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Greetings players, today I have some information to share with you about some upcoming content.
All things going as planned, it is our intention to upload a patch to the game this week that includes a new event as part of our Events 2.0 model.
This event when uploaded will be live for 48 hours as a beta test. Rewards will be disabled in this event, as well as players ability to use Event Tickets. Players will however be given 50 Prana Gems for their participation in the event, and I encourage and implore players to participate in the event and provide feedback where possible.
We’re uploading this as beta test in the hopes to get feedback about the event, and this thread is a thread I am making to be as open as possible about the design of the event, why I have chosen to design some elements the way I have and my thought process.
After 48 hours the event will disappear, and we will where necessary begin adjusting based on the feedback we receive. We are then expecting to release the event in the near future, where the event will run in it is full working order for a 5-day period. Rewards will be enabled as well as players ability to use Event Tickets. (Just to add to this, it’s likely moving forward these events will function for 5 days, not forcing players to constantly be aware of an event every day of every week)
The event is the Gaiabyte Annual Management Entertainment Show, or G.A.M.E.S for short. The event will be thematic with the famous ‘Hunger Games’ and will see players perform tasks to entertain a crowd and earn as much Favour as possible.
Favour is the reward metric in the event, it is something we give to all players every 24 minutes. Players start by earning a base of 2,000 Favour every 24 minutes. The idea is that through a series of activities, upgrades and defending yourself you can increase both the amount of Favour you get with each ‘tick’ and how often the ‘ticks’ happen.
There are currently 3 main areas of the event.
**Activities. **
Each player will be given a budget of 20 Activities a day. Activities are 1 of 3 actions and will function like Space Travel Missions, Adventure, Experiments etc you will commit to the activity and after a period it will be completed. You can only be doing 1 Activity at a time.
Hunt – You will commit to a 90 second mission to hunt animals; upon completion you will be rewarded with 50 Stamina and 100 Increase Favour Tick (Meaning you now gain 2,100 Favour every 24 minutes).
Cook – You will commit to a 3-minute mission to cook food; upon completion you will be awarded with 110 Stamina and 0 Favour.
Kill – You will commit to a 6-minute mission to kill an enemy competitor; upon completion you will be awarded with 410 Favour Tick (Meaning you now gain 2,410 Favour every 24 minutes). The kill mission consumes 110 Stamina and can only be committed to when a player has enough Stamina.
- Some thoughts here. I’m aiming for lower duration ‘missions’ this time, and I won’t spoil it but there is a clear optimal way for players to play the event. My hopes are that by having shorter duration missions we create some form of gameplay for about 2 hours a day for players. It’s something they can manage in between setting up a tournament grid, or battling some players, or doing some Daily Quests. My goal is to give you some fun enjoyable things to do.
Every time you complete an activity, you have a 20% chance to return injured. Returning injured simply prevents you from performing another activity until you have healed your wound.
Healing your wound requires solving a captcha to perform. This is the intended method of preventing automation.
- How do we feel about this as part of the attempt to prevent automation? Does this seem fair? I feel it fits thematically with the event, it makes sense hunting an animal could injure you, or you could get burnt while cooking or injured while killing another player.
**Upgrades. **
Upgrades are the 2nd main area of the event, currently we have 3. Although it is an area I feel we could expand on.
Team Up – Team up is an upgrade that thematically sees you partner up with another player, every time you perform an activity that activity is instead performed up to twice, for the price of one. Rather than you killing a player you and your team mate kill a player, thus you gain twice the favour. Specifically put, Team Up will give you 10% increased Stamina and Favour Tick increases from each activity you do. This has 10 levels of upgrades and starts out at 15,000 Favour per upgrade.
- I personally really like this because it will also mean you get twice as much stamina, which adjusts the most optimal gameplay and opens other options for players.
Appease the Crowd – This is an upgrade that lowers the timer of Favour increases, meaning you gain your Favour now up to every 12 minutes. Specifically put, Appease the Crowd will give you a 72 Second reduction on the timer of your Favour ticking. This has 10 levels of upgrades and starts out at 15,000 Favour per upgrade. After 10 purchases your favour will tick every 12 minutes.
- This effectively doubles your favour generation, however, has slightly more benefit than that. Ticking more often means you can potentially squeeze in a favour increase before the 12 minutes happen, getting double the ticks of that increase in the same period.
