Posts by DonutZ

    I think we need to stop being too fussed about the details and focus on the concept. While the mechanics and numbers require a bit more thought, I definitely agree with what you're trying to achieve.


    Of all the features of the game, RIP bashing stands out to me as the only truly broken thing. In the humble server I play in, my 5000 rips is enough to bash pretty much any other player into perma vmode and I can imagine it only gets worse in other servers where the difference in point distribution is much more pronounced and top players have hundreds of thousands or even millions of deathstars.


    While I can't say that some altered implementation of the Hamill manoeuvre is the answer, I agree that "something along these lines" needs to be added. If it goes through we can let GF handle the exact mechanics. For that reason you have my vote.

    Pretty lucky hit. Def had timers at multiple locations but I only spied one and there it was. I thought it must be fate so I dusted off my ships and flew for the first time in months.


    FR defender.


    On 25-02-2024 --:--:--, the following fleets met in battle:

    Attackers:

    __________


    Donutz [LGNS]

    Defenders:

    __________


    Ezio [Elite]

    Fight !

    __________


    Donutz [LGNS]

    Weapon: --% | Shield: --% | Armor: --%


    Battleship 47.430

    Battlecruiser 140.638

















    __________

    __________


    Ezio [Elite]

    Weapon: --% | Shield: --% | Armor: --%


    Light Cargo 42.211

    Heavy Cargo 19.581

    Light Fighter 57.421

    Heavy Fighter 19.162

    Cruiser 8.365

    Battleship 6.755

    Recycler 984

    Spy Probe 161.657

    Bomber 70

    Deathstar 38

    Battlecruiser 510

    Pathfinder 9.188

    Rocket Launcher 2.206

    Light Laser 415

    Heavy Laser 32

    Ion Cannon 27

    Small Shield Dome 1


    __________

    After the Battle ...

    __________


    Donutz [LGNS]

    Weapon: --% | Shield: --% | Armor: --%


    Battleship 46.860 (-570)

    Battlecruiser 138.810 (-1.828)


    __________

    __________


    Ezio [Elite]

    Weapon: --% | Shield: --% | Armor: --%


    :sniper: Destroyed ! :rocketlauncher:



    __________

    Outcome of the Battle:

    The attacker has won the battle !


    The attacker(s) captured:

    243.978.084 Metal, 36.718.179 Crystal and 9.394.466 Deuterium


    The attacker(s) lost a total of 189.580.000 units.

    The defender(s) lost a total of 2.372.586.000 units.


    At these space coordinates now float 533.220.800 metal, 422.823.200 crystal and 66.528.800 deuterium.

    The attacker captured a total of 290.090.729 units.


    The attacker(s) captured the debris


    Summary of Profit/Losses:

    Summary Attacker(s):

    Summary Defender(s):

    Metal: 696.708.884

    Crystal: 377.871.379

    Deuterium: 23.503.266

    The attacker(s) made a profit of 1.098.083.529 units.

    Metal: -1.501.830.584

    Crystal: -1.012.549.679

    Deuterium: -173.296.466

    The defender(s) incurred a loss of -2.687.676.729 units.


    This deserves no respect and any player doing this should be blasted by everyone playing this game. - NO just no, everyone deserves respect, in certain gaming cultures check alot of tencent games, the p2w model is demanded by players, people spend alot of time working and irl, when they have time to cool n unwind they dont want to wait months for it, they want instant buy-in.

    Couldn't agree more that everyone deserves respect and disrespect towards any player should not be tolerated. However this thread isn't about that.


    There is a fine line between disrespect and criticism. Rules are in place against disrespect and the mods are already doing a great job taking care of that. OP made the post because he can't stand the criticism of other players towards certain hits because they are "contaminating" his post and "ruining the vibe" and wants new rules to silence those who criticise him and his mates. When others criticise these hits because they were made using fleets created using means unavailable to majority of players, they have a fair point. Regardless of whether voicing it has any impact on the game, if that point is made respectfully I see no reason for it to be removed or be moved elsewhere.

    You are right that the opinions probably won't change a single thing. Does that invalidate them? Of course not. They add value by highlighting there is a problem. Now we both know that GF won't do anything about it, but it doesn't justify removing these opinions, moving them to a less visible location or any other form of censorship.


