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Messages - Maarkean

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1
General Starfleet Discussion / 102,000
« on: October 29, 2011, 05:06:24 AM »
Why does the Universe 2 Login page say:
Quote
Starfleet Commander - Uni 2 - A free game Universe with over 102k players

Yet, looking at the leader board, there are barely over 5,000 players. This seems like blatant lying to me.

2
Original Universe / Re: Account for Sale
« on: August 14, 2011, 07:07:39 PM »
Updated.

3
Original Universe / Account for Sale
« on: August 14, 2011, 04:44:56 PM »
I have an account in U1 I'm looking to unload.

24,000 Ships
  • 900 Athena, Hades, Promies
  • 4,000 Poseidon
  • 10,000 Artemis
  • 8,200 transports
  • 20 Zeus
Ranked in the top 20 in Defense
Ranked in the 650's
Mine levels (27/24/24) on all worlds
Two moons with Warp Gates, Oracle 6 and Oracle 4

4
Universe 2 / Top Ranked Account Sale Query
« on: August 14, 2011, 04:41:47 PM »
Checking to see if there is any interest out there for someone to purchase a high ranked account.
140,000 Ships, most deployed to a Heph
  • 83,000 Fighters
  • 15,000 Cruisers
  • 12,000 Battleships
  • 3,000 Destroyers
200mil unused resources
Ranked in the top 20
190,000 unused Credits
Mines- 33/30/27 average level (36/30/28 highest set)
4 Moons with Warp gates. Oracle 9 on three of them.

Also, my wife would sell her account as well:
~55,000 ships
~65mil unused resources
~Ranked in top 300
~90,000 unused credits

We have a baby on the way and soon won't have the time to play SFC anymore.

5
Feature Suggestions / New Player Placement
« on: June 27, 2011, 06:11:51 PM »
This has happened to me three times. I dispatch my Heph across several galaxies on a three day journey. When it arrives, the planet I was aiming for was filled by a new player.  So now my Heph is on a return trip for another 3 days. Lots of wasted time and hydro. Now, if a player actively colonized that slot, them's the breaks. But the game put a new player there. The formula for where the game places new players should take Heph deploys into account. Any planet slot that has a Heph enroute, should be excluded from where newbies can be placed.

6
Universe 2 / Re: Questions related to the compression universe 2
« on: June 08, 2011, 01:19:25 AM »
Anyone know when the 24hr attack ban ends? 1400 game time (when the game went down and compression started) or 1700 game time (when the server came back up)?

7
Quote from: "Matt"
Quote from: "Callum roberts"
The easiest way is banning interaction between accounts sharing an IP address.
That won't accomplish much. Especially in the age of smart phones, IP addresses are easy to come by. All we'd be doing is giving people who put more effort into cheating a bigger advantage over those who were lazy about it.

Plus that would hurt people like who have several people in a house who play. My wife and I both play. So we have two accounts that are accessed from the same IP address.

8
Feature Suggestions / Re: Player Panel Question: New Ships
« on: May 02, 2011, 02:36:17 PM »
A point defense ship would be useful. Something that has no rapid fire vulnerabilities, high shields, high hull, very little to no attack. Medium speed (about the speed of the Apollo, slower than Hades/Athena but faster than Ares/Promie). Essentially an Advanced Decoy as a ship.

Counter Intelligence Satellite. Essentially a ship that gives you a boost to your Espionage score at the planet it's built at. So you have 13 Espionage, someone scans you who has 15 will normally get all the details. You build a few of these and they are getting nothing. Make them cost as much as a Plasma cannon and each one only adds 1/4 a level of espionage. They are satellites with lots of rapid fire vulnerabilities and can't help you probe anyone else, but can help you defend.  This might work better as a building you build planet side that takes up a field and can be upgraded. Would need to be built on moons too.

