• I think this is to much of a protection of the little players i agree that the little players need to be protected but this extend is to far. Atleast exclude everyone in the top 100, everyone who has gotten that far should have a good idea on how to play the game. I play in the Sirius universe for instance i can attack the 20 people above me and maybe 15 below with out getting a reduction. I'm a fleeter so my spice value is higher than most. All the other players that i can attack, which is pretty much just the top 100 have a spice value to low. So now i'm limited to only attacking 35 people who most are barly playing just so i don't loose out on stealing someone resources where its actually worth it. For reference i only attack for fleet or spice value 500mill and up so now I may aswell quit because I have just lost 60% of the players i can attack. With only 35 people (probbaly half in vacation mode) to attack whats the point of playing

    Edited once, last by Hans1 ().

  • You know whats interesting? When we had that discussion a while back about players leaving the game because they were farmed into oblivion, the tenor in the thread was 'Oh, that's sad, but, no sirrah, that can't apply to me, because I'm only here for the fleets. This is a war game, after all, not a hustle!' (well, it isn't, it's more like a mobster game, but that is a topic for another time).

    Guess what? You can still shoot these fleets! You can even fully recycle them. You won't be penalized for that. You simply take a hit on collecting resources you professed you had no interest in in the first place. You can still kill fleets left and right and collect all the rubble on them.

  • We can give our opinion, but the decision to introduce this system was taken some time ago!

    So we're talking for nothing!

    The best system, without complicating the game, is the "sirius" universe system, adding shorter ZAs if necessary!

    But it will be as they decide!

    ;(

  • Yes that may be true to a certain extend, like i stated it has to be worth it resource wise. I don't like players who farm someones daily prodution that is just frustrating specially if that player has much less points than yourself, thats a quick way to kill this game even more.


    But lets say after a few missed attacks and the penelty suddenly building up to 100% because it resets after every attack on a lower player. Then suddenly killing a fleet but not being able to take the few billion resources that this hypothetical player may have had, is a killer. This is a game where someone eles loss is someones gain. Why not make new safer univeres but leave things the way they are in the old

  • I've been playing SI since 2009 and, yes, it;s different, as an earlier post said. I left for a short time when it became acceptable to "BUY" your way to the top rather than prove it through skill and prowess in battle, and my ranking dropped considerably overnight. I came back because I figured I could still play that way and evade those who got those super-bloated fleets by other means. Raiding lesser point players for resources was understood as part of the game; it kept you alert and helped hone the skills of escape flight, feigning weakness for a ninja, and when to stand your ground. It was all part of SI, and if your buttocks clenched every so often, that too was part of the fun. I've lost entire fleets, yes, but it made me a better, more alert player.


    That being said, I agree with the need to control bashing of smaller players but basing that control on total spice amount is confusing and misleading, After all, a 40-level mine counts for a lot of spice but isn't of much use in battle, if I understand correctly how the spice total is being calculated.


    Perhaps what's needed is a revision and expansion of something we already have: the attack zones. First, revise them so it's based of fleet attack capability, not overall total of everything. Then revise and expand the number of zones.


    Here's an example: now, I'm not claiming to be a small player--I just reached 1bn points (in Nexus), something I never imagined way back when--and have a moderately sized fleet. But I feel like a newbie when one of top 10 uber-players try to jump me with 16, 18, maybe 22 million Phoenixes. Even if I pulled my entire fleet together and threw in the kitchen sink, I wouldn't even dent that!


    How did they get that big, anyway? I play regularly, as do many in my alliance, and we're not getting anywhere near that size! Those 2 factors together seem to me to be the root of the bashing problem.


    I'm not advocating that no one can buy their way up. You guys need to make money to keep things going, and I respect that. But let's try an adjusted and expanded "attack zone" scheme that also takes into account players with megafleets. I read complaints that similar restrictions might mean a player that has such a gigantic fleet could then attack only a few...how is is fair to those smaller who stand NO change of fighting back? What would those attack zone ranges be? I leave that for you GOs to figure out, but please make it sensible and fair, as I know you would.


    Thanks for taking the time to read all of this, and hope it has merit. I'd like to continue playing SI as I've known it for more years! :thumbup:

  • Perhaps what's needed is a revision and expansion of something we already have: the attack zones. First, revise them so it's based of fleet attack capability, not overall total of everything. Then revise and expand the number of zones.


    I agree with the idea that AZ should take into account fleet strength, but there is a perspective around building size that should be considered too. For a small fleeter with almost no mines and 20,000 phoenix, a fleet loss is incredibly damaging. For a miner with level 40 mines, 20,000 phoenix can be rebuilt in a very short time just through production. So there is a sense that mines should be considered in AZ too.

    In-game name is Freddie

  • hello mrs. g.o.


    I see that even after a trial that ended with a COLLECTIVE NO from the RETRO players at the beginning of the year

    you're bringing it up again ...

    it saddens me because I don't think you've understood that SPACE players don't want this rule to penalize them

    and I mean that for ALL players


    here's a viable solution for the game (because we're heading straight for the wall and the death of retro) because many players are likely to stop playing out of spite and disgust at the new rules that are blocking them.


    1° ) make the new ZA from 18 to 22 ... increasing the ZA to 22 will slow down some players on the smaller ones, who will be able to grow up.


    2° ) don't calculate Z A's on the player's total points for the za, but on the TOTAL fleet. This will be fairer for each player, and smaller players will be more “protected” and will be able to grow more easily.

    Try it out privately and you'll see that it's fair for every player.


    SO by deduction space is a spaceship war game ? yes

    So by deduction space is a war game and a farmer's game ? yes and no (otherwise we'd go and play elsewhere).