    I get that there is a degree of fleeter skill required to make these hits but the game is about more than that. If someone points out that you didn't "do the hard yards" by using DM to speed up your fleet acquisition, it is a perfectly valid opinion and belongs precisely where it's made - in the location you are "showing off" your hit.


    I personally have never made such comments on such hits because like yourself, I know it won't lead to any change. The many others who do make these comments may or may not know it too but they still highlight the problem. My advice for you is that if responses to your posts are "contaminated" by opinions which upset you, the problem is not those opinions.

    SO my suggestion is to start working on a real rule on the forum to prevent this to happen.
    Now Im aware that there needs to be freedom of speach to a certain degree and you can't run around banning people for giving bad vibes - BUT I think these players are removing any motivation for players to consider buying dark matter.

    Something Im sure Gameforge wont be very happy about.
    I am not the one to formulate these rules as mods have a better understanding of how rules should be formulated and executed so I hope this thread will make you (the mods etc.) start thinking about a potential rulechange / new rule.

    Basically what he's saying is:

    There needs to be freedom of speech and you can't silence opinions that give bad vibes, but these opinions are giving him bad vibes so they should be silenced.


    You know what, let's put it to a vote so we can send it straight to the "suggestions rejected" bin. If you want it to happen, why bother attempting to create a poll for the community to decide. Just pay GF some of your DM money and they'll let you bypass this process.

    Opinions on what the noob protection system should look like are quite polarised and you can see why. We don't want to lose new players but decreasing the number of viable targets is also undesirable.


    General sentiment of very new players who get crashed is that the game is unfair and there isn't anything they can do to fight larger players.


    I think the tutorial system needs a revamp. Presently teaches you how to build but not how to evade. Leave the noob protection as it is, but the moment a player leaves protection, have a scripted event where an alien sends 20million BCs at them (make them not leave a DF obviously), along with the tutorial lady spamming instructions to move their fleet. If their first experience with an overwhelming fleet is against an NPC they will realise that this is an intended part of the game they are meant to overcome rather than saying it's unfair.

    Thanks for the criticism. To address the bashing issue I understand a few things need to be considered:

    1. These attacks, unlike IPMs can be evaded simply by moving your fleet the same way someone would avoid any other fleet attack.

    2. The fuel cost of these ships must be balanced such that a missed attack is sufficiently costly.

    3. The risk of a return hit when using these ships is very high - remember that their special ability only activates as the attacker. If the defender is online and has half a brain to be able to calculate your return time then it's bye-bye spectres.

    4. One of the caps mentioned is based on the size of the defending fleet and is certainly intended so that for example, if 100 cargos are sitting somewhere and you send a fleet of a million spectres, you'd still only destroy 5% of the defending fleet ie. 5 cargos (and pay a hefty fuel cost).

    5. This ship also sucks for defence bashing. At max you'd destroy 5% of the enemy defence, most of which gets rebuilt, with no DF generated and you're limited by the bashing rule because it is a fleet attack. Better to use rips which have no fuel cost and can clear 60 to 90% of a planet's defences in 6 waves (GF please fix rip bashing)


    I considered that one but I think in that case you'd end up similar to the current state of the game where smaller players have no means of attacking larger players and whales just sit their fleet without a care in the world. Completely agree that the game needs better ship balance though.

    That is actually a valid point in the current situation. There are some ways to counter this by tying up Spectre's limit to the fleet attacker/defender ration. In essence, the larger defender total fleet in comparison to the attacker, the higher damage cap. In reverse, if the attacker had more points the cap would be set at 5% of the defender's fleet. This way, you can give weaker players even more firepower.

    Ramping up the cap in terms of the relative fleet size of the defender is an idea that should indeed be considered. Need to calculate, but I suspect it might be irrelevant by sheer virtue of a smaller player probably doesn't even have enough spectres to even take out 5% of a huge fleet.

    Thanks. Yes to the speed, the idea was to make it somewhat equivalent to dessies/hyperspace bombers. Not sure what the rough equivalent that would be for impulse drive ships so I set it a bit slower than SC.


    As for targeting specific ships, it's a good idea but opens up a can of worms which gives avenues to free satellite/crawler smashing. Also allows it to bypass defence which might be good but idk.


