Posts by CZARAPUS

    Say gravi 5, 5 DM per level, thats 9k over a year.
    An equivalent of like two event expo finds or 20-30 normal ones.
    With an income of 100-150k per month from expos, this is literally nothing for the price of gravi.

    at least it's dripping. but also, would you recommend a higher amount? it was an arbitrary suggestion, of course it would be great if it was more. but also, even if so little, it's completely passive, and even if someone doesn't do expo events, will still receive a few merchants worth of DM this way.. :)

    I like this. But how about GF adds this feature just to the General class? So you would fly to position 16 and battle the aliens and pirates, collect HP and debris? This would make the General class more appealing.

    I like this. You could spy P16 across galaxy and spot a fleet then hit it. but there's also a chance the fleet will either increase in size to fight you off, or flee. That'd be interesting. :)

    Good points y'all, expert insight, much appreciated. Thread closed, lol.


    Any other suggestions? There's no going back from pure P2W model we have now?


    I don't mind it that much. You can still enjoy Ogame casual, yes,

    but when you get wiped out once in a while by someone who is clearly a P2W donor - that's upsetting.


    Maybe GF could open just a single long-term Uni without P2W ?

    How about that ?

    Neotinea

    Overview:


    OGame has faced significant criticism for its pay-to-win (P2W) mechanics. While these features generate substantial revenue for Gameforge, they allow players who spend large sums to gain overwhelming advantages, resulting in a highly unbalanced playing field. Many community members have called for rebalancing to ensure the game remains enjoyable and ever-so-slightly more fair for all.


    Proposal:


    Remove the option to instantly complete builds, ships, and research with Dark Matter (DM), but allow players to use the "halve" button as many times as they wish. This means players could repeatedly halve the remaining time but never instantly finish a task with a single payment. This approach maintains monetization opportunities while preserving game balance.


    (You can still purchase and use your Detroids/Krakens/Newtrons however many you want.)


    Benefits:

    • Preserves Time Integrity: Ensures that no player can bypass time constraints entirely, maintaining strategic depth.

    • Fair Competition: Levels the playing field, allowing skill and strategy to play a more significant role than spending power.

    • Sustainable Monetization: Continues to offer revenue through DM purchases without compromising game fairness.

    By removing the instant completion option but retaining the repeatable halve time buttons, OGame can strike a balance between monetization and fair play.


    Thoughts??? Why Yes, Why Not? It's a small balance improvement, but a good one, imo.


    - for reference lol................... >
    [TOT: 53.823.475.076.200] Zero Two [APE] & Worldeater [Spook] & King Rabbit [Fix] & AGoodSydney [FREE] vs. Tizoc [TYC] (A: 7.460.973.676.200, D: 46.362.501.400.000)

    Hello CZARAPUS


    Following the feedback you've received, do you want to modify your initial proposal or should I put it to the vote directly ?

    Thanks for getting back to us. I don't think I want to modify my original request. I would like to keep it simple and stick with the original suggestion for Graviton to drip certain amount of DM.

    Even though other ideas are quite viable too, and I'm all for it, but don't want to complicate the matter. If GameForge see fit to add aditional mechanic to Graviton tech, great, otherwise, my original suggestion is what I'm here for. :) Cheers

    Right now, we can only have one resource merchant active at a time.


    But sometimes I find, say, a Deut merchant from an expedition that I want to save for later.

    However, meanwhile, I still want to exchange my Metal, for example, without loosing the Deut merchant.


    Suggestion: Let us pre-purchase and store resource merchants (only 1 per resource, so max 3 merchants altogether), so we can use them when needed, not just one at a time?


    How sneaky is this, why yes why not?


    Cheers

    Suggestion: Graviton Technology Should Drip Dark Matter

    Overview:

    Graviton Technology currently has limited strategic value beyond unlocking Deathstars. To make it more rewarding and align with its lore and energy cost, Graviton Tech should periodically generate a small amount of Dark Matter (DM).


    Rationale:

    • Lore-friendly: Graviton Tech taps into fundamental cosmic forces. It makes sense that such advanced science could "harvest" Dark Matter from space.

    • Endgame Incentive: It gives late-game players a reason to revisit and invest in Graviton Tech beyond just unlocking Deathstars.

    • Free-to-play Support: Offers a sustainable, if slow, DM income source for non-paying users, helping retention.

    Suggested Mechanics:

    • DM generation begins once Graviton Tech is researched.

    • Drip rate could scale slowly with each level (e.g., 1–5 DM/day per level).

