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sethowar

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  1. Like
    sethowar got a reaction from demetrid in Sustained Excessive Qubing   
    Everybody has seen it, and every faction has done it at one point or another. My own group has done it, our direct enemies have done it, and people all across the world have whipped out the credit card to take down somebody they aren't a massive fan of.
    "The balance we try to strike in QONQR is that a players spending money should be able to overcome a smallish group of players 3-10 players, but would be unable to spend (within reason) to overcome many more than that." - Scott (aka. Silver)
    What I have been seeing over the last few days is that it is too easy to spend past the point of "within reason" and use your credit card, rather thank qonqr know how or efficient firing to win. If you are happy to drop $100, you *will* take that 3 million bot zone, no issues, no teamwork, no thinking, no fun. For a very long time I have really disliked that there is no limit or diminishing returns on the use of the plastic to win your battles. I think a increased cost decreased benefit would be amazing, it would give people the ability to go over the top if thats what they want, but also setting some effective cap to stop them going ballistic.
    I would love to see a qonqr where there is f2p and p2p, rather than f2p and p2w. Lower the barrier to entry by making the smaller amounts of qubes better value for money, rather than pushing everybody to the $101 category. Then, give them better value for the first cube than the second, and so on.
    Potential solutions:
    Flat cap on refreshes at some arbitrary number.
    Instead of having the daily randomised trade in, have it so that every day we can trade in 1 cube for 10k, then 2 for 7k, 3 for 6k, 4 for 5k, and so on (or some combination around those numbers). This encourages people to dip their feet in the water, and to make sure they open up their app every day to fire, harvest and get that good trade-in.
    Remove bot and energy refreshes (crazy right) and instead offer a temporary scope buff that can be purchased from the store, much in the way that you can buy sync lock protection. This could range from an overcharged bot tank capacity, to a 2x scope regen speed at all levels or (my personal favourite) reduce the scope cool down memory from 1 hour to 40 minutes. Then, for another 2 cubes, you could reduce it to 30 minutes, another 5 cubes to 25 etc.
    Diminishing returns and lower entry barrier, bringing everybody who wants to support the game to a similar level, and encouraging more regular deployments rather than refresh spamming. This will spread the burden of cost amongst a wider player group, which will mean that you are no longer so dependent and liable to favour those paying the bills (which is 100% reasonable in the current setup). Also, the departure or financial cutoff of any one player will have less of an impact and the income flow will be more of a consistent, rather than the strong spikes and troughs following exchange rates and large in game battles.
    I would love a response, either here, or by email. If the answer is simply that you don't think you could stay open using a system like this. If you don't think you acquire enough capital this way... I don't know, run a poll, please do something to convince us that the pain of losing a zone to one man and 2000 plasma is a necessary evil. If you're considering it, already have considered it, or want more information or ideas hallelujah. I'll be the first to start taking advantage of trading in a few cubes every day, and developing habits which will keep the game financially strong and healthy, as well as cleansing some malice out of the community.
    TL;DR - Put Cubes on a system of demising returns, and lower barriers to entry for more cash-strapped players.
  2. Like
    sethowar got a reaction from Rumad in Worlds largest zone - Wagga Wagga Australia   
    preferably on the weeks side...
  3. Like
    sethowar got a reaction from roosterman in State of Atlantis   
    I voted no for the first one, then yes. There should still be refreshes, but the implementation of qubes should be altered.

  4. Like
    sethowar got a reaction from demetrid in Sustained Excessive Qubing   
    Everybody has seen it, and every faction has done it at one point or another. My own group has done it, our direct enemies have done it, and people all across the world have whipped out the credit card to take down somebody they aren't a massive fan of.
    "The balance we try to strike in QONQR is that a players spending money should be able to overcome a smallish group of players 3-10 players, but would be unable to spend (within reason) to overcome many more than that." - Scott (aka. Silver)
    What I have been seeing over the last few days is that it is too easy to spend past the point of "within reason" and use your credit card, rather thank qonqr know how or efficient firing to win. If you are happy to drop $100, you *will* take that 3 million bot zone, no issues, no teamwork, no thinking, no fun. For a very long time I have really disliked that there is no limit or diminishing returns on the use of the plastic to win your battles. I think a increased cost decreased benefit would be amazing, it would give people the ability to go over the top if thats what they want, but also setting some effective cap to stop them going ballistic.