    So the game is attractive ? yes, if we don't add rules that block players.

    So the game is fun ? yes for now


    I know you have to move with the times and evolve in life, but this is no longer evolving, it's regressing in terms of the game ... more than 50% of players have been playing for more than 12 years (15 years for my part), so imagine the frustration of being stuck with these rules compared to 2010.


    You'll see if you take into account what I said above (and this is what a lot of S I players think) and I think that out of the 535 retro players, we'll see after 3 months how many we'll have.


    I think I've made a big summary of the game which isn't favorable to you ... but which does explain the situation and the morale of the players. But developments that block the players aren't in the best interests of the game, especially for its short- and medium-term survival, because if we look at the long term, the horizon is blocked.


    cordially


    AFO

    and thanks to read this

  • 2° ) don't calculate Z A's on the player's total points for the za, but on the TOTAL fleet. This will be fairer for each player, and smaller players will be more “protected” and will be able to grow more easily.

    Try it out privately and you'll see that it's fair for every player.

    I dont know how to feel about a player that has like 5kkk in Buildings but only 30kk in fleet. Does he realy need protection?

  • What's the point of making changes to genesis5 if uni will be closed soon? Can't it be completed on the same terms as they were from the beginning? Now you are making changes when several players have built up large fleets by frequently attacking weaker players. You could have done it at the beginning of uni

  • we're not talking about Genesis5 but retro and all the other universes that will remain


    I think some people here are disconnected and not following the thread of the conversation.

  • we're not talking about Genesis5 but retro and all the other universes that will remain


    I think some people here are disconnected and not following the thread of the conversation.

    I'm not interested in retro because I don't play there and I won't comment on it. The attack zone system on each uni should be the same as on a Sirius

  • Hi everyone, long time no see. Hope all is well.


    This new rule is a real tough one for me, simply because I see where it is really needed, and yet, I think something has been lost in the game with this bash protection.


    New Bash Positives:
    This game is not completely skill dependent. It is HUGELY time dependent. Yes, there is skill invloved when you play it hard core and attack othyer alliances etc, but time spent still acts as a foundation to that skill. If you want new players to join, this needs to be recognized. No matter how fast they grow and how quickly they learn about the game, there will just be occasions where real life will get in the way and they will lose ships and resources in the Space Invasion world. In addition, the tendency for other players to start to farm players who can't hold be online 24 hours a day is very high. This becomes very discouraging for the people being farmed, and only people with a lot of spare time will successfully stay with this game as a newcomer. Old players like me can find ways around our real life problems because we are addicted to the game, but very few new players can afford to spend the hours every day to be competitive.


    New Bash Negatives:

    The only reason I am addicted to this game is the attack against real players dynamic. I have tried hard to adapt to a yellow and alien specialist, but it becomes very boring. I must admit that I REALLY, REALLY LOVE IT when I make a player get angry, or cry, or swear at me! Smashing their fleet is the MOST satisfying feeling!!! Even stealing resources from careless people is SO much fun! I recognize that those players might be caught up in real life and therefor unable to EF their overnight res, or that their ships are going to be smashed by me because they just cannot be online due to real life. But it really feel GOOD to do it! It really is the main reason I want to play this game.


    I have tried to play the new Infinity universe under a new name. I raided yellows religiously, I attacked Aliens diligently, but despite staying in the top ten for weeks, I just gave up and went into Spectral mode. I just cannot find enough interest in a farm game like that. I need to battle against real people. People who swear at me and rage quit when I smash them.


    I realize this says something about me, and I am not completely comfortable with this part of me, and I recognize that new players will never stay if I am allowed to be like that. I know that there are a lot of good players here like Xsuno who will always be so much faster than me - the dude can react in a split second while doing many simultaneous computations for so many possibilities!!! Respect! But if I play against a player like that, I can always use the game's EF and other strategies to stay realtively safe, so I don't mind (but I would always prefer to play WITH Xsuno and KajugaChisei lol). But new players that can't even handle me will never be able to handle the elite players like that!


    In conclusion, I can see how important this new rule is, but I am not sure that Space Invasion is a correct name any more. The "Invasion" part seems to be disappearing. I don't envy the team. This is not an easy problem to solve...

    My aliases:
    Fodder
    ThePoet
    Hotmess
    zzzzzz
    Raffie

  • very well fodsey


    You've summed up the problem very well

    and as I said above, we need to make some changes, but not at this level, but rather at the level of ZAs in the fleet and not ZAs in relation to the total.

    that would change a lot for some players

    I'll give you an example, gentlemen G O


    a guy has 17 M of building and 3 M of fleet and 1 M in research thus 21 M in total thus zone of attack 16 with +or - 3

    a guy who has 3 M of buildings and 17 M of fleet and 1 M in research

    so 21 M in total too, so attack zone 16

    why would these 2 guys be in the same attack zone when if you only took fleet points into account the 2 guys would be in 2 different attack zones?

    and there you could increase the ZA to level 22 and that would solve all your problems and there would be no more players who would be unhappy with the game

    do a player poll and we'll see .....


    AFO

  • a guy has 17 M of building and 3 M of fleet and 1 M in research thus 21 M in total thus zone of attack 16 with +or - 3

    a guy who has 3 M of buildings and 17 M of fleet and 1 M in research

    so 21 M in total too, so attack zone 16

    why would these 2 guys be in the same attack zone when if you only took fleet points into account the 2 guys would be in 2 different attack zones?

    Having attack zones based on fleet size would mean players would intentionally not build a lot of fleet to hide in lower AZ or to raid/farm players in lower AZ while having protection against bigger fleeters which can often be seen already with players that intentionally stay below 10kk points.