Super Entertaining – This is an upgrade that gives you a chance for Favour to tick twice any time it ticks.
Specifically put, Super Entertaining gives you a 10% chance for Favour to tick twice when it ticks. This has 10 levels of upgrades and starts out at 15,000 Favour per upgrade. After 10 purchases your favour will always tick twice when it ticks.
- This again effectively doubles your favour generation. I know there could be some concerns about the randomness of this, a player with 10% getting lucky and getting 3-4 increases early on could snowball, however it is my hope that the frequency of favour ticks happening (60 times a day) the RNG will even out. I could be wrong, but hey, that’s what we’re testing for right.
*Side note - Purchasing an upgrade will also trigger the captcha - you won't be able to automate upgrade purchases whilst offline*
**Defenses.**
Defenses are the 3rd main area of the event.
After 24 hours of the event going live, every 6 hours players can become the victims of 1 of the 3 activities listed above. You will have a 10% chance per activity (So 3 random 1/10 rolls every 6 hours) to be ‘successfully attacked’ by another player. Being successfully attacked by another player causes a negative affect to happen to you. If you are the victim of an attack, you are not able to be the victim of that attack again until the negative affect has finished.
Hunt – Being successfully hunted means you were attacked by an animal; this causes you to gain 50% less stamina for 24 hours.
Cook – Being successfully ‘cooked’ means you were raided by another player and lost crucial supplies; this causes you to have 4 less activities per day for the next 24 hours.
Kill – Being successfully ‘killed’ means you were attacked by another player and are now less entertaining to watch, this causes you to have 50% less Favour Increases for 24 hours. (To make it clear here what I mean is that performing the ‘Kill’ Activity yourself would then reward you with half of the favour increase rate of normal, but your favour as it stands at that point would still continue to increase by the same amount as previously, instead of increasing that amount by 410 for the ‘Kill’ activity, we instead increase it by 205).
Players can invest in defenses, at a cost.
Players can purchase the following 3 things.
Traps – Traps prevent animals from hunting you and attacking you, last for 24 hours and cost 20,000 Favour.
You’ve got Friend in me – You’ve got a friend in me means someone in the crowd really likes you, when you’re a victim of the ‘Cook’ activity and have been raided, You’ve got a friend in me instantly replenishes your lost supplies for 24 hours and costs 10,000 Favour. This basically means you do not lose the activities.
Animal Companion – Animal Companion means you have managed to tame an animal to protect you and prevent other players from attacking you, lasts for 24 hours and costs 20,000 Favour.
Players can easily buy enough of these to last the entire event and are free to do that as soon as they can afford them. However, that may or may not be optimal. I am not going to spoil what is and what is not optimal.
- The thought process here is that being attacked is not something that can happen in the first day, giving players enough opportunity to familiarize yourself with the event and get the ball rolling on some favour and potential upgrades.
Overall, I am trying to create an event with multiple layers. I do not believe for a minute this event will be one that players cannot math out what is optimal, but I am hoping there is more opportunity here for players to make decisions that benefit them. Space Travel had a very clear straight forward 1 dimensional game play element that was optimal, my hope here is that whilst there will be an optimal game play element, players can make decisions to change what could be optimal.
**Rewards**
Rewards will function similar to Space Travel where players will be rewarded based on their Favour relative to everyone else, with that said there will also be a personal reward model. You'll unlock some personal rewards based on hitting Favour milestones.
- My thought process here is that I want players to have some clear rewards they know they will get as long as they achieve X. Up untl the last hour of Space Travel no reward was guarenteed for any player, and whilst there will still be an element of that here, I think we can shift the balance a little so players at least know a minimum they're going to achieve.
*Side note - rewards in G.A.M.E.S are going to likely be less rewarding than Space Travel, this is because as we add Events to the rotation we'll continuously lower the rewards. Space Travel was rewarding because it was the only event in the cycle ready, as we have more events and they happen more frequently rewards will be lowered/rebalanced. It's important Events feel like an addition to the game, and a bit of fun during limited windows, not the main source of rewards/progression for players. There is no intention to undermine Tournaments as the source of Prana, World Boss' as the source of Ascension Spheres and Daily Quest as the source of Cosmic Coins.*
**Event Tickets**
Event Tickets, when they function in the event (they won't during this beta period) will award players with additional activities, that are instant.