Stealth ship- something that works like a cross between a IPBM and a probe. You designate a target on a planet, it flies in fast like a probe, if it beats the counter espionage attempt and isn't shot down, it engages in combat with that single item type. So you could target a players plasma cannons, if you get in undetected, engage in 6 rounds of combat. WOuld be balanced in that it's weak so you would need a lot to destroy something important, but the more you send the greater the chances of being detected and shot down.

Defender- A class of ship that is 2-3 times as fast as a Poseidon, is a mix between an Athena and Hades in strength, costs as much as a Promie, and has a fuel effeciency of Hummer. It can not attack but can only be sent on group defend missions. This way, when your friend a few systems over says he's under attack, there is a chance you can go help him. You'd have to spend an expensive ship that would burn a lot of hydro, but you could get there before the attack.

9
General Starfleet Discussion / Re: Lag
« on: May 02, 2011, 02:13:20 PM »
This happens to me all the time. I don't run any scripts. I use Chrome primarily but have tried it on Firefox and had the same problems.  Click to go to another planet and it sits there and thinks for a long time. Sometimes the planet finally comes up. Sometimes it fails and I get a white screen. It's cost me a moon lock against someone and a ninja defense. Very annoying.

10
General Starfleet Discussion / Re: Starfleet Player Panel
« on: April 28, 2011, 02:45:22 PM »
Quote from: "Zov"
A lot of people are nominating fleeters and hunters.. I personally would like there to be someone that values RSP rank like Xen and myself represented on the panel (that knows what they are doing). Granted we are a minority, but it would still be nice to have a voice particularly since we are typically large credit users.

I agree here. Not everyone plays the game to be a hunter. There are a lot of people who play just to build stuff. Hence why dip mode is so popular. It's entirely possible to just be a builder. In U2 Admiral Uxorious is ranked 4 primarily because of his ginormous mines. It's an important play style that needs some love and needs to be considered along with the concerns of the raiders.

I consider myself half way into both worlds. Building stuff is my primary focus but I have a large Heph fleet and enjoy a good raid. I don't team up and don't really devote that much time to it though. I'm ranked 12 in U2 in ship kills because I'm a builder and can build lots of ships quickly and pure luck. I'm sure there are lots more people out there like me playing than whose primary and only goal is kill as much as possible.

11
General Starfleet Discussion / Re: Starfleet Player Panel
« on: April 27, 2011, 02:23:21 PM »
Quote from: "Matt"
Players always leave games. We had people quit playing long before we implemented the moon. There's a churn rate inherent in every game. If the number of new users is greater than churn you grow, if not you don't. If Facebook kills all of your new users then the best you can do is flatline, but you always lose people over time.

The moon seems to have a positive effect on retention.


I would agree with this assessment. There's two factors at work, getting new players and keeping old players. Lot's of games work solely on the principal of just attracting as many new people as possible. Their goal is to get a lot of people, hope to get some of them to spend a little money initially, keep a few, and then keep getting more. Those are what I would call bad games. They exist purely to make as much money as possible with as little effort or creativity.

The other side are games that exist because they want to be really awesome games. They are lovingly designed and a lot of effort is put into make sure everything works right. They add new features that the very loyal and committed community wants. They focus all of their attention on keeping the people they have. I call these great games but sometimes they are also failed games because they don't have enough business.

Neither approach works in isolation. For awhile I was really under the impression SFC was more of the former category. Very little new stuff or updates have been made to the game. The only thing that's really happened was new universes opening, which is where it's logical to conclude they make most of their money as people spend a lot in order to get ahead of the curve. But the long term players weren't getting any attention.

The recent interaction by Matt suggests they are trying to find that balance between the two types of games. You need to make a profit, because this is a business and the main goal, but you also need to make a good product. Retain good loyal customers by adding new features that keeps their interest, while also seeking new clients. If you make the game awesome enough, people stay longer and word spreads naturally.

