently suffers from a massive lack of trade-offs. As it stands, players can cherry-pick the absolute safest, most lucrative settings for their playstyle without sacrificing anything.

    A pure miner can pick x10 Economy, x1 War speed, and a low DF.
    A Discoverer can pick x10 Economy, x6 Peaceful (for max daily expeditions), and x1 War speed.

    Because players naturally flock to the path of least resistance, fleeter universes are left completely dead because the majority of players simply choose not to play there. To create healthy, mixed-ecosystem universes, Gameforge needs to introduce real trade-offs. For example: Economy speed should be capped as a factor of War speed. If you want the massive profits of an x10 Economy, you should have to brave a higher war speed. This would naturally spread players out and breathe life back into the ecosystem.

    3. The "Cherry-Picking" Problem and Dead Universes


    This is probably the biggest point in the entire discussion.


    At the end of the day, we have been watching the same pattern for years: players vote for what is best for their own account. And honestly, who can blame them for that? If the system offers a choice between more safety, more convenience and more profit on one side, and more risk and more effort on the other, most people will naturally vote for the safer option.


    But good game design is not about endlessly ratifying self-interest through majority votes. Good game design is about creating a healthy ecosystem over the long term, even when that means saying no to the most comfortable short-term preference of the remaining player base.


    That is exactly where OGame has lost direction. For years, the game has moved further and further toward letting players cherry-pick the best parts of every world: high economy, slow war speed, low debris, strong expedition value, and as little exposure to danger as possible. The result is obvious. The "optimal" choice for a large part of the community is no longer a meaningful strategic trade-off, but a comfort package.


    And once that becomes the norm, fleeter universes do not die because fleeters are doing anything wrong. They die because the wider game design keeps giving the majority a better alternative somewhere else.


    Historically, OGame worked because different playstyles had to coexist in the same ecosystem. Miners, turtles, raiders and fleeters all depended on each other in one way or another. Over time, however, the design moved more and more toward specialization without enough downside: first through increasingly segmented universe settings, then through class design, then through expedition scaling, and later through further layers of optimization. Every step made it easier to build an account around the safest and most efficient lane, and harder to justify entering a universe that actually carries meaningful combat risk.


    That is why I strongly agree with the idea of real trade-offs.


    • Safety should cost production.
    • Convenience should cost profit.
    • High reward should mean high risk.


    If players want the massive upside of very high economy and highly efficient expedition play, they should also have to accept a faster and more dangerous war environment. Otherwise, the game keeps rewarding the least interactive and least risky path, and then acts surprised when the more aggressive universes feel empty.


    Good players leave when bad incentives stay.


    I think that applies here as well.


    OGame is not declining simply because the market changed or because players got older. A huge part of the decline is that the game has lacked a clear direction for years. When leadership keeps outsourcing design decisions to the majority vote of the already-remaining community, the best you can hope for is that those exact players remain. But that does nothing to address the more important question: why are so few players left in the first place?


    Majority voting can preserve the comfort of the survivors. It cannot fix the structural reasons why the ecosystem has been shrinking.


    That is why these trade-offs matter so much. They are not there to punish miners or peaceful players. They are there to make the universe structure sustainable. Without real trade-offs, OGame stops being a living strategy game and becomes an optimization spreadsheet where everyone is encouraged to take the safest, most profitable, all-in-one option.


    And that is not just shortsighted. It is destructive.


    It weakens interaction, it weakens diversity of playstyles, it weakens the value of aggression, and in the long run it weakens the game itself.


    Why this proposal is the right direction


    This is exactly why we need more balanced universes: high fleet speed and high economy should go together.


    If a universe offers exceptional growth, strong expedition value, and fast progression, then it should also come with real exposure, real pressure, and real opportunity for active play. High reward should mean high risk.


    That kind of structure is healthier for the game because it creates actual trade-offs instead of letting every playstyle drift toward the safest and most profitable setup available.