    I would love to see a qonqr where there is f2p and p2p, rather than f2p and p2w. Lower the barrier to entry by making the smaller amounts of qubes better value for money, rather than pushing everybody to the $101 category. Then, give them better value for the first cube than the second, and so on.
    Potential solutions:
    Flat cap on refreshes at some arbitrary number.
    Instead of having the daily randomised trade in, have it so that every day we can trade in 1 cube for 10k, then 2 for 7k, 3 for 6k, 4 for 5k, and so on (or some combination around those numbers). This encourages people to dip their feet in the water, and to make sure they open up their app every day to fire, harvest and get that good trade-in.
    Remove bot and energy refreshes (crazy right) and instead offer a temporary scope buff that can be purchased from the store, much in the way that you can buy sync lock protection. This could range from an overcharged bot tank capacity, to a 2x scope regen speed at all levels or (my personal favourite) reduce the scope cool down memory from 1 hour to 40 minutes. Then, for another 2 cubes, you could reduce it to 30 minutes, another 5 cubes to 25 etc.
    Diminishing returns and lower entry barrier, bringing everybody who wants to support the game to a similar level, and encouraging more regular deployments rather than refresh spamming. This will spread the burden of cost amongst a wider player group, which will mean that you are no longer so dependent and liable to favour those paying the bills (which is 100% reasonable in the current setup). Also, the departure or financial cutoff of any one player will have less of an impact and the income flow will be more of a consistent, rather than the strong spikes and troughs following exchange rates and large in game battles.
    I would love a response, either here, or by email. If the answer is simply that you don't think you could stay open using a system like this. If you don't think you acquire enough capital this way... I don't know, run a poll, please do something to convince us that the pain of losing a zone to one man and 2000 plasma is a necessary evil. If you're considering it, already have considered it, or want more information or ideas hallelujah. I'll be the first to start taking advantage of trading in a few cubes every day, and developing habits which will keep the game financially strong and healthy, as well as cleansing some malice out of the community.
    TL;DR - Put Cubes on a system of demising returns, and lower barriers to entry for more cash-strapped players.
  5. Like
    sethowar got a reaction from demetrid in Sustained Excessive Qubing   
    Everybody has seen it, and every faction has done it at one point or another. My own group has done it, our direct enemies have done it, and people all across the world have whipped out the credit card to take down somebody they aren't a massive fan of.
    "The balance we try to strike in QONQR is that a players spending money should be able to overcome a smallish group of players 3-10 players, but would be unable to spend (within reason) to overcome many more than that." - Scott (aka. Silver)
    What I have been seeing over the last few days is that it is too easy to spend past the point of "within reason" and use your credit card, rather thank qonqr know how or efficient firing to win. If you are happy to drop $100, you *will* take that 3 million bot zone, no issues, no teamwork, no thinking, no fun. For a very long time I have really disliked that there is no limit or diminishing returns on the use of the plastic to win your battles. I think a increased cost decreased benefit would be amazing, it would give people the ability to go over the top if thats what they want, but also setting some effective cap to stop them going ballistic.
    I would love to see a qonqr where there is f2p and p2p, rather than f2p and p2w. Lower the barrier to entry by making the smaller amounts of qubes better value for money, rather than pushing everybody to the $101 category. Then, give them better value for the first cube than the second, and so on.
    Potential solutions:
    Flat cap on refreshes at some arbitrary number.
    Instead of having the daily randomised trade in, have it so that every day we can trade in 1 cube for 10k, then 2 for 7k, 3 for 6k, 4 for 5k, and so on (or some combination around those numbers). This encourages people to dip their feet in the water, and to make sure they open up their app every day to fire, harvest and get that good trade-in.
    Remove bot and energy refreshes (crazy right) and instead offer a temporary scope buff that can be purchased from the store, much in the way that you can buy sync lock protection. This could range from an overcharged bot tank capacity, to a 2x scope regen speed at all levels or (my personal favourite) reduce the scope cool down memory from 1 hour to 40 minutes. Then, for another 2 cubes, you could reduce it to 30 minutes, another 5 cubes to 25 etc.
