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RualStorge last won the day on March 26 2014

RualStorge had the most liked content!

About RualStorge

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    Orlando, FL
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  1. Announcing QONQR Blue

    Professional game designer you say? This actually gives me a great deal of hope that some of the things that have been really driving local players away this past year will get addressed once Blue is stable. I look forward to it if you need early testers I've got ten years software dev experience and also have apps published on WP8. I'll gladly help find the early stage bugs if it'll help.
  2. Recent QONQR Slow-downs

    As a dev who uses Azure as well (albiet probably only a fraction of the load QONQR probably puts on a server) I noticed some odd behavior recently myself, and also had a bill corrected. (though mine was a descrepency in the tens of dollars not 25,000$) I was impressed I hadn't even noticed but Microsoft just came forward with a nicely worded "our bad we miss billed you" and creditted the difference. Good to hear they treat you well and both of you are on top of things. when you have dev time please consider an initiative to start cleaning up players who quit towers, and/or something to help heavily out numbered players be able to do something. QONQR in a lot of Florida is slowly dying with more and more players becoming inactive/quitting because it's stagnated so badly because of geographic issues limiting support, the active player split faction wise being pretty one sided, a cross faction alliance further skewing this issue, and tons of 2mil bit towers comprised partially of players who quit ages ago. This prevents new users from playing past level 20 and is slowly making people quit. I've really enjoyed QONQR for sometime, but things have been far from heathy in fl for almost a year, it's been an issue that's lead to dozens of people quoting and many of us who remain have been on the fence for quoting for sometime. We need something to encourage faction balance or limo the benefit of numbers or it'll drive away what players we have left here.
  3. I am really sorry to see you go. I've always enjoyed our conversations though often they were far in between. I often speak the doom and gloom that is faction balance disparity and how it leads to stagnation. Which I feel will ultimately be the end of QONQR unless something changes. My concerns don't even take cross faction alliances into consideration as the how and should such behaviors be discouraged and/or how is a completely separate argument. The result is the same though. You have one "faction" (in this case alliance) who so heavily out numbers those outside it that it is impossible to combat in a meaningful manner. I have no problem with fighting a losing war against stacked odds. So long as it's within a tolerance where strategically out witting an opponent is enough to at least temporarily flip a zone. The problem comes when those odds are so heavily one sided the smaller force can be completely countered in any tactic by raw numbers... This is most of FLORIDA right now. There are patches of FLORIDA that are actively contested, but generally speaking if an area I legion it's because there is no faceless or swarm in range to hold it... Or they are zones heavily towered awaiting their eventual demise as the towers are taken down one by one. For the most part the only zones not taken in this manner are zones in the middle of swamps where no one lives you can claim by firing one or two nanos since no ones in range. This past two months we've had severs vetran players quit, others simply stepped back to a point of near non participation. This is on both sides of the war as people have grown bored of the total lack of real strategy and lack of balance. (no clever tactics need countering anymore, it's just brute force in numbers we fight, and all the tactics in the world are meaningless when 15-20 minutes later any bits you kill reappear (if they even care) because the numbers differences are enough bots can be replaced faster than destroyed and the API ensures no boy's death goes unnoticed.
  4. Bring about balance

    Yeah, my area is growing stagnant as well it's something like a 6:2:1 split with the 6 and 1 portions allied against the 2 who literally has only 2 zones left. I honestly don't mind losing ground, it's that basically there is nothing I can do at all. If I attack I get swatted asside by the moment it shows on qommnd by like five people. What n they attack it's with upwards of twelve. I have turned to varying targets rapidly to making their defending much harder, but even if I snag something it's gone as soon as word gets out because thirteen attacking with only two in defense range is a simple matter of numbers. When I started it was typically 4:2 with very little remote participation and i managed to scrape away zones here and there, but as time rolls on the balance has slipped more and more. We do have some areas where my faction out numbers nearby, but again numbers. When I can call on like 4-6 players to nano for me against the 12-18 they can call on. Simple numbers, we're well past the workable threshold. I miss really enjoying this game and fighting against reasonably stacked odds. I know if things don't change in time my wife and i will quit out of boredom due to being able to effectively do nothing. When that happens there will literally be only one alliance in my area. I also doubt the individuals here have any interest in switching, so likely they'll just stop playing in time. The sheer numbers has prevented any new legion from sticking around, since it's no fun to work your way up to lvl 100 only to realize the decks stacked so heavily against you that even full upgrades isn't enough. The only "counter" I can think of would be multiscoping and that's still cheating in my eyes so not happening.
  5. Bring about balance

    Well since it would be based on active players the multiscoper would need to actively deploy as multiple factions, while this could indeed be gamed. Such as taking two scopes faceless, and two scopes swarm to attack one legion enemy thus having a 2:2:1 split to avoid penalty, it would still be better than all four scopes being faceless. By dividing between factions their ability to defend is limited. Not that it still doesn't give them an edge, but it does mitigate it's impact a little. Already qonqr updates bot counts, etc. It could be as simple as once per hour, day, week, whatever penalties are adjusted.
  6. Bring about balance

    While there is valid dispute between liberal cubing, API tools, etc and whether it adds or detracts from the game I think we can all agree in many areas globally faction balance (or lack there of) are is generally accepted as a negative. Rather than just say "ZOMG BBQ FIX PLZ THX BYE!" I decided to write up my views / suggestions... The problem: The basic problem is as time marches on areas are becoming more and more one sided in number of active players in one faction over the others. (This problem is not exclusive to any one faction or location. Why is this a problem: The short version is it's no fun for either side long term, results in people quitting, and also stops the need/desire to cube which is how QONQR makes money. Negative for faction in power: Once the balance tips past a certain point the opposition is no longer able to fight on a real level and are forced to tower or just surrender their zones. Short term grinding away enemy territory can be fun, but long term you find yourself with no challenge. You just knock out zones in what feels like just another day. No strategy needed, you have such numbers you just brute force with no further thought. After that you run out of enemies and are left with nothing to do but nano missile remote targets and stack your zones. Eventually you get bored and probably quit. Negative for out numbered faction: When the tipping point is past no level of amazing strategy will be enough to defeat the raw numbers. The enemy can take back in minutes what you spend hours to take, and no level of organized defense will stop you from losing zones. Eventually you WILL be wiped out and you know it. Eventually you stop caring, shortly after you quit because your efforts are meaningless against a so heavily stacked situation. Why does this stop cubing: Some cubing will continue but general once cubing becomes unnecessary for the larger force to topple towers they stop doing so. At the same hand while a defender might turn to cubing short term once you pass the tipping point you quickly realize cubing isn't a maintainable strategy and you are doomed to fall. At this point you stop bothering and QONQR's income in your region dries up. How did we get here? The primary reason we got here was both game mechanics and human nature encourage stacking. Here are the factors that promote stacking. You generate more credits based on who controls an area, if someone is clearly winning it makes strategic sense to join them. Majority prefer to win. While not all people like to join the winning team generally speaking more people will join those in power than others Recruitment power. More players on a faction is more people capable of recruiting so better return totals Chilling effect. The force in power can easily swat new players in areas they control resulting in low new player retention or causing that player to switch factions perpetuating the problem. Backstories. While a lesser factor different demographics cater more towards different back stories as such areas that have a heavy tendency towards certain ideals tend to favor different factions more. There Are some factors that work against stacking but not as strong, here are some examples in favor of balance Underdog mentality. There is a minority of players who prefer to play the underdog this helps balance, unfortunately this is directly countered by he prefer to win issue. Boredom, from time to time a larger faction will suffer defection out of boredom. Unfortunately when things reach this point the balance is already so far out of tolerance the new recruit finds themselves incapable of doing anything What can be done? The short version is make changes to the game mechanics to encourage or if necessary force balance with in a certain tolerance. (Force would be a last resort) Some Options and their pros and cons: Remove starting alliance choice and just set the new player to the least active. This has the pro of the preventing the back story from influencing the choice to much, but is won't likely have only a trivial impact. Remove the credit benefit from friendly bases. The pro is now territory control doesn't effect your resources making it less strategic to join the winning team. the con is there's no benefit from holding territory Create a Penalty on disproportionally large faction in an area. (we're not taking 1:2 we're talking in excess of 1:3) The penalty could be credit generation, survivability, defense, offense, heat, combination. The exact penalty amount would have to be proportion to the factions disproportion. Pros, allows the smaller force a little more wiggle room before numbers win, encourages players to switch down. Cons, This could be seen as unfair and could cause excessive faction flipping to dodge penalties while trying to stay with friends. Create a perk on disproportionally small faction in an area. (effectively a reversal of the penalty with the same basic pros and cons) Create a penalty for switching to a larger faction. Temporarily causes the individual a significant penalty such as those mentioned above. Pros a bit more fair than an across the board penalty, but if too short becomes in effective. Cons same basic cons as the across the board, but mitigated slightly. Create a perk for switching to a smaller faction. The reversal of the switching penalty with the same basic pros and cons. Disallow switching to a faction that's disproportionally large. Pros assuming players stay this WILL force balance Cons player retention could still be terrible mitigating it's effectiveness but more importantly it could prevent family and friends from playing together. There are plenty of other options, all with pros and cons, but ultimately it's do nothing and watch more and more areas become unbalanced and effectively stack offs (or vacant) at a reduced income to QONQR. Or do something knowing it will **** people off but could help improve general activity and closer to even combat in an area (which means more cubing and income to QONQR)
  7. So hows it goin?

    @Omega Force. I know the feeling I'm still active but out numbered around 4:1 so my deploys are mostly to be annoying little else I can do. We're just too out numbered here now.
  8. Sync Lock Blog Post 4/10/2014

    For me this update will be both wonderful and ultimately the reason I stop playing QONQR. The synclock stuff is all good here, no complaints there. The zone listing by bot counts is a feature I've wanted and feared for ages. Let me explain, I live in an extremely one sided area. Swarm and faceless are allies here, and even if they weren't faceless alone outnumbers us 6:1 active players. I've managed to scrape away a few zones before Qommand was popular. The only strat that has worked since qommand got popular has been attacking multiple zones some with bots others with plasma. Overtime you manage to soften a zone under the radar until it's low enough to make a quick flip and try and establish it. (with constant nano help and harm from other players on both sides) With the creation of this list this final strat is easily countered by just deploying in whatever your lowest listed zone is. (The list itself is not the problem, it's qonqr's mechanics encouraging joining whomever controls your area so you can get credits, territory, ranks on the boards, ect.) The list merely pushes this problem step further by putting the final bullet in distract and grab, carpet nanoing, etc tactics. This problem isn't exclusive to any location or faction, but it does need priority or it'll only get worse. Already in my area most players stopped cubing completely. For some there's no need since the balance is so askew, for others there's no point. drop 100$ to hold a doomed zone a little longer? Please find a way to incentivize people joining whomever is the least active faction in an area. I miss being able to do more than providing nano support to others, towering, and being a nuisance to the local faceless both of us knowing the I'll only get more ground if a few stop playing all together.
  9. Qonqr- pushing families apart everywhere

    I promise you my wife plays a bunch, as do I. The thing is we both work and both drop deploys at work. When we were home as this all came out we'd deploy, but just didn't happen in the same thirty seconds. (I mean two people roughly twenty minutes between tanks, odds are you'll only overlap if you plan to or if your spouse deploys when they see you deploy) it's REALLY easy to avoid synclock. The only exception would be kids living on campus where a number of people play, or get together of several active players. Which admittedly could screw you if it was more than like lunch. (otherwise your deploys during the rest of the day would likely push you back into the safe range.)
  10. New Feature - Sync Lock

    or you could just not deploy within 30 seconds of each other for the majority of your deployments. probably only any issue at the apartment anyways... Not trying to be a jerk Most people who get bit all the time will be multiscopers in the technical sense people with family who play will be hit and miss.
  11. To qualify as a breach of agreement the agreement (which in this case would be any TOS or similar) the change would have to in some manner violate the agreement as stated. Since this functionality didn't exist it's extremely doubtful it qualifies as a breach. Further more, sure this is a misstep, but it was something. Does it have problems? of coarse. They already are buried in feed back give them day or two to respond with more than words.
  12. New Feature - Sync Lock

    It only effects you if you share > 80% launches from the same location. If you launch at school/work you'll probably be fine... If you're family is all retired, oh vacation, etc it can be a pain. IF someone infects you... So honestly not that bad barring multiscoping is now "safe"
  13. What happened to Strategy in Qonqr

    Kmustang, that's the bigger problem in my opinion as well, I do feel the APIs are too powerful and prevent a smaller force from being able to do much, but the bigger issue is the game mechanics encourage joining whomever is winning. the only encouragement for joining a smaller faction is to avoid boredom (which doesn't work once the balance exceeds a certain threshold) or because they are the sort of player who enjoys the up hill battle. (me) problem is once things are skewed to the 1:3-4 range cubes become moot. The player on the smaller faction would have to pay a mortgage to take and hold anything since the opposition can literally replace anything they kill anywhere they kill it and faster then they can kill it. (thank you APIs) the larger force doesn't have to use a single cube or credit to keep the other tightly under thumb. Needless to say this is mutually boring. No more distract and take, sneak attacks, or being able to duke it out and win against a slightly stronger force. Just whack a mole now.
  14. Jacksonville, NC legions

    Welcome aboard, I'll contact you in game
  15. What happened to Strategy in Qonqr

    Responding to the recruitment balances itself... Hardly... keep in mind the smaller faction in an area gets pounded as the scales tip further against them until they effectively have no presence causing them to typically quit. now the larger faction people do quit out of boredom, but not at a significant rate. in my area the situation is additionally crappy because while we have a 1:2:14 split, that 1 is allied with the 14 to effectively "buy" territory. Making it effectively 2:15 but again cross faction alliances isn't something that I personally have a problem with (admittedly those swarm I feel are total toolbags, but I'm biased) I personally would like there to be no/reduced penalty to switch factions to a smaller faction once the local ratio surpasses a certain point (1:4?) and increase the penalty for moving to a larger faction, I'd say the penalty should even multiply based on how unbalanced an area is. I also feel the penalty for moving up should extend beyond points, perhaps a temporary penalty to credit production. new players should automatically be dropped into the smallest faction into their area, if they mark someone on another faction as their recruiter they can switch without penalty, however; they can only do this once after that they would be subject to the same penalty as everyone else. I realize you can still get around all this, but it prevents people from going. "okay, thus faction is winning, I'll just join them"