    Plan 1: The "Healthy Ecosystem" Merge (With Trade-offs)

    This plan operates on a core philosophy: Safety costs production. If miners and explorers want the massive benefits of a high-speed economy or rapid peaceful fleets (for expeditions), they must accept the risk of a higher war speed and larger debris fields. This forces playstyles to mix, bringing "food" back into fleeter universes and preventing servers from dying out. All targets universes are available for all Exodus unis. You might want to add another target universe for the "newer" universes such as Grus, Hercules, Imai, Jishui, Keid, Lyra and Mars.


    I therefore fully support this proposal and the direction behind it.


    It also addresses one of the key gaps in the current merge proposal: the lack of a proper destination for x5 fleet players. Right now, those players are effectively being asked to downgrade into settings that do not match the way they built their accounts or the way they organize their playtime.


    This proposal solves that much better. It creates a more coherent universe spread, respects the needs of the currently missing x5 fleet segment, and moves the merge discussion closer to what OGame actually needs: not just preserving comfort, but rebuilding a functional risk-versus-reward ecosystem.

    All opinions are welcome. I would just like to point out that proposals must remain within the realm of possibility; we will not be able to add any new features.

    I am not asking for a new feature, I am asking for the existing x5 war option to persist.

    In Option A the highest fleet option is war x3 actually the old x5 can't merge into option c - leading to more than half the speed being cut from x5 to x2 wtf

    I am not sure how this is a thing, considering how big (points, spending and sheer user number wise) the x5 option is

    so uhm

    wheres the 5x speed universe in this equation?

    why do we need 4x and 3x - both?

    make the 4x a 5x or even 6x idk, but 3x and 4x are way too close together.

    considering en got 3 Universes with over 4x speed, which got 804 active players according to mmo, while the 4x universes only get to 579, its rather clear


    becomes even more clear if we look at biggest accounts in .en


    Biggest account with 3x on the second comes from x5 speed

    in the top 15 we got 5 accounts from x5 universes, only one from x4 universe (shawshank redemption)

    for top 50 its 17 accounts from x5, only 4 from x4


    there is no reason to prioritise x4 over x5, and as said its close enough to x3 and x5 that players from x4 can find a new home rather easily too

    I can't find better words so I will just quote some people

    wau what a beautifull DS count :OO GG!! fr def :thumbsup::thumbsup::fatgreengrin:


    Just a causal 1m RIP hit
    What a time to be alive :D
    nice hit


    GG Ares it was coming sooner or later.

    sums up my reaction perfectly

    Gameforce prove one more time that their simulators are a lame joke. like happen with tizoc now we have the second wave similar. gameforce Not even in your wildest dreams is this the real result of this battle.


    You will only contribute to people continue leaving the game.


    my great friend Ares, we will stay together our journey while pussys stay on vmode waiting a call about someone fail :thumbsup:  :flowers: what a players :sixstars: you are awesome :thumbsup:

    skill issue.

    even more skill issue Retaliator ?

    At some point, they were out for months, but nothing was done. So your argument is rubbish.


    When big fleets were out, he did nothing

    I mean its the perfect circlejerk


    You arent out - you noob

    People are out when they are motivated and play especially safe

    :censored:by Neotinea


    Always wonder how to convince anyone who has such a twisted mindset where the world somehow always aligns perfectly to stay a hating victim, but I guess ogamers are good at winning oppression olympics and finding excuses for fails

    Lets say 15b a pack, thats 6500 packs worth of damage

    OGame was released 8.481 Days ago, I see it must really be worth to be constantly playing and risking the fleet for zero new game fun / features, totally understand the people white knighting staying out of vmode now, it seems so freaking worth considering these numbers - thanks


    ps: Hope you are doing good MikeGrinder6 - didn't see you around too much, always happy to read you :)

    Some of us saw them online, but nothing to go off with - no DF to steal since no cr was created, it was done manually.

    You don't get to sit it out and still collect if you didn't even try to take the DF? :D


    You saw them come out of vacation mode, the defender was standing (offilne), and the attacker's fleets disappeared. It doesn't take a rocket scientist to guess what was happening. Even with a manually calculated CR the obvious move feels like trying your luck and sending, especially after activity lights up / stays. Kinda feels like you were too late to the party either way, or you reacted too late to properly assess the situation.



