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Jagrazor Game profile

New Member
10

Aug 10th 2011, 5:43:34

Is there really a point to keeping them? Will extra traffic hurt the servers/service in any way?

Edited By: General Earl on Sep 27th 2011, 3:22:41. Reason: categorized

bakku Game profile

Member
336

Aug 10th 2011, 8:30:05

+1

diez Game profile

Member
1340

Aug 10th 2011, 8:48:37

Perhaps trying to give the all-x a little bit of advantage over the more-aggresive grabbers?

Still fair enough to me.

bakku Game profile

Member
336

Aug 10th 2011, 9:08:42

it's a pretty small advantage for all-ex strats and they were given pretty big buffs in the new bonus changes

it's just annoying not being able to run turns at any time w/o facing a big penalty

diez Game profile

Member
1340

Aug 10th 2011, 9:16:44

isn't everyone given "big buffs" by the new bonus changes? lol

Warster Game profile

Member
4172

Aug 10th 2011, 11:24:27

FFA already has the 12/18 hour bonus removed :)
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Chaoswind Game profile

Member
1054

Aug 10th 2011, 14:26:22

Suggested this a month and 7 days ago :P

Originally posted by Chaoswind:


Most vets will wait 14 to 18 hours, because they want those juicy extra turns, and really who wouldn't.

But that also messes with people with random schedules, so I suggest we get rid of the extra turns.

Instead give everyone a daily bonus of 6 bonus points (given like the 20 free acres), that way people with mix schedules and random events won't fall behind the rest

Discuss!!!!!

ConFu: Guy with no clue


Getting Rid of it will hurt some strats, so giving 6 extra points daily (would mean extra 3 turns for those that mass explore) should even it out.
Elysium Lord of fluff
PDM Lord of fluff
Flamey = Fatty
Crazymatt is Fatty 2

Rockman Game profile

Member
3388

Aug 10th 2011, 15:16:15

What's wrong with hurting some strategies? Aren't networths way too high already? Why do we always have to compensate and make it easier and easier for people to get high networths, so those gullible idiots can be fooled into thinking they're getting better?

BobbyATA Game profile

Member
2384

Aug 10th 2011, 15:31:37

+1 to this suggestion.

Atryn Game profile

Member
2149

Aug 10th 2011, 15:42:42

-1 to this suggestion.

Here is why...

This was originally conceived of as a way to address server load issues under Mehul's setup. But now it is a part of the game mechanic. Essentially, you are incenting people to stay logged out, which increases the opportunity to catch them by surprise and kill their country.

Without the bonus we might have a higher instance of botting / scripting for people staying logged into their country. But even without that concern, it is just a good idea to force someone to choose between losing a bonus advantage and logging in to take an action.

IMHO, the 4-5 hour delay for goods to hit the market is a worse issue... making a separate post about that.

Assassin Game profile

Member
851

Aug 10th 2011, 16:25:54

i posted the same suggestion in march. totally agree.

caffeineaddict Game profile

Member
409

Aug 10th 2011, 16:29:08

+1

KingKaosKnows

Member
279

Aug 10th 2011, 20:47:33

+9

Rockman Game profile

Member
3388

Aug 10th 2011, 21:14:36

Atryn - the 12 and 18 hour bonuses don't make it any easier to catch someone by surprise to kill their country.

Killing a country properly takes under a minute, as does playing a country. If you do a kill slowly, or play a country slowly, it takes more like two or three minutes. Even if someone plays their country 4 or 5 times a day, the chances of catching them when they are actually logged into their country are extremely low.

Each person has a different amount of time that they are near a computer or away from a computer. They don't change this based on whether or not they can get a 12 or 18 hour bonus. Its based on whatever else is going on in their life, since Earth Empires is NOT the most important thing. Changing the 12 or 18 hour bonus will not change whether or not someone can easily access their country in less than a minute after it is first under attack.

