New World Types
Hi,
I don't know if this is the correct place for this or anything however I would like to see what everyone ideas
I would like to see more world like the old speed worlds with the custom badges or some new set of world with custom badges.
Would love anyone feed back on this
Blooj
I don't know if this is the correct place for this or anything however I would like to see what everyone ideas
I would like to see more world like the old speed worlds with the custom badges or some new set of world with custom badges.
Would love anyone feed back on this
Blooj
0
Howdy, Stranger!
Replies
So don´t ask for more suggestions - first start to comment on the already given ideas!
To speak in your language -> thats "kindergarten-level"
I´ve often told you that almost nobody is paying attention to the forum (the bad/late or not excisting communication is only one reason for that).
If you want to have a serious discussion->
1. @EE_Elephterion has to confirm that they are willing to improve the game (atm nobody has that feeling)
2. start to interact with the players in the forum (atm that´s not given) - ofc you´re writing a lot but as you mentioned you dont have any say
3. write a mail to all players about the discussion - so more people will join the conversation
@gamerdruid
@EE_Elephterion
Everything! Quite simply start worlds in specified intervals (4,6,8 weeks - whatever).
- FA with morale
- FA without morale
- normal worlds without morale
- normal world with morale
- Firestorm worlds with crazy settings (lakes, pois)
- Speedworlds and so on.
...and everybody would be happy because he has a choice! Atm you have to wait one or two month for one new server. Then the project-alt-army also is starting that server and you can stop playing after day 1 + you have to wait another 1-2 month for the next server. Thats not the way you keep players + get new players. Your current system is not working (as already mentioned a few times)
so in essence more worlds more often is the idea from this thread I gathered? We'll see what we can do about a more frequent schedule.
Yes we have said this for long time the ALTs are potentially a work around that some use to try to guarantee a good finishing position it helps them dominate, but i guess this is also alot of work that they have to do to maintain them (a game that is like work - not really fun). We all suspect it is done because they already invest lots and feel that they require to have results for their investments. In doing so they strangle the game for others. This activity could thin out if there were multiple server choices to go to thus potentially a more varied name on the badges.
If game is monitored and no real change is seen then multiple server starts at similar times might not be the answer however for many to maintain an interest in the game it is surly worth a try. I would also make them smaller servers until you can rebuild the player following again.
With more server starts the assumed Alt problem may then actually rectify itself................. because if guys don't dominate quickly they may just play it out some (instead of relying on alts) and if it all goes against them they can leave and start a new server (because they will then know they don't have to wait months for the format they like to play). When i started this game about 9 years ago this was the situation if you screwed up your start or did not like the format it was never too long 3-4 weeks max before another new server started and quite often 2-3 servers started within a 2 week period.
And of course as soon as badge 1 (or lets say badge 3) is done then start a new server of that type. It then gives the completed guys some place to go and allows all other to fight or do what ever for next badge instead of waiting in a line to be called. Of course you are not banning the badged from continuing but you are giving them options. This is good for new guys coming through to so they can play the game the way its meant to be played they will be much more interested in a varied game digging farming fighting and killing the fort rather than just waiting in line and getting bored (then leaving game for something more interesting).
SO maybe no fix needed maybe just variety with more frequent server start ups ......
Lets say start 3 new worlds one FB, one FB with attacks, One FB with morel,
Start them in the same week. Then see how it Pans out.
If you don't try you don't know its simple
and who knows EA might make some money out of it
as the old saying NOTHING VENTURED NOTHING GAINED
"so in essence more worlds more often is the idea from this thread I gathered? We'll see what we can do about a more frequent schedule."
"We are looking at these suggestions now, so thanks for the summary of those points, they should provide a good basis for internal investigations.
Honestly how long you guys need for these"internal investigations"?
I saw maps with radius 200,300,330,400,450,500,550. They may be more, however I never saw this information as part of world announcement, so only after word start it can be checked.
For example, the biggest problem with Firestorm 17 was map size, 200, morale and lvl 80(unexpected) makes it extremely hard to start, later it may be compensated by stronger POI, anyway players didn’t get all information before the start of the server.