    • Optional: Could also scale with Energy Tech; or require active Solar Satellites to keep the DM flow going.

    etc etc .


    Makes sense, fits the lore, adds some strategy, gives both late-game and F2P players something extra to work toward. Nothing game-breaking, just a small passive reward for big investment.


    Thoughts? Why yes, Why not?

    Meanwhile, I'm thinking the shuffled rewards are much better now than before. Not only do we have class options, but also resource packages and commanders.


    Plus, this new reward event started just days after the previous one ended — seems good to me.


    I was one of the people who started multiple threads months ago about the repetitive and boring rewards, so I’m happy to see things being switched up a bit.


    That said, I’d still love to see a more varied selection each time this event runs (and new experimental items added).

    Same rewards again lol, what are you thinking GF


    Please don't ban me


    But I will probably keep creating these threads every time Task Rewards happens

    (until rewards shuffle)

    YES, in my opinion, some defenses should also have rapidfire against certain ships. Currently, only the Ion Cannon has rapidfire, but that’s not enough.

    I don’t understand why so many think OGame is supposed to encourage fleeting. Various playstyles should be equally rewarding imo.

    At the moment, it’s almost impossible to play safely, even with massive defenses. Turtling, or similar strategies, isn’t safe or truly viable like at all.

    Defenses need more rapidfire.


    Which defense structure should get rapid fire against which ships, in your opinion?


    Quote

    1. Rocket Launcher

    • Rapidfire against: Light Fighters (2x)
    • Rationale: Light Fighters are commonly used in fodder fleets to overwhelm defenses. Giving Rocket Launchers a small rapidfire against them would make them slightly more effective at clearing swarms.

    2. Light Laser

    • Rapidfire against: Small Cargo (3x) and Espionage Probes (5x)
    • Rationale: Light Lasers are fast-firing and could be more efficient against unarmed ships like Small Cargos and Probes.

    3. Heavy Laser

    • Rapidfire against: Light Fighters (2x) and Heavy Fighters (2x)
    • Rationale: Heavy Lasers are designed for more durable ships and giving them rapidfire against smaller ships could provide an incentive to build more of them.

    4. Gauss Cannon

    • Rapidfire against: Cruisers (2x)
    • Rationale: Gauss Cannons are meant to deal heavy damage to mid-tier ships. This addition would counter fleets relying heavily on Cruiser swarms.

    5. Plasma Turret

    • Rapidfire against: Battleships (2x) and Battlecruisers (2x)
    • Rationale: Plasma Turrets are the pinnacle of defense structures, so it makes sense for them to have an advantage against high-tier fleet ships.

    6. Small Shield Dome

    • Rapidfire against: Espionage Probes (10x)
    • Rationale: While not a damage-dealing structure, allowing Small Shield Domes to have rapidfire against probes would make it harder to spam probes to drain defense resources.

    7. Large Shield Dome

    • Rapidfire against: Light Fighters (3x)
    • Rationale: Adding a small rapidfire effect to Large Shield Domes would make them more impactful during large-scale attacks.


    Here're my suggestions. Shocking isn't it? Not really. Make it happen.


    (not all of these should be implement, these are just a suggestion, only some of these would already be enough)


    Increased Missile Silo Capacity

    • Increase the capacity of missile silos to allow players to build more ABMs and better defend against large-scale IPM attacks.

    So as i said in previous explanation this and "Anti-Missile Satellites or Orbital Defense" is basically the same thing. I would not mind if there was Difference/level +30 instead of +10 each which would make it so you have 300 ABMs on lvl 10 silo. That would be just fine and not "game changing"


    So do you think missile silo capacity is the best option of all these? I'd like to see it implemented. It wouldn't change much generally, but will be beneficial in such instances where someones rocket spams you.

    How hard can it be to switch up the rewards a bit every now and then, Why are they always the same ??


    PS. Neotinea , if I already made a post about it, can you please link it because I can't find it. This new thread is still as relevant, so you can keep this opened ;)

    BTW, don't also forget that an attacker can be launching IPMs from multiple planets at a time, and if he has 10 that's already 500 IPMs launched every couple of minutes.


    IMO, the only solution is to increase Missile Silo capacity, I don't see why this can't or shouldn't be done.


    After LVL10 Missile Silo should have double the amount of ABMs. 10=100; 11=200, 12=400, 13=800, 14=1600. That will be suffice. And LVL15 cost is already 300m+ met and cry. So you won't be building more than 15-16-17, so Missile Silo capacity will naturally be capped.