About activity...anyone noticed the activity meter on userpages inside the game? That will soon be tied to a daily bonus. The higher, the more geos you get(with a maximum ofcourse).
I'm hoping that will be an incentive to more attacks already.
But I have this feeling it's still missing something. Throwing this out here because there might be someone with a brilliant idea.
It's the killed and lost hp devided by amount of days you have been active, and then devided by another number to make it easier to read.
When you say active you mean days logged on gewar? & I'm not sure that hp's killed & lost in & of itself is a good indicator of activity. I think attacks made has to be a part of the equation or someone could just log on everyday make 1 big army a week send it somewhere & let it get killed & it could appear that player is very active
Activity meter is the wrong word then. I don't mean game activity. I mean if you are attacking or saving.
Which is hard, that is why its still in testing fase. Well, so far we know killed + lost hp should be part of it. I did think about the fact you can make 1 huge army a week and go on a stomping route. But with every idea, you can find a way to get around it. Amount of attacks would just mean people dont make bigger armies anymore, but make several smaller armies(even those that are already active) to get extra geos...so that one can not be part of the equation. And other things become too hard...can't force someone to do something several times a day. Pushing players to be active every single day will just drive them away.
That is why so far I found the only thing that makes the difference between a saver and an active player the amount of killed and lost hps.
But extra ideas(that can actually be done, dont drive players away, make sense) are welcome.
*some more info on what this is supposed to do:
Reward those high in ranking. Those are usually not the savers. If this means that savers will once a week come out with a huge army and attack a heavily defended city just to earn something, then isn't that a good start already? But I don't think a saver would do that just for the geos...because the army he bought and attacked with cost more than the reward for activity he will gain. This reward is to support those that are active because right now savers get more rewards.
It would be weird if you would get all costs of troops back. Then troops would be free or even earn you money.
It's still unfinished, so all ideas are welcome. Sometimes feel I'm missing something with this idea.
Could use it's own thread though. Might better split this thread.
What about if the average number of total hps killed and lost by all players in time period X is calculated, then a bonus based on the percentage you've killed/lost above that is paid out. For example, if you've just killed the average figure you receive a flat bonus amount. If you've killed the average plus 10% more, you receive the flat bonus + 10%. You could cap the bonus at whatever you deemed appropriate, say +30%, to ensure no one could profit too much just from making large hit and run armies.
I also think you should only receive the bonus if you hold value as this will ensure hit and runs don't take over the game.
I should also mention that this is a simplified twist on one of Prophet's main ideas, not one that has come purely from my own brain haha.
Last edited by RagingMongoose; 11-06-2011 at 06:39 AM.
hmm, holding value seems interesting condition.
Anyway, it looks like "best attacker of the day bonus", right?
because even sending a bunch of armies around and wasting oil - also some kind of activity.
So, the player, who used 100k hp army and was the biggest this day - should receive some return. And even if the best attacker was with 300t army - there should be minimal award (lets say 100 geo)
I think 100 geo + percentage of hp killed looks fair.
Not sure, but if you killed 100 000 hp, receiving for ex. 500 geo back isnt so bad.
At the moment the idea was that the higher the score, the higher the bonus. Till a maximum ofcourse.
So what you guys are saying is that value should be added to it a bit? Now, just to make it more clear to me: an example...how would it work?
Having thought about it a bit, this is a difficult one. On the one hand if bonuses are given purely on hps killed then hit and runs could take over the game. However, on the other hand then including value could cause the rich to get richer if they keep their opponents zeroed, thereby creating a massive imbalance in the game's economy.
Maybe Ptah is right, leave value out of it for now. Implement bonuses based on hps only then see if hit and runs become a real problem, tweaking the system as required if necessary.
Forgot to say before, really pleased to see this being brought in Luke, it should really shake the game up if bonuses are set at the correct level. Good work man.