    Diminishing returns and lower entry barrier, bringing everybody who wants to support the game to a similar level, and encouraging more regular deployments rather than refresh spamming. This will spread the burden of cost amongst a wider player group, which will mean that you are no longer so dependent and liable to favour those paying the bills (which is 100% reasonable in the current setup). Also, the departure or financial cutoff of any one player will have less of an impact and the income flow will be more of a consistent, rather than the strong spikes and troughs following exchange rates and large in game battles.
    I would love a response, either here, or by email. If the answer is simply that you don't think you could stay open using a system like this. If you don't think you acquire enough capital this way... I don't know, run a poll, please do something to convince us that the pain of losing a zone to one man and 2000 plasma is a necessary evil. If you're considering it, already have considered it, or want more information or ideas hallelujah. I'll be the first to start taking advantage of trading in a few cubes every day, and developing habits which will keep the game financially strong and healthy, as well as cleansing some malice out of the community.
    TL;DR - Put Cubes on a system of demising returns, and lower barriers to entry for more cash-strapped players.
  6. Like
    sethowar got a reaction from leigh in QONQR black   
    ahh, now all the windows phone players can qube without being slowed down by the funky little animation
    if you thought willie was a menace before, check again!!!
  7. Like
    sethowar got a reaction from leigh in QONQR black   
    ahh, now all the windows phone players can qube without being slowed down by the funky little animation
    if you thought willie was a menace before, check again!!!
  8. Like
    sethowar got a reaction from dings90 in Winning Atlantis   
    This wouldn't happen to be a double sized tank purchasable with qubes would it? because exciting much!
    Also, I posted this elsewhere, but I think the achievement for finding atlantis would more appropriately be "Fire into Atlantis before activated" or something along those lines. You could spin it so its either fire before *all* factions or while only your faction has discovered it. This means you are working with your faction, rather than against them for this achievement, which should always be prioritised. also means there is no underhanded efforts to try and control who gets 2nd and 3rd discoveries (because this will primarily be controlled by who 1st tells). Could then scale up for 2nd, 3th and 5th discovery or something, for 2, 4 and 8 points respectively. Also allows for a hidden achievement at 10 (or 15).
    This achievement system fits a lot better with the flow and style of the game to this point, and ticks better boxes than the original.
    Just my 2 cents
  9. Like
    sethowar got a reaction from dings90 in Winning Atlantis   
    This wouldn't happen to be a double sized tank purchasable with qubes would it? because exciting much!
    Also, I posted this elsewhere, but I think the achievement for finding atlantis would more appropriately be "Fire into Atlantis before activated" or something along those lines. You could spin it so its either fire before *all* factions or while only your faction has discovered it. This means you are working with your faction, rather than against them for this achievement, which should always be prioritised. also means there is no underhanded efforts to try and control who gets 2nd and 3rd discoveries (because this will primarily be controlled by who 1st tells). Could then scale up for 2nd, 3th and 5th discovery or something, for 2, 4 and 8 points respectively. Also allows for a hidden achievement at 10 (or 15).
    This achievement system fits a lot better with the flow and style of the game to this point, and ticks better boxes than the original.
    Just my 2 cents
  10. Like
    sethowar reacted to Gadgerson in Eight (+8) Rank Points Too Many to "Find Atlantis"   
    I'm not sure how I was patronizing, but I apologize anyway. I thought I was reinforcing Silver's point he made in the Winning Atlantis thread this morning. Again I apologize.
  11. Like
    sethowar reacted to Gadgerson in Eight (+8) Rank Points Too Many to "Find Atlantis"   
    I'm not saying I agree or disagree with what you are saying here. Just remember that only 12 people could possibly get that medal per year. That makes it pretty Elite. Also, if the same person finds it first every time then no one else would have that medal or the 8 points.
  12. Like
    sethowar reacted to monk in Winning Atlantis   
    Which is better? To offer a prize in order to motivate the faction? or to reward the faction who expected no surprise gift, but just helped support each other?
    I think when people do things without asking "what's in it for me?" it is more impressive than battling for credits.