It is our intention to upload this beta at some point this week, and I'll give you a 24 hour heads up when I have a clearer date.
**2nd Event**
It is our intention to upload an event that will go live on June 10th 00:01 GMT and run until June 14th 23:59 GMT. I want to emphasis this event is NOT a part of the Event 2.0 model and is a stand alone event. This event, whilst I cannot gaurentee it will never return, I can tell you there is no intention for it to be a returning event. This date is subject to change based on bugs or any challenges with getting the content out in time.
**G.A.M.E.S Live**
The G.A.M.E.S event will then go live in it's full working glory, with any potential adjustments based on the feedback on June 17th 00:01 GMT until June 21st 23:59 GMT. This is a 5 day window, and is likely going to be a reflection of future event durations.
> *Originally posted by **[zmodred](/forums/910715/topics/1912539?page=1#13401834)**:*
> Thoughts about alts in the cooperative/combative aspects about the event?
There is no co-operative/combative aspects. If you're referring to references to other players 'attacking' each other, it's not really that.
The whole defenses/attacks thing is just a roll made against you internally, not actual other players choosing to attack other players.
---
It looks interesting, and i'll reserve judgement til we've had a chance to play it, but I have a few concerns after reading.
These are time investment needed and RNG.
Having to complete around 90-120 minutes of gameplay every day the event is active at 1-3 A.M. for people in Europe is quite a lot. And to get the most out of the event, you do need to do these activities immediately after it starts or after daily reset.
And it seems like the defense rolls will be the ultimate decider of the event.
It won't take long for people to figure out optimal activities and upgrades, and then it would seem that anyone who chooses to defend against nothing and just gets lucky will probably end up on top.
yeah but that's kinda like anything, people finding out the optimal path/solution and then hoping for some RNG luck that's going to happen no matter what. I don't know if there's a way around that except to make it really complicated like tourny grids where it really benefits those with the skill to figure them out. But it'll be complicated.
> *Originally posted by **[EndoGames](/forums/910715/topics/1912539?page=1#13401818)**:*
> **Upgrades. **
>
> Upgrades are the 2nd main area of the event, currently we have 3. Although it is an area I feel we could expand on.
>
> Team Up – Team up is an upgrade that thematically sees you partner up with another player, every time you perform an activity that activity is instead performed up to twice, for the price of one. Rather than you killing a player you and your team mate kill a player, thus you gain twice the favour. Specifically put, Team Up will give you 10% increased Stamina and Favour Tick increases from each activity you do. This has 10 levels of upgrades and starts out at 15,000 Favour per upgrade.
>
> - I personally really like this because it will also mean you get twice as much stamina, which adjusts the most optimal gameplay and opens other options for players.
Ok this makes no sense. You say the activity is performed up to twice. So does that mean zero, once, or twice? I'm assuming it's not zero, so if it happens once, how is that any more reward?
"Team up will give you 10% increased stamina and favour" "I personally really like this because it will mean you get twice as much stamina"
I'm not saying those 2 bits aren't both true, but I just don't understand how it works.
EDIT: oh, so each upgrade is 0.1, so 10 times upgrading goes from1.0 to 2.0 I guess
> *Originally posted by **[EndoGames](/forums/910715/topics/1912539?page=1#13401818)**:*
> The event is the Gaiabyte Annual Management Entertainment Show.......
.... which runs every 6 weeks.......
So first and foremost I will preface this by saying that the Defense element of the event, is very much a 'computer thing'. You are not actually going to be the victim of another players attacks. It is very much thematic in the sense I've mentioned you being the victim of another competitors activities. That is not a real time thing that happens, and it's not something players can influence. You doing your activities will in no way shape or form determine if another player is a victim to something.
> *Originally posted by **[zmodred](/forums/910715/topics/1912539?page=1#13401834)**:*
The only 'combative' aspects of the event are the leaderboard and if people want to maintain more than one account that's their prerogative I guess. It's not really something we can police I don't think because we just don't have a way of monitoring that kind of thing (I think).