Map size 550, morale, stronger POI and lvl 80 would be much easier due to steady increase of base levels in close proximity, that means less complains and more possibility for diggers to prove themselves. Smaller words induct less terrain and promotes pvp players or allows for quicker research. One detail and can change world completely despite morale of FA.
On the other hand, Firestorm 16, level 65, map 200, with stronger POI and FA was very quick. Knowing more variables before server start helps with making choices, planning ahead and that may reduce discontent.
There will be new world soon, please reveal map size for it, or is it a random selected number, that also would be info.
thanks for the feedback, we might be able to include this info in the future, however world size and slots correlate; and since we usually start worlds with persistent starting slot numbers (15.000 for Tiberian and 10.000 Wrath, 5.000 for Veteran and Firestorm iirc) the world size would be relatively consistent for every world type, putting the Fortress always at its centre.
Basically, the amount of starting slots determines the min. size of a world, while the size of a world determines the max amount of starting slots. So while we could make a 500x500 World with only 5.000 starting slots, a 200x200 size world with 15.000 slots would not work.
For that reason we provide the amount of starting slots with the world description, as we think it is the more interesting metric for players starting on a world.
Of course the increase of level is more steep on a small world with higher levels. This, combined with the moral malus might be a bit too punishing for most players so we will try to avoid this combination on future worlds.
A 5,000 slot (Firestorm) world with Forgotten Attacks and morale. This world setup has in fact been requested by many players that have had a negative view of the current WCS world setup. It would be nice to run a world to determine if indeed these type of worlds can attract and keep players. Of course, around 98 percent of all activity for the first few months will be farming so perhaps plan for, set-up, and publish a schedule of "infected events" that will break up the monotony of normal farming.
I think the inclusion of guaranteed events will keep players motivated in morale-type worlds.
Similarly the Vet worlds or slightly changed Vet worlds seem to have stopped. Some of the settings on a Vet world would be interesting if transferred to a special world. One idea - POI's that have hubs. Control a POI by controlling the 8 surround terminals with the Forgotten fighting back with a short timer to get out of the way. Short would be 14-18 hours - so regular login would be required (or subs to an online player).
Or a time limit on how long you can control a POI of 1 -2 weeks. Regular movement would be then required.
A speedworld setting would need to be sufficiently different from regular Wrath and Tiberium ones - but how to speed up progress, I'm not sure. One way may be to increase the cp gain per hour to 20 (as has been done on the current PTE). Another maybe to increase the output from acc/power combinations.
the best way to speed up progress could be to reduce the level at center and decrease research costs. in FA no malus we see center reached in less than a month at wcs for example but the score and strength differences between alliances at that point is too wide apart for a competitive environment to be possible due to poi bonus differences and team/alliance stacking.
i dont see how making it harder for the team that already controls center and has the advantage would make any sense in any server type. In fact the sat code stall in wcs is akin to kicking a mule when its already down from my perspective. they won already why make em wait with slow and sporadic code drops. i think it would be hilarious if they fell like crazy and nobody was even safe near center. it could randomly allow any alliance to progress further than would be possible, placing them in range of those most important poi. maybe reducing the required hubs to shoot fort giving more than one alliance the ability to destroy it upon approach would be fun...
i dont see why the player base cant get along and still compete against each other as opposed to this current environment which promotes mass cooperation. its going to come down to that eventually if this trajectory is followed. we see on fs17 the mass cooperating players dominate and theres a complete lack of will to compete from the teams not allied with this "projekt". t53 is in its final stages as it has been completed once and all other alliances are simply waiting their turn for fort kills assisted by players that have already completed it. W28 is already said and done with the same dominating players in the servers mentioned before about to control center and remove one of the last remaining teams in the game not directly affiliated with a so called project/projekt conglomerate. i have also noticed members slowly leaving the unsuccessful teams to the point where they do not reform or show up at all and those players have that right but what will they do when they are al thats left along with random new players and the odd troll who wont go away once and for all? they will still take turns killing forts and being bullies as they have done for years and like druid has said already, nothing will change will it.