    Now we just need to come up with an idea to address the rip bashing you'd receive if you did try a spectre attack on the no.1 player.

    Total resource points destroyed in any given battle by Spectre ships is capped at 5,000 per Spectre ship or 5% of the defending fleet value (whichever is the lower number). Maybe add an Ion tech or Hyperspace tech multiplier to this cap?

    Remove a cap and add a new ship/defence capable of attacking spectre. It is pseudo rock-scissor-paper situation in essence. So instead of mindlessly building bcrs, players must cover their weaknesses by building other ships.

    I considered that one but I think in that case you'd end up similar to the current state of the game where smaller players have no means of attacking larger players and whales just sit their fleet without a care in the world. Completely agree that the game needs better ship balance though.


    Would you mind editing my original post to say "As attacker in combat, this ship cannot be targeted by enemy units"?

    Sorry I worded it wrong, it should be "cannot be targeted by defending units". Pretty much like you said, an IPM that can attack sitting ships, but the difference being it is vulnerable to being attacked itself.


    It also targets defence so if the defender has defensive fodder, it limits the spectre's effectiveness.

    The topic of how broken pay-to-win is in this game has already been discussed to death, yet pretty much every suggestion I see on the forums has gone along the lines of “remove metal packs” and “create a DM-free universe”. It goes without saying there is zero chance GF will consider anything along those lines - a wise man once said "Insanity is doing the same thing over and over and expecting different results".


    I wrote this up because

    1) it was fun

    2) I want to show that we can be more creative with our suggestions


    It was very enjoyable putting this idea together, so please feel free to discuss, provide some constructive criticism, or even completely roast it.


    I present to you the Spectre!



    Lore:

    With the upsurge of dark matter imbalances across the universe resulting in ever-increasing fleet sizes, traditional direct combat eventually became impractical in too many situations. Innovations in shielding and hyperspace technology resulted in the development of a cloaking mechanism which can render a small ship invisible to hostile sensors for short periods of time.


    After further refinements, the Spectre was born. Through precise coordination of the cloaking mechanism and short, powerful bursts of a specialised combat hyperspace drive, these specialised ships weave swiftly in and out of enemy lines completely undetected.


    Due to the long time required to prepare the combat hyperspace drive, this ship’s cloaking function may only be utilised as the attacker in combat, and although it is equipped with powerful state-of-the-art ion cannons, the amount of damage it can output is greatly limited by the short bursts of time it spends in battle.


    Cost M/C/D: 20,000 / 20,000 / 10,000 (40,000 base structural integrity)

    Techtree: Impulse 6, Hyperspace 5, Hyperspace Drive 7, Ion 7, Espionage 6, Shielding 7

    Drive: Impulse (hyperspace is only for combat)

    Base speed: 9,000 (a bit slower than SC)

    Base attack: 1,000 (same as battleship)

    Base shield: 200

    Base cargo: 750

    Base consumption: 300

    Rapidfire: no RF against anything, takes RF from battleships

    Special abilities:

    • As attacker in combat, this ship cannot be targeted by enemy units.
    • Total resource points destroyed in any given battle by Spectre ships is capped at 5,000 per Spectre ship or 5% of the defending fleet value (whichever is the lower number). Maybe add an Ion tech or Hyperspace tech multiplier to this cap?
    • As defender in combat, can be targeted as normal.

    Use cases and balance notes:


    Specific numbers and mechanics are open for discussion/review but let’s not miss the forest for the trees here. The intended primary use case for this ship is clear – to allow smaller players to take small “bites” of profit from attacking larger players. Think guerrilla warfare. A secondary use case may be as a leading fleet to thin out the numbers of the defender a bit, but I don’t think this will be too effective due to the caps stated above and the relatively slow speed.


    When adding a ship with such a specific use case, it is important to make sure it is balanced in a way to not steal the use case of other ships. The damage caps would be in place to a) make them quite useless in direct combat / fleetcrashing and b) make fleetcrashing remain the superior method if you have a larger fleet


    Another consideration is that this ship would be immune to ninjas. To balance this, the travel speed must be sufficiently slow to make return hits possible.