> *Originally posted by **[Mr_Ozzy](/forums/910715/topics/1912539?page=1#13401846)**:*
I'm not entirely convinced that playing at the start of reset could be optimal. Perhaps there is a world where you want to do X amount of activities to increase your Favour to a point, leaving some for the rest of the day, then after X period of time that Favour has accumulated, allow you to buy Team Up and then spend the remaining amount of activities. Sure someone will be able to increase their Favour in the first couple of hours to 6,000~ Favour every 24 minutes, however Team Up increases the +Favour Tick value you get some Kill/Hunt. So if you have, let's say 2x Team Up before you do your activities, you'll gain +482 Favour for each kill, all of a sudden this means your Favour on day 1 is now 6,800~ every 24 minutes. Is this more optimal? Who knows. But, I think it might not be black and white flat out to say the best option is to spend all your activities straight away. I'd be curious to see the math on it.
The cost of defending relative to the total amount of Favour I anticipate players to earn over the event is well, incredibly minimal. I would be shocked if the winner was decided by someone that choose to not defend against anything, was lucky and won. Based on napkin math (something I will commit to properly after the event) I expect you to spend less than 1% of the Favour you ever receive on defending.
> *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13401884)**:*
Yes, you gain +10% Stamina and Favour Tick increase from each activity you do per upgrade. So when I say "up to twice" I effectively meant that you could gain up to +100% Stamina & Favour Tick increase. Again, this is just thematic though, you're not actuallly going to be working alongside another real player. Just imagine it like in the Hunger Games, you've found a competitor you trust and decide to work together with.
> *Originally posted by **[pacachomp](/forums/910715/topics/1912539?page=1#13401934)**:*
I'm glad you like it, it's worth noting that feedback for Space Travel is still being reviewed and there is still the possibility of changes to Space Travel for when it next arrives. Our focus since Space Travel finished has been getting this event done, and then we'll look in to Space Travel and what adjustments we'll be making. Although as I mention in the post a couple of times it's borderline certain at this point the event will now last 5 days, as will all events in this model.
> *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13402099)**:*
Shhhhhhhhhhhhhhhhhhhh. It took me a long time to think up my witty name lol.
Who knows, maybe in the Cosmos Quest universe a year is only 6 weeks long for us?
Fair enough, but then if the cost of defending is so low then there isn't really a choice there?
I feel like the defense/attack thing could be a lot more interesting. Like if defense costs were increased but you could scout probabilities of actually being attacked to inform your choices rather than having set % all the time. You could spend a minimal amount of favour or stamina and get a report back saying you have an x% chance of being attacked in the next 6 hour point. Maybe scouting multiple times would increase the accuracy.
Or you could have a small minigame/puzzle to determine liklihood of being attacked like a version of minesweeper or something. Dunno I'd have to think on it more.
Also isn't the space event called Space Journey not Space Travel? ^^U
> *Originally posted by **[EndoGames](/forums/910715/topics/1912539?page=1#13402108)**:*
> > *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13402099)**:*
>
> Shhhhhhhhhhhhhhhhhhhh. It took me a long time to think up my witty name lol.
>
> Who knows, maybe in the Cosmos Quest universe a year is only 6 weeks long for us?
haha 1.5wk long seasons??? I wish......
I'll wait to see how the test works out for the most part, but here're some thoughts up-front (that either react to other peoples comments or cover stuff that I doubt to be looked at much during the test).
> *Originally posted by **[krectus](/forums/910715/topics/1912539?page=1#13401859)**:*
> yeah but that's kinda like anything, people finding out the optimal path/solution and then hoping for some RNG luck that's going to happen no matter what. I don't know if there's a way around that except to make it really complicated like tourny grids where it really benefits those with the skill to figure them out. But it'll be complicated.
Tourny grids are hard (or impossible) to math out completely, because what's good partly depends on what other players do. I'd guess for every event without such a "direct PvP aspect" people will find optimal strategies (and that's ok imo).
But this event is definitly not as straightforward solveable as the last ones (and I like that). And it seems to give more option to mess with RNG then last one (as Ozzy already pointed out defenses might be the bigger factor here than "appease the crowd") and if it's done right that can be great for the event and the strategic options.
One more note about defenses (esp. as that is something you wouldn't necessarily notice in a beta-test as it is short and players might not be as invested about their personal result): It might be a "great" thing to frustrate a couple players, that don't invest into defenses ("it's a small chance after all") and then get hit by multiple attacks. The combination of low chance, frequent rolls and high penalties for being hit sounds dangerous to me.
