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Gold Rush Posted: 19:26:10 29th Jul 2016

Posts: 2969

Topics: 382

Location: United States

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I personally like credits, and the market. However I do agree with Tom and Sly on giving new players a resource/ship bonus for completing certain missions. I feel we need to help make the game a little faster for them but not necessarily to easy.




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ReaperOfSouls Posted: 19:45:02 30th Jul 2016

Posts: 266

Topics: 15

Location: United States

Gender: Male



ZH in response to

"1. Currently too many credits in the system. All I can say for now. Short answer: probably not. If I find good sites we will add them. I have a list from before that was share but need to find the time."

The issue I see is that there is already a monopoly on the market. As you said there are too many credits, but all those credits are in the hands of people who already have mass stockpiles of all the supplies. Being a new player (only just restarting in Jan) lets look at how the credit system works for me...

Averaging the total round winners scores for the last 6 rounds since I've joined I must score over 2,000,000 points to achieve round winner. 2m points costs about 87 assaults (training and crashing). Which is 168m T and 44m I. Assuming I start off with 50 20x planets and sell T @ 1:10 to buy the I i would have to produce for 4 months to win 1 round. Which is 4 months of max planet limit. Which works out to 5000 credits you'd have spent on planet limit to receive 5000 credits back in reward for 1 round win. All while having unrealistic variables (50 20x planets).

The $ cost of those resources is $1380 worth of credits. Again for just 1 round win.

So realistically it is impossible for a self sufficient new player to take a round win.

So with new players not having a stockpile of resources to sell for credits to buy T (to top players who already have hundreds of millions in excess of those resources) how will they be able to actually compete? The only way is to rely on handouts from others. Which for onsies and twosies that is feasible, but clans wont be able to sustain that level of handouts to more than a handful of new players.




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Zerohours Posted: 08:01:13 31st Jul 2016

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Location: Canada

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@reaper
That is a very good point. I had not (probably safe to assume 'we';) considered that in our discussion on the current credit system.

We cannot increase the credits in the system at this time. Anything we do with credits must be net neutral. It is a possibility to have something for new players to gain credits that is unavailable at a certain point in their progression.

The point must also be considered that nothing should be too easy. In 6 months if you work at it perhaps you could sell services to older players. Like assault training. We must also consider that a 10x produces 14,400 troops a day or similar. That's about 450,000 troops a round per planet. At current market prices that could buy 8 planets or 8 times the production the next round.

After writing this post I think the market is a wealth redistribution system where new players can get credits where they never used to be. Perhaps a smaller credit infusion when they first join to help them get resources they need?




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