Detmer Game profile

Member
4285

Aug 11th 2011, 0:58:34

Remove these bonuses

Jagrazor Game profile

New Member
10

Aug 12th 2011, 1:18:24

Sounds like well over 90% agree. :)

enshula Game profile

Member
EE Patron
2510

Aug 12th 2011, 13:59:25

i never saw a reason given for the change in ffa

might not have been playing then

but i find it so much more convenient being able to play turns whenever without worrying about play cycles

if im delaying turns waiting for tech to drop or whatever i can login every 12 hours if i want

Angryjesus Game profile

Member
651

Aug 12th 2011, 17:34:58

enshula, the change in ffa was made because you can sell/buy goods and tech via the control panel which doesn't count as logging in. The bonus was eliminated because it was considered 'obsolete'.


edit: here is the thread
http://forums.earthempires.com/...changes-and-new-interface

Edited By: Angryjesus on Aug 12th 2011, 17:37:31
See Original Post

TAN Game profile

Member
3402

Aug 12th 2011, 21:46:18

Terrible idea. I like the bonus turns. Also, Atryn's explanation is correct.
FREEEEEDOM!!!

bakku Game profile

Member
336

Aug 12th 2011, 21:50:24

if someone wants to run bots/scripts, 6 bonus turns isn't going to stop them

Chaoswind Game profile

Member
1054

Aug 12th 2011, 22:31:54

Mods and their Ban hammers will :)
Elysium Lord of fluff
PDM Lord of fluff
Flamey = Fatty
Crazymatt is Fatty 2

Iovan Game profile

Member
91

Aug 13th 2011, 0:50:10

I think they should be removed. I never liked the idea of rewarding people for not playing the game they are being rewarded in. It's counter intuitive.

Marshal Game profile

Member
32,589

Aug 13th 2011, 20:22:00

we would spend more time in game if we had something to do there but we don't after we have spent daily turns.
Patience: Yep, I'm with ELK and Marshal.

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Gallery: K at least I am to my expectations now.

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koonfasa

Member
124

Aug 16th 2011, 12:11:01

I personally like them.

I think it helps those players who can't play all the time, or the more casual players to give them some advantage for not hugging their country.

It incorporates an element of strategy on how you play your turns daily, and makes you plan your turn storage to maximise growth or attack runs. Along with market times, foreign aid times and planned strike times, we're juggling a subtle aspect of the game, let alone juggling it with bonuses. There's a lot of tactical play in this during war too.

The free turns are a significant contribution to our net worth too. Playing once a day, is still 360 turns or up to 4 days ahead of schedule on whatever you are trying. We're playing around 4500 turns a round in alliance, so that is a substantial amount adding to our score or contributing to a war.

So I don't really think you should try and lose it. Maybe improve it ;OD


Edited By: koonfasa on Aug 16th 2011, 12:23:09. Reason: Most of all,
See Original Post

Jagrazor Game profile

New Member
10

Aug 20th 2011, 19:30:06

How would you improve it?

Mapleson Game profile

Member
298

Aug 20th 2011, 22:43:03

I would increase the granularity of it. Instead of 3 turns for 12 hours and 6 turns for 18 hours, make it a pair of gifts: 1 turn per 4 hours since last log-in and 1 turn per 12 hours logged out.

So you get something like this:
3h - 1t
6h - 2t
9h - 3t
12h- 5t
15h- 6t
18h- 7t
21h- 8t
24h- 10t

This gives people incentive not to play constantly, or if they do break to break for a significant amount of time. This would make staying logged in to stonewall a more risky operation, as you might gain an extra turn while sat there, but also it continues to reduce server demand and bandwidth costs.

Forgotten

Member
1605

Aug 21st 2011, 7:13:24

i would totally not log in for like 80 hours after clearing turns to get 140(120) then use bonus points that i stored for 3 and a half days to mass explore like 154 turns at once.


as all explorer.
~LaF's Retired Janitor~