    If for some reason you ever do atlantis again i'd suggest a lower reward since now people know it exists. Additionally id suggest making it MUCH less time. It takes up over half a month. Time which could be spent on our immediate threats, homelands and tactical maneuvers. How about skip the "finding it" part and open the whole thing for like 5 days total. Short and sweet. get in, get stuff done get back home to protect your villages and improve zone quality of wrong colored zones. Just a thought.
  13. Like
    sethowar got a reaction from SolaAesir in Eight (+8) Rank Points Too Many to "Find Atlantis"   
    Its a very rare achievement.
    so far, one person has it, and only one person a month for the rest of qonqr will ever gain this award - and potentially less if it is the same people over again.
    Because of that I think its worth +8. They have scoured the map to track it down. Its not like every man and his dog is going to get this award. it'll be rarer than the 50m kills, hence it should be valuable
  14. Like
    sethowar got a reaction from frank979797 in Winning Atlantis   
    These discover achievements will be the rarest in the game. In order to get them you need to invest a lot of time, at the right time and get more than a little lucky.
    This time next year there will only be a max of 12 players (possibly less) with the achievement. This is far, far less than the number of players with 1,000 ordinance or 100% scope, or any of the other +8 achievements.
    It gives people an incentive to go hunting, and players still can't reach the max rank without getting a couple of the hidden achievements, so I really don't see the issue.
  15. Like
    sethowar got a reaction from SolaAesir in Eight (+8) Rank Points Too Many to "Find Atlantis"   
    Its a very rare achievement.
    so far, one person has it, and only one person a month for the rest of qonqr will ever gain this award - and potentially less if it is the same people over again.
    Because of that I think its worth +8. They have scoured the map to track it down. Its not like every man and his dog is going to get this award. it'll be rarer than the 50m kills, hence it should be valuable
  16. Like
    sethowar got a reaction from frank979797 in Winning Atlantis   
    These discover achievements will be the rarest in the game. In order to get them you need to invest a lot of time, at the right time and get more than a little lucky.
    This time next year there will only be a max of 12 players (possibly less) with the achievement. This is far, far less than the number of players with 1,000 ordinance or 100% scope, or any of the other +8 achievements.
    It gives people an incentive to go hunting, and players still can't reach the max rank without getting a couple of the hidden achievements, so I really don't see the issue.
  17. Like
    sethowar reacted to Silver in Winning Atlantis   
    Thanks for all the comments folks. Here are a few points that may help clarify the discussion.
    The Faceless invited me to their GroupMe to discuss Atlantis. We arranged a meeting time hours in advance and there were dozens of people on the chat. I am happy to have a townhall meeting with any LARGE group of players that can be pulled together. I had a similar chat in the previous month with the Seattle cross faction GroupMe folks. I love talking to our players, but I'm still working 60-80 hours a week these days, so I ask if you request a town hall meeting you have a large group show up to make the best use of my time away from writing code.
    I understand the concern people have of awarding bonuses to players after announcing them in the middle of the battle. Doing so would indicate we are rewarding people who play Atlantis because they enjoy it, not because they are playing for a payday. I guess I'm OK with that, but we will discuss it internally as a team.
    We will re-evaluate the medal points. Earning the medal would put those players is a very exclusive club and the points may not be as important as the prestige.
    Atlantis has always been designed to be an alternate place for players to play. Players who will prefer Atlantis:
    1. Dominate their area and crush all newcomers before they can give any real competition.
    2. Are completely overrun in their home town and cannot make any traction at home.
    3. Are in a remote part of the world where there is no one else to play with.
    4. Want to play with their friends that are in other cities or countries.
    Atlantis will not be the primary focus of the game for many players and some will never elect to play in this temporary world, but rather focus on their home turf. Atlantis is not the only thing we care about now. The developers have shifted back to features that are not Atlantis related.
    10 million qredits sounds like a lot but that averages out to less than one extra harvest per day for a month for each player in the top 100. Even if a single player was able to grab 10% of the prize my estimates indicate it probably cost them about this much in cubes (given a good exchange) and credits to have enough launches to grab 10% of the prize. Based on the data I see in the database, the ROI of winning Atlantis for most players will be a marginal net gain and in some cases a loss for heavy cubers. We approached the qredits payout from the point of "winning back some of our investment in Atlantis." It is unlikely that winning Atlantis will be a huge financial gain for most players.