    I guess I was wrong. The game isn't dead, it's just filled with twisted logic about fleeting in a pay2win macrocosm :poke:


    I hope it goes the same when someone catches you guys coming out of v-mode for an hour

    I find your conclusion a bit surprising. Given how advanced your account is - probably beyond what most people could realistically achieve without spending - I assume you've put a significant amount (more than $XX) [directly or indirectly] into the game. If that's not the case, please feel free to correct me. :zpopcorn:

    Wouldn't a more reasonable conclusion be:

    "I hope the product that I (and many others) spend a lot of money on will be fixed and made properly playable soon - especially since these problems are linked to the introduction of the monetization features themselves."? Instead of wishing the same pain happening on others? :mob:


    More broadly, I don't really understand why some OGame players direct their frustration at each other, or even seem to take pleasure in others having a bad experience, instead of holding the operator accountable for delivering a functional game.


    Have a good night, it's late over here

    Good to know that you are guaranteed to collect all the Debris even you dont have enough recyclers to pick it up in one go

    who else was online and flying towards that DF? Thought ogame is dead at this point


    Congrats @A r e s for claiming Rank 1 once again.

    The game is not designed for a player to be on just for 2 hours out of the week/month, also it is not designed for players can be "on call" for ogame behind v-mode shield.

    neither was the game designed for speeds over x1 - eco and fleet speed wise

    Nor was it designed for pack (ab-)use.


    and either way, seeing the player numbers going down its kinda clear that the design(s) fail.


    honest question to you and the people liking your post ( The Queen  KKiKKiSpooN  The King of Kings  zajeb  Retaliator )

    do you really believe activity will go up through people who don't feel sure in their personal circumstances to play this game as you want it to be played, since they are forced

    (since I kinda think it will go down even more and people will simply never leave that vacation mode again, unless the personal and game factors change)

    or do you simply want to get rid of these players too?


    I mean in the end I never understood the problem

    Vmode Players can't observe, can't produce ressources, are limited in (research) time, can't planet farm properly, can't set up traps and so on.

    All these downsides aren't big enough for people to be satisfied?


    I am never sure what the real driver of these suggestions is, but it's sad that instead of asking "why do people feel the need to do it" and adapt balancing in that regard, we try to scare away these players, too. As if we have enough players to spare.

    why are these things discussed again despite the problems not being fixed / adressed yet?


    Payment players still can take away everything you got even if you play well or you just use your day for fleetsaving and have no option to really play / use your fleet


    we should discuss the problems leading to this behaviour and not cut the behaviour that is the last resort to keeping these players in the game

    How is it fair to change the rules on a random day? What if someone was in the middle of a trade when the rules took effect?

    Then you provide them with the option to perform the trade with the rules applied they started? As it is in many states in the western hemisphere you are judged by the laws (= rules) at the time of the crime commited


    to abuse trade rates that are perfectly legal? You're complaining about a problem that doesn't exist except in your own head.

    So you want to tell me that people don't pull and that the sudden revival of several accounts is coincidence or what do you mean by "in your own head"?

    The rates are legal, the question is why they are legal for some more days if the problem was clearly identified and thus new trade rates introduced

    why we don't have any poll for possible changes?

    I personally dislike polls cause they lead to the x8 eco everywhere

    We have a community filled with people who are focussed on themselves, which is fine, but shouldn't be the ground to balance a game on. Some of the problems we see nowadays stem from bad game design decisions, some of those were decided by community polls.

    another jack of all trades.

    Less chance to be attacked / farmed by x1 speed, yet easy collecting and expeditions by x2 speed.


    As usual the wish is to get the best out of both worlds


    Thats why I am sceptical when it comes to asking the community. Most people don't want to grasp the bigger picture and just aim for their personal gain, which is a possibility, but not a good one when it comes to balancing games of that scale