1

Onderwerp: Rune trading

I think the size limit should be eliminated, a trading fee imposed and locked to clan only.

The reason I say this is because the limit has become nothing more than a nuisance.  People make trade bridges or when that cannot be accomplished, attacks are used.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

2

Re: Rune trading

How about a limit of how many runes you can send a month to people that are 25% bigger that are in the same clan. Can't send runes to people that are 25% bigger that are not in the clan.

3

Re: Rune trading

Bowser schreef:

How about a limit of how many runes you can send a month to people that are 25% bigger that are in the same clan. Can't send runes to people that are 25% bigger that are not in the clan.

But then people will just send that limit, then find a ladder or attacks.  The problem I see now is that the limit is very easily circumvented and unless several other mechanics are changed all the limit serves is for an annoyance.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Rune trading

Free rune trading would lead to disaster in the game.  Inactivity would skyrocket due to the fact more experienced really active premium users would push bunches of runes to higher up people or be fed and build them up to take everyone down whoever they want with their huge gual rider numbers. Dark Elves already pretty much own humans over 50% of the time. There was a reason it was limited in the first place. Not everyone that plays the game knows the tricks of the trade to build exact buildings to be stronger or tricks of armor and weapon building. Free trade would lead people to try and do things things exploit the fact of it and have an unfair advantage. There is already plenty advantage to having premium and to spending money to buy runes, also to having a bunch of very active clan members. I don't see why one should add even more of a huge benefit. There has to be some balance or decent play to keep people playing, not a free range circus of only a top few people playing because they pay more money to get runes to feed whoever and can be on many hours non stop. There was problem of free roaming runes before and we got the limit to help against it, why take one step forward just to take it backwards?

5

Re: Rune trading

invisibleman schreef:

Free rune trading would lead to disaster in the game.  Inactivity would skyrocket due to the fact more experienced really active premium users would push bunches of runes to higher up people or be fed and build them up to take everyone down whoever they want with their huge gual rider numbers. Dark Elves already pretty much own humans over 50% of the time. There was a reason it was limited in the first place. Not everyone that plays the game knows the tricks of the trade to build exact buildings to be stronger or tricks of armor and weapon building. Free trade would lead people to try and do things things exploit the fact of it and have an unfair advantage. There is already plenty advantage to having premium and to spending money to buy runes, also to having a bunch of very active clan members. I don't see why one should add even more of a huge benefit. There has to be some balance or decent play to keep people playing, not a free range circus of only a top few people playing because they pay more money to get runes to feed whoever and can be on many hours non stop. There was problem of free roaming runes before and we got the limit to help against it, why take one step forward just to take it backwards?

But the point that I am trying to make is that it is not stopping anything, so why not legitimize it and make the legitimate option less of a hassle but still make it "not free."

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

6

Re: Rune trading

How about just disabling rune sending to higher ranked villages...
No more pushing, pulling is allowed though.. so you can send anything to lower ranked players.

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

7

Re: Rune trading

Demonic schreef:

How about just disabling rune sending to higher ranked villages...\nNo more pushing, pulling is allowed though.. so you can send anything to lower ranked players.

So then people just need to attack the lower ranked villages for runes instead of trading.  Same thing still happens, small villages send their runes to larger players.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

8

Re: Rune trading

I thought the honour loss was there to stop large players attacking players who are much smaller

Re: Rune trading

Just because its a pain to not do things the way the rule is, I think does not mean we should just toss it out all together. I see sending by ladder system not bad as that is still following rule system but attacking own members to get runes or to hit to try/attempt and get the max steal is more or less exploiting, it is just ones word that they are doing it for one reason or the other basically, been threw/establish about attacking own members before a long time ago. Only other real legit reason I can think of the top of my head is killing off bad weak units while not taking runes. I am not digging up the old posts to show where it is all written. Was a lot about que attacks and attacking own members ext., then more recent ones about people not getting runes off of battles when it appears they should get more.

Re: Rune trading

Oh and sending an attack to own member then they attack back so they don't lose honor is a bit of exploiting too I feel. It is meant to be there for enemies when they attack not own people.

11

Re: Rune trading

invisibleman schreef:

Just because its a pain to not do things the way the rule is, I think does not mean we should just toss it out all together.

That is not what I am advocating.  The point I am trying to make is that if a legitimate and costly alternative is presented the workaround that exists will most likely not be used. 

I see sending by ladder system not bad as that is still following rule system but attacking own members to get runes or to hit to try/attempt and get the max steal is more or less exploiting, it is just ones word that they are doing it for one reason or the other basically, been threw/establish about attacking own members before a long time ago. Only other real legit reason I can think of the top of my head is killing off bad weak units while not taking runes. I am not digging up the old posts to show where it is all written. Was a lot about que attacks and attacking own members ext., then more recent ones about people not getting runes off of battles when it appears they should get more.

Then why is it allowed?  To me, less rules is better.  Less times moderators need to look through logs the better.  One of the great things about this game IMO is the simplicity.  But now even I am having trouble following all the rules involved.  What can get you reset, what is considered ok.. will I lose honor?  Honestly if something is going to be labeled an exploit it needs to be posted.
For example you state it is an exploit to attack a clan member to move runes up.  What about if a non-clan member attacks them then a higher clan member attacks them.. is that ok?

I have always subscribed to the school thought that as long as the game engine allowed it the whole thing was kosher.  That of course excludes registration, chat/pm and external events.