One of the big issues the game faces is that it appeals only to a certain type of player as it is originally conceived. As designed, the game is for people who like to hunt down other players and don't mind being hunted down themselves. In MMO terms, it's a PVP game. However, the vast majority of players out there are PVE players. This is why Dip mode is so popular. They enjoy building an empire but don't enjoy getting attacked. You get a surge at first of both types of players, then the majority goes Dip mode, the PVP crowd can't find targets and start to drift off, the PVE crowd realize it really isn't the game for them and start to leave, and the game goes into a death spiral. A few die hards remain but things become spread out. See Universe 1.

You need to either make your game for only one of these crowds and accept you won't get the other group, or design it specifically for both. That means there needs to be strong appeal to both camps. The recent proposal of "Dip Mode Galaxies" is along the right track but not quite there. Instead of galaxies that impose a penalty for traveling to them or mining in them but you are safe from attack, you have galaxies that provide bonuses for mining in them but you can be attacked. It's amazing what a simple shift from a perceived penalty to a perceived bonus can do to people's behavior.

You can also add incentive to the attackable galaxies by making it so you can mine special resources there. These resources can only be mined in unsafe galaxies and they are required to make certain things. These certain things can not be ships or anything like weapon techs. They can't give anyone a direct power boost, but an indirect one. Make this resource be required for fuel effeciency tech or cargo effeciency tech that boosts cargo capacity. Something that everyone would want but that won't make it so those that haven't it will also win against those that don't.

It would also be beneficial if in these unattackable galaxies, you just couldn't be attacked by other players. But add in NPC's. Get PVE players used to combat without worrying about it being from another person. That's why most MMO's don't have open world PVP. Players don't mind dying to a computer controlled monster but when it's another person they do. It's a psychological thing. Make these NPC's have planets in the "safe" galaxies that players can attack and that they can attack from. Make it so the NPC's only attack players that have been active in the last hour. Make them grow in power over time so that if people ignore them they will become powerful, but if everyone in a system teams up they can wipe them out and be safe for awhile.

Other attractions would be awards and achievements. "Left a fleet if x ships stationary for 24hrs in an 'unsafe' galaxy" be an achievement. It would encourage people to try and leave stuff lying around and would give people a target. There are lots of things you can do with achievements. You'd also have to make it easy for people to view others achievements. Make so when you click on someones name you get a page that shows their scores, and a display of all the awards/achievements they've earned. In every alliance I've been in, they has been a thread called some variant of "Brag Bar". THis would be the ultimate brag bar.

Those are just some ideas.

12
General Starfleet Discussion / Re: New update coming
« on: April 25, 2011, 09:07:23 PM »
My main annoyance with new universes is in ability to transfer over the credits I already bought. Switching over to U2 was very fun and gave me the chance to work my way to rank 11, instead of perpetually being stuck in the 700's in U1.

What they should do to make the older Uni's more appealing to new players is offer start up bonuses. New players start with all 9 planets in U1 or U2 for instance. Or first colony starts with 18/15/12 mines. Or something to get them going faster. What be another idea, for old Uni's, ability to buy techs/ships/mines with credits up to a certain point. Nothing to give you real power but enough to give you a leg up to play catch up.

Another possibility to jazz up old Uni's, Weekly Leader boards. Instead of just the overall rankings, have a leader board that shows rankings by the last week. Older players would have an advantage still but a mid level players has just as much chance of being at the top of the kill board as anyone.

13
General Starfleet Discussion / Re: Starfleet Player Panel
« on: April 25, 2011, 08:49:02 PM »
I'd volunteer.

Maarkean Ocaitchi in U1, Saracasi Ocaitchi in U2.

14
It's probably because the server wasn't done with the battle calculations. The attack arrives at T-0 and the Dios arrive at T+5 but the server isn't done with the calculation until T+8. So at T+5 there really was no debris. Happened to me before too.

As far as the ships arriving and joining the battle, could be the same thing. The servers have been getting slower in their response time lately.

15
Universe 2 / Re: Time Out Error
« on: April 09, 2011, 04:19:45 PM »
Is this a problem just affecting me? It's getting really irritating to have to try multiple times to get the game to load.

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