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Crowley

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Posts posted by Crowley

  1. Self-policing will not do anything. 

     

    Self-policing does not stop people from stealing, from hacking, from running exploits, etc... If self-policing actually worked this thread would not exist because nothing would have happened for this thread to need to be created. 

  2. How long did it take for everyone to come to VE's aid last time? You should probably understand how a thing works before you talk about the thing.

    Maybe you should not be a presumptive ass and see that I was actually asking a question here.

     

    For those that have been playing this game for a while and not have their panties in a twist:

    Is a several day wait the norm? 

    If I go my butt kicked, I would not want the person that was defending me to wait a week to kick the other persons butt back. I would like to be defended, not avenged. Are there any actual "defense" pacts or are they all "avenge" pacts? 

    • Upvote 1
  3. Really though, to be fair Orbis is pretty much entirely filled with trolls. The flaming/trolling/spamming/general asshattery that comes with it is to be expected. C'mon, you've been here long enough to realize that too, right?

    And is this really what Sheepy wants? This is not going to draw more people to the game - just push them away. 

    Great business model. Business 101!

  4. If you wanted to fight Rose so badly, perhaps you should have attacked them.

     

    This is not directed at Rose specifically, but do all "allies" take days to respond to defense pacts? What is the point if you have already been beaten down? 

  5.  

    Plus, the offense still has the advantage, you have 72% success odds in a 50 vs 50 simulation at the maximum caution level. The days of unlimited spying capability will be over, the days of a more even, balanced spy system will reign.

     

     

    Why the heck is this even the case? Offensive spies are more successful? 

     

    So, I have 50 spies in my nation. Their job is to protect the nation and be on the look out for other spies.

    Yet, 50 spies from another nation have a bigger advantage in killing them, in their own nation, where they live and work, where they would be actively looking for enemy spies to come? 

  6. Capping spies is what will make them dynamic, though. Currently you either have a lot of spies, or you have hardly any spies, and when someone assassinates your spies, you lose a lot of progress. These changes will make spies more dynamic, and the first "even" playing field for nations of all sizes.

     

    Plus, the offense still has the advantage, you have 72% success odds in a 50 vs 50 simulation at the maximum caution level. The days of unlimited spying capability will be over, the days of a more even, balanced spy system will reign.

     

     

     

    Can't this be said about everything in the game?????

     

    Capping MISSILES will make them more dynamic. Currently you either have a lot of MISSLES, or hardly any, and when someone destroys your MISSLES, you lost a lot of progress. Theses changes will make planes more dynamic, and even the playing field for nations of all sizes.

     

    Change SPIES to any military unit of the game and what you say is the exact same thing.

     

    or.....

     

    Capping CITIES will make them more dynamic. Currently you either have a lot of CITIES, or hardly any, and when someone destroys your CITIES, you lost a lot of progress. Theses changes will make CITIES more dynamic, and even the playing field for nations of all sizes.

     

     

    A 2 per day spy build makes people come to a game daily to play. DAILY is the key to any game. Getting people to come back gets them more involved. Now, with 50 spies, I don't have to log in and do anything but once a week or so; unless I get an email that I was attacked or see actions on my Alliances forum, outside the game itself. You have eliminated the one reward players get for coming to the game daily. 

     

    If you wanted to make it more "even" and fair, just make Spies like Cities and Infra. The city costs go up for each city and infra costs go up as you buy more. As you get more spies, the cost to hire and maintain goes up exponentially. Easy. Simple. 

  7. Next, there's been a limit imposed on selling credits on the market. The 6 credit monthly limit that applies to nation bonuses now applies to selling credits on the market as well. So you can use up to 6 credits to get the nation bonus, sell on the market, or some combination of both. This should end the pay-to-win scenario caused by people selling hundreds of credits on the market.

     

    It's nice, I like the change, but it really sucks to wake up to see a new update and see that you already used/redeemed 4 credits for the month because you went to bed with credits on the trade market. A little notice on changes like this would be nice, rather than an 'oh, by the way' since it gives real advantages to those up, awake, and logged into the game when the updates are changed. 

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