I dunno.. I guess I just want simpler times smile

Rach schreef:

I thought the honour loss was there to stop large players attacking players who are much smaller

There are also ways around it.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Rune trading

There is a way to slow this a bit and make it less of a pain to check for. Set it to not allow clan members to attack each other or clan members can not take runes from their own clan. If they leave to do this they will have longer to come back anyhow. It will be less people to watch. Yes it can be posted, it hasn't been and I wanted to be decent and not just go reset them,but to war them first. However I feel they would just continue doing it, till someone got reset for it. Then I would not hear the end of it, and be drafted as the evil dark mod emperor out of star wars.  Even though some older members should know by now they shouldn't be doing it. As for if a non clan member does it to help a clan it begins to be fairly obvious that they are doing it. I appreciate you wishing me to have less logs to look into but it is worth to watch them and not let "less rules the better" happen as unfair advantages start happening and people get all angry and upset that there is not a decent chance of playing for any good length of time. I again agree that they should be posted good on announcement section and/or in the game marked "Rules" when join or in "?" list. I do not edit those things so it not my fault, if anyone thinks that, not saying they do though, just in-case.  Simpler times is nice idea if we didn't have new things added and new servers, having to do with battle system, spells, buildings, and units. I am looking at the overall game play and community benefit of all, not just for a select amount. This wasn't and recently isn't an every clan doing it issue. I won't name names, they know who they are and aren't.

13

Re: Rune trading

I am not harking on you, or anyone.  I know in the moderator forum there was support for a rule posting but it lost steam and I just haven't the time (or currently, knowledge) to make a rule list.  I also really think the game needs a different system for infractions and moderation.  A reset is the only tool moderators have.  It would be like if the legal system had execution or nothing..

And as far as rules what I mean is that if it is not allowed hard code it.  Why can players on the same IP trade runes if it is never allowed?  The players CAN trade but they are not supposed to... just remove the ability.

This isn't the real world where the laws of physics and nature are pretty hard coded.  Things can be made to remove the option of doing certain things, and give the players less rules they need to know.  In the cases where an activity cannot be prevented I would rather see it legitimized yet discouraged though a hefty tax or fee system.  And I know it is easy to say this than do it.  Daed is not a fleet of full time programmers.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Rune trading

Perhaps a code if they need a different punishment that sends a famine of sorts, a thief that comes, tornado, earthquake, or a barbarian attack comes? I am not sure but on other games like travian they use to take off a percentage of buildings before they automatically enforced most of their rules threw autoscript.

15

Re: Rune trading

DoomPope schreef:

And as far as rules what I mean is that if it is not allowed hard code it.  Why can players on the same IP trade runes if it is never allowed?  The players CAN trade but they are not supposed to... just remove the ability.

Good idea, let's disable the sending of runes completely!
Serves no purpose anyways and contributes nothing to the game.

As for the sending of resources and armour, i would suggest allowing it for everyone, to everyone.....

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

16

Re: Rune trading

the rules aren't clear, the gameplay isn't clear.
We have 4 server  (5th on the way) but no one to play them (honestly, who has time to play them all) .

How about 1 server that works, get all the bugs and loopwholes out. Have CLEAR rules and some decent mods who work togheter and communicate well with the devs so the mods can communicate well with the players.
Have a good explenation off the game so newbies have a chance (there are players who have been playing longer than me and still don't understand the game).
Can we have 1 GOOD server and 1 beta where we can go crazy?

Guess who's back big_smile
Some dog in a movie: play?

Re: Rune trading

Keep in mind I am not an admin I am a mod. I do not fix bugs and do not have the authority to do the admin job. I am trying my best to communicate. I can only communicate as much as is possible. I am working with what I got. I can't edit the game to insert any function or rule list. I do agree a lot of things need fixed and a clear rule set needs posted somewhere, however there isn't a huge staff to fix all that in the administration department far as I know. Far as I can see it is a challenge in itself to fix all the bugs and keep the servers running everyday.

Edit: corrected spelling/typo error.

Laatst bewerkt door invisibleman (2010-08-06 22:33:54)

18

Re: Rune trading

invisibleman schreef:

Keep in mind I am not an admin I am a mod. I do not fix bugs and do not have the authority to do the admin job. I am trying my best to communicate. I can only communicate as much as is possible. I am working with what I got. I can't edit the game to insert any function or rule list. I do agree a lot of things need fixed and a clear rule set needs posted somewhere, however there isn't a huge staff to fix all that in the administration department far as I know. Far as I can see it is a challenge in itself to fix all the bugs and keep the servers running everyday.

Edit: corrected spelling/typo error.

Invi I'm sure you're doing your best.
Doom is willing to help, doesn't get a chance.
Others are willing to help, don't get a chance.
We have 4 servers that don't work, maybe someone like the devs should focus on getting one working and when that works, play around with the other ideas will making sure that one keeps working?
And if the don't have the time, there are players willing to help....

Guess who's back big_smile
Some dog in a movie: play?

19

Re: Rune trading

While true I would like to help I am about to get really busy with class.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

20

Re: Rune trading

DoomPope schreef:

While true I would like to help I am about to get really busy with class.

not helping neutral

tongue

Guess who's back big_smile
Some dog in a movie: play?

21

Re: Rune trading

Sorry I'm not for the idea of unlimited rune trading, even limited to clan. It would mean those with outposts could attack weak players and then send runes up to their main villages. It's alright if you start at the beginning of the server, but any late comers would not stand a chance of getting anywhere in the rankings.

22

Re: Rune trading

Im also for the limiting the ability to send runes to people. Maybe a swap 1 for 1 rune is ok but otherwise ban it. Make the people either search for runes, attack for runes or buy them. Sending resources is ok in my book.

Laatst bewerkt door frodo (2010-08-13 08:55:44)

You have been banned. You can chat again in 364:59:53.

Re: Rune trading

Between people yes, between your villages(outposts) no. The runes are still mine, but if i want to send them to my outpost is hould be able too. The 25% rule still apply though.