Recent posts by fred_u_derf on Kongregate

Flag Post

Topic: Time World / Feedback and Suggestions

Pillar cooldown does not need to be a random value. Just pick a value that is NOT a multiple of 24, like, say 23hrs.

 
Flag Post

Topic: Time World / Patches for dummies.

Thanks

 

Topic: Time World / Patches for dummies.

This post has been removed by an administrator or moderator
 
Flag Post

Topic: Time World / Feedback and Suggestions

Originally posted by Atomslaya:

The attacker does gain a direct reward from attacking. Depending on damage done, he gets 0-50 coupons for each attack against the pillar. Also, people know there is an eventual reward for taking down a pillar.
The problem is that the galaxy reward is the same for a pillar that hasn’t been repaired as it is for a pillar that for example has already been repaired for 100 million hp. So with a limited amount of AP and ships, you get more bang for your bucks if you focus on the ones that aren’t repaired and leave the ones that are repaired for when there really nothing else to do.

If that is what you were trying to say, try to be clearer next time.

I am sorry that my rationale for my suggestion which read “…in order to place long standing pillars back into an improved
level of game participation suggest…” confused you.

I stand in favor of this rationale, no matter what game mechanic is used to achieve it.

 
Flag Post

Topic: Time World / Feedback and Suggestions

Originally posted by Atomslaya:

fred_u_derf
It shouldn’t be made easier to destroy a long standing pillar, it should be made more rewarding to destroy pillars that are repaired.

Agreed. Because a long standing pillar is a pillar that has been (and is continually, hopefully) repaired.

Defenders are immediately and continuously rewarded for repairing their pillar (e.g. 1 coupon for each 1000 ore repaired).

Attackers get no reward until a pillar falls (we wont discuss attack vs defend reward raitos thank you very much).

I think we need an incentive to attack a pillar that is under constant repair so that the attacker knows that he will
eventually gain a reward (and the defender can also gain by actively repairing in order to frustrate the attacker(s)).

 
Flag Post

Topic: Time World / Feedback and Suggestions

2 pillar suggestions:

First, suggest that the pillar protection time be changed to 23 hours,
thus shifting the opening attack time by a small amount each day
(reduction to 13 hours would be even better). Chosing a protection
time that is not a multiple of a (half) day will give players in all
time zones more opportunity to participate in pillar raids.

Second, in order to place long standing pillars back into an improved
level of game participation suggest the following:

Whenever a pillar falls, any other pillar that has HP over 50 Million
will have its maximum level of “repairable” HP reduced by 1 Million.
By “repairable” HP I do not mean the current HP of the pillar but
rather the level to which that pillar could be repaired to reach
should it come under attack. “Repairable” HP starts at the current
100M level.

As an example suppose Iris is currently at 100M when Maxwell
falls. Iris would remain at 100M unless and until someone attacks her
reducing her to say 98M. Iris could then only be repaired to 99M;
assuming no other pillar has fallen in the mean time.

Note that under this suggestion the “repairable” HP never drops below
50M, so a signficant effort will still be required in order to bring
down a long-standing pillar.

Note that I perceive a slight precedence for this in that pillars
under 40M get repaired whenever another pillar falls. So we have some
assistance at the low end and a little penalty at the high end.

 
Flag Post

Topic: Time World / Feedback and Suggestions

Originally posted by fred_u_derf:

As an incentive to up-level Taverns, please correlate the “quality” of random items in the chests to the average level of the player’s Taverns. And so the higher the level of your Taverns, the “better” the stuff you (randomly) receive in a chest. I sugest average Tavern level in order to not penalize obtaining a new planet too severely. Thanks.

bump

 
Flag Post

Topic: Time World / Feedback and Suggestions

Originally posted by LordShoe:
Originally posted by boredpoo:

Suggestion:
Control Center —> Tasks tab —> Sort by time.

Reason:
When you have like 11 things going on at once, with counters changing by the second, it will be easier to find what building will finish first, 2nd, 3rd, to be able to know when is the best time to come back from afk.

+1

+1

 
Flag Post

Topic: Time World / Feedback and Suggestions

As an incentive to up-level Taverns, please correlate the “quality” of random items in the chests to the average level of the player’s Taverns. And so the higher the level of your Taverns, the “better” the stuff you (randomly) receive in a chest. I sugest average Tavern level in order to not penalize obtaining a new planet too severely. Thanks.

 
Flag Post

Topic: Time World / Feedback and Suggestions

Please sort the list of tasks in the control center’s table of tasks by time.