    The spirit of fleeting in this game has always been “if it sits, it gets hit”. I believe this principle should still apply even if you are the top player whose military score is larger than the next five fleets combined – pay2win or otherwise. While this by no means fixes the pay2win situation, it stays true to the spirit of the game and would add an element of gameplay which is dynamic and fun despite metal packs being part of the game.

    but it's still your own fault.

    For having an emergency or not looking at a phone during an important meeting or whatever. I don't think we share the same value so there is no point continue this discussions. Your arguments won't sway me and mine won't sway you.

    Ok, we will put fault aside. This discussion is about the way DM/metal packs break the game and the fact is that your fleet will get crashed regardless of their existence. This may feel unfair to you but it has nothing to do with p2w. I would even argue the current situation helps you - easier to evade one p2w whale than to evade 20 f2p sharks.


    It is more important in this topic to focus on the attacks that are completely unavoidable which may have been kept in check when everyone was f2p but obviously weren't balanced with p2w in mind.

    Hardcore itself isn't the issue. Hardcore without counterplay is a huge issue.

    Getting crashed because you idled when you should have been online is fair and is your own fault.

    Getting your defences bashed and moons popped, even though you are online, without anything you can do about it is unfair.

    It is very difficult to discuss the profitability without knowing gf balance sheet, but there is always market for space game and while ogame can be considered a niche game, it is by its own choice. There are two main flaws in ogame's design that will always make it bleed players.

    - losing fleet

    - real time action (which disrupts personal life)


    Once they fix that and introduce sustainable model, they can think bigger. (Steam, paid expansions, cosmetics).

    These two mechanics are core to the game so fundamentally they need to stay. They have been a part of the game since before p2w but I agree there needs to be serious rebalancing for them to continue existing in a p2w environment.


    A - Core concepts of the game

    The core concept and balance of ogame is reliant on two key principles.


    1. Punishment of mistakes

    One of the key principles of ogame is that if a player messes up, others can exploit their mistakes to make profit by destroying things that player has worked hard to build. If mistakes are made, losing fleet is a perfectly reasonable outcome. However, I place emphasis on the mistake exploitation aspect because that leads into the second key principle.


    2. Counterplay

    No attack that leads to significant losses should be completely unavoidable for the defender. Attacking should always require more time investment and skill than evading, and should always come with some cost or risk - risk of ninja or risk of simply wasting fuel. No matter the attacking method, counterplay needs to always be available and any losses a player takes needs to be due to some mistakes they make.


    B - What is broken?

    With these two principles in mind, here are the things I believe to be the most broken with the current p2w system. Note how I am not pointing at the metal pack / p2w system itself, as I think it can coexist when a game has fair mechanics.


    In contrary to the first principle, p2w whales ignore the principles of fleet safety. The fact that nobody can make gains from such a player is simply poor game design / balance. I'm not asking for the ability to completely wipe out a whale's fleet but perhaps a mechanic can be added (maybe a new ship class?) which allows smaller players to perform "skirmish" attacks to take out a small portion of a larger fleet. Such a mechanic would obviously require balancing so that where possible, traditional fleetcrashing will yield more profits.


    As for the second principle, behold! the deathstar. RIPs have been part of the game since prior to the existence of metal packs and weren't designed to be balanced around p2w. With tens of thousands of rips in hand, whales have gone on MD sprees, and with a fleet 10x larger than the next largest guy to back up the MD, there is nothing you can do other than to say goodbye to your moon, even if you are online. But wait, that's not all they can do. 6 waves of rips will clear 60 to 90% of all defences, all the sats and all the crawlers on a planet, with near zero cost and again, no counterplay available to the defender.


    No, rips should not be removed from the game, but it is important to have counterplay against these kinds of attacks. These attacks need to also be made more costly because no attack should come without cost and risk (consider an update to the fuel cost for rips?)


    TLDR: Don't change core game mechanics, give us a way to attack these whales, give us a way to defend or evade the millions of rips that a p2w player has.

    You're still suggesting that ress packs or DM need to be changed but the problem lies much deeper than that. In many other "p2w" games - I'll use Genshin Impact as an example - whales don't receive the amount of backlash that they do in ogame and they certainly don't "ruin" the game.


    Take a step back and think of the reason for this, and you'll be able to come up with suggestions that actually have a chance of being considered.