Regarding rewards: If a (non-Lucy) player misses one day a week he'll usually progress with 6/7 of the speed he would have beeing active every day: missing out DQ-reards once per week, a tournament, maybe a wb some daily events. Most of that scales somewhat linear to activity. That still gives incentive to come back daily without punishing to skip a day or two if there's something more important.
In space journey, missing one day a week could easily half your reward (or diminish it even more, depending on your other activity). Tha seems unreasonable to me.
Balancing this out is certainly easier if you have individual rewards based of shards/favour earned, but shouldn't be impossible with this ladder-approach either (although I'm not sure if it provides advantages that are worth this tradeoff). I hope you're keeping an eye on such things, (re)-balancing future events appropriately.
One suggestion I would make in creating and talking about these events is to split them into different types like the daily events. For example, we have skill based events (snake, flash), roster based (dungeon), activity/being online at the right time based events (adventures) and RNG (basicly everything else). I would rather see six events with each one skewed towards one or two of those metrics than trying to include a way to mix all of those in each event. If you're explicit then it will be easier to, for example, talk about this event as an RNG/being online intended event without trying to figure out how to make it a skill event (and vice versa when a skill based event is designed).
> *Originally posted by **[EndoGames](/forums/910715/topics/1912539?page=1#13402107)**:*
> I'm not entirely convinced that playing at the start of reset could be optimal. Perhaps there is a world where you want to do X amount of activities to increase your Favour to a point, leaving some for the rest of the day, then after X period of time that Favour has accumulated, allow you to buy Team Up and then spend the remaining amount of activities. Sure someone will be able to increase their Favour in the first couple of hours to 6,000~ Favour every 24 minutes, however Team Up increases the +Favour Tick value you get some Kill/Hunt. So if you have, let's say 2x Team Up before you do your activities, you'll gain +482 Favour for each kill, all of a sudden this means your Favour on day 1 is now 6,800~ every 24 minutes. Is this more optimal? Who knows. But, I think it might not be black and white flat out to say the best option is to spend all your activities straight away. I'd be curious to see the math on it.
>
>
> The cost of defending relative to the total amount of Favour I anticipate players to earn over the event is well, incredibly minimal. I would be shocked if the winner was decided by someone that choose to not defend against anything, was lucky and won. Based on napkin math (something I will commit to properly after the event) I expect you to spend less than 1% of the Favour you ever receive on defending.
>
You also said
>Team Up – Team up is an upgrade that thematically sees you partner up with another player, every time you perform an activity that activity is instead performed up to twice, for the price of one. Rather than you killing a player you and your team mate kill a player, thus you gain twice the favour. Specifically put, Team Up will give you 10% increased Stamina and Favour Tick increases from each activity you do. This has 10 levels of upgrades and starts out at 15,000 Favour per upgrade.
Under specifically put, you don't mention that the favour from "KILL" action increases. But it would seem that it actually does? And surely it wouldn be 410+41+41 = 492 for a kill, not 482?
How can you increase your favour to 6,000/tick at the start? You begin with 2,000/tick, and if you do 20 non-upgraded hunts, it increases by 20 x 100 = 2,000, so you get 4,000/tick. Not sure how you can get 6,000?
...... maybe your napkin just got a little smudgey?
Thanks for the explanations.
> *Originally posted by **[EndoGames](/forums/910715/topics/1912539?page=1#13402108)**:*
> > *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13402099)**:*
>
> Shhhhhhhhhhhhhhhhhhhh. It took me a long time to think up my witty name lol.
>
> Who knows, maybe in the Cosmos Quest universe a year is only 6 weeks long for us?
Maybe just say it all takes place in the Posthuman evolution!? XD
... Action? Animal? Arena? ...................
> *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13402179)**:*
So the Favour that you gain from Hunting or Killing isn't favour you get directly, but rather a value we then add on to your remaining Favour Ticks. So performing the Kill action, for 410 Favour takes the base 2,000 Favour Tick amount and makes it 2,410 Favour tick amount.
This increase works for all activities, it increases Stamina gained and Favour Tick Increases. So with 1 level of Team Up then Hunt would give 55 Stamina and 110 Favour Tick Increase, Cook would give 121 Stamina and Kill would give 451 Favour Tick Increase. Yes, you're right it's 492 sorry I was typing quickly.
I'm going to try to refrain from spoiling what is optimal, not because I think it's hard to work out but because well, I want people to work it out. But coming to the figure of increasing your Favour Tick rate to 6,000 'immediately' (Which I should note isn't necessary before the first tick, but rather as quick as possible within the parameters of the event) isn't a figure I came to by running the Hunt activity 20x.
> *Originally posted by **[Simoris](/forums/910715/topics/1912539?page=1#13402151)**:*
Defenses are something I'm personally very torn on. We left it in the event as designed (with some minor tweaks) and putting it out there just to see what the thought is. I'm not going to say if they're disliked we'll remove them, but we'll look at ways of improving them.
One option was to create a situation where players could negate the negative affects. Perhaps we add a 10 Minute mission where you can reduce the value of the negative affect by 6 hours. So you have options to not invest in the defenses, but instead a bit of activity will help you remove the negative affect, which then locks you up for 40 minutes of missions.
It's very much a throwing it out there and seeing what sticks, what has some substance.
There were a few more things in the initial design of the event that I wanted to include but we ultimately decided to remove them.
One of them included the idea that every time you finished an Activity, 2 of the 3 Activities are deemed 'Favourable' and more exciting to the crowd. Where the event would be more rewarding to the player, Hunt would give Stamina equal to Cooking, Cooking would give Favour too, and Kill would give even more Favour. This was an idea I liked with the concept of not having a clear defined path of A > B > C > B > A > B > C or something, and a way to present players with options where normally you would say "Okay, now is where I need to Cook" but instead Cooking is the event that's not Favourable, and you have to adjust with some less pre-detemined math/thinking.
> *Originally posted by **[EndoGames](/forums/910715/topics/1912539?page=1#13402192)**:*
> > *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13402179)**:*
>
Oh, so Kill gives you an extra 410 favour per tick? Not as a one off? That is very different to the description.
> *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13402209)**:*
You're right I had missed out the word tick, I updated the post now to reflect that.
Im not 100% sure but it looks like you got an advantage, if you start your activities early a day.
If you start at the beginning of the day, you level up early and will benefit from it the rest of the day.
Lets say for the first 6 hours you do nothing (maybe because you live in europe an are still asleep...) you will get 2000 every 24 minutes in this period.
Or maybe I get something wrong?
> *Originally posted by **[HChris77](/forums/910715/topics/1912539?page=1#13402338)**:*
Possibly yes, but not necessarily. As I mentioned before it might be worth accruing Favour at the start of the day, using it on upgrades and then doing your activities.
> *Originally posted by **[knapsta](/forums/910715/topics/1912539?page=1#13402139)**:*
> > *Originally posted by **[EndoGames](/forums/910715/topics/1912539?page=1#13402108)**:*
> > > *Originally posted by **[Avatar73](/forums/910715/topics/1912539?page=1#13402099)**:*
> >
> > Shhhhhhhhhhhhhhhhhhhh. It took me a long time to think up my witty name lol.
> >
> > Who knows, maybe in the Cosmos Quest universe a year is only 6 weeks long for us?
>
> haha 1.5wk long seasons??? I wish......
He didn't say a season, he said a year in the Cosmos Quest universe is 6 weeks to us.
> *Originally posted by **[HChris77](/forums/910715/topics/1912539?page=1#13402338)**:*
> Im not 100% sure but it looks like you got an advantage, if you start your activities early a day.
> If you start at the beginning of the day, you level up early and will benefit from it the rest of the day.
> Lets say for the first 6 hours you do nothing (maybe because you live in europe an are still asleep...) you will get 2000 every 24 minutes in this period.
>
> Or maybe I get something wrong?
you are wrong there. to be honest, the best strategy is kind of decided by when you can be online.There is a most optimal time, but if you can't make that then you can follow a slightly different strategy without really losing out on too much.
> *Originally posted by **[msvej](/forums/910715/topics/1912539?page=1#13402574)**:*
> > *Originally posted by **[knapsta](/forums/910715/topics/1912539?page=1#13402139)**:*
> >
> > haha 1.5wk long seasons??? I wish......
>
> He didn't say a season, he said a year in the Cosmos Quest universe is 6 weeks to us.
jeez, why so serious?
"Being successfully ‘killed’ means you were attacked by another player and are now less entertaining to watch": definitely the best thing I've read on the Internet this month.