    We propose awarding the qredits per launch for a few reasons:
    1. Lower level players and players who can't afford the expensive ordinance can't get the same kill counts as the top players. This levels the playing field for them. This is the opposite of making the rich richer.
    2. Everyone is incentivized to launch as much as they can, because every launch increases their potential payout. No coasting at the finish line, no matter if you are on the winning or losing faction.
    3. Those who decide to cube refreshes in Atlantis, will get more launches and a bigger piece of the prize. It is still a bad payback for using cubes, but it is something. (don't cube to win Atlantis qredits, just go exchange them in the depot)
    As always, I appreciate the discussion.
  18. Like
    sethowar got a reaction from roosterman in Sustained Excessive Qubing   
    1. Awesome that you are showing engagement on this issue gadge, it's quite encouraging
    2. I don't think that any f2p game should be seeking to pull all their money from a few cash cows, both for ethical and sustainability reasons. That is why the vast majority of games is something you do right.
    3. To Arab and lluf, I really think you forgot the first sentence of the thread when you put arced up about the most recent example of excessive qubing I saw.
    4. No, it most certainly was not increasing the fun I get out of qonqr. This game is a strategy game. It is a efficiency game. Trying to work with other people to fire the best thing for the situation as many times as you can to have the best possible effect. That fight was nothing more than everybody opening their wallets, knowing they could pay more and win, and figuring out who would stop first. It's not fun, just a fact of life at the moment. Cubing does not enhance any of the enjoyment an f2p can find in qonqr. It turns qonqr into a brutal, show-offey game, in which whoever has the tightest wallet (either they have less money or more sense) will lose, hands down.
  19. Like
    sethowar reacted to DodgyArab in Sustained Excessive Qubing   
    You are right. I read the OP and did not bother reading the replies. Sorry about that.
    Ok i think the main complaint is that some people are able to tear down a zone fast while other players are defending said zone. Im not sure people are as upset about someone building towers. New players often contact other players from their side (or we contact them) and back them up. Most new players are noticed and im sure all three sides (in the UK at least) make a concious effort to help them establish themselves. Not every player is a "lonely rebel". It all depends where they play from.
    I dont see a problem with new players and their current inability to take down a big zone. That's how it should be. If a new players starts he/she is low level with a low level scope. The option is there for them to buy cubes if they really feel the need to power through a zone, level up fast and buy their upgrades straight away. Otherwise they have to do it like most other players have had to. Its up to us to make it easier on them and help them through their training levels. Its not up to the game to make it easy. They will get bored and quit.
    The only new players i feel need some help from the game are those that are truly alone in an area surrounded by enemies. Something like an "outnumbered" bonus. That could be discussed in another thread as it is unrelated to this subject.
    Not everyone who has towers spends money on this game. All of a sudden they have to maintain their bots. Your giving more power to the people who spend money here not the other way round. Players would have to maintain their bots (bit dull gameplay wise i would think, to have to "rebot" your zone over and over) and sacrifice attacking or defending (im not sure on time-scale here. Every week? Every month? It makes a difference). Of the top ten players in the UK or in England only 1 to my knowledge spends money. And he is not number 1. Your going to upset a lot of people with a change like this. I repeat: Not all towers are a product of cubes.
    Eventually everyone will have to constantly be redeploying to keep their zones or get bored and stop playing. Actually the other option is just go full attack and not care about defence. The game is already repetitive with lack of new features and things to do. This will kill the playerbase in my opinion making it a game of nothing but sending def into the same zones every xx days/weeks because your bots are running out of power. Or a game where all you do is attack with no actual objective as no one will want to defend a zone with bots that are slowly dying AND there would be no point building a zone up high.
    I do like what Roosterman said though: If you could fire a maintenance bot into the zone to "recharge" your faction bots then i guess it might be something else for us to do. But the current bots (ZA, Def etc) with a lifespan? No.
    In my opinion it is a very bad idea and would not work. Most of the people who will want this are those who just focus on attack and don't want to defend. They will love this feature. I prefer the game to give you several options of gameplay (attack, defend, build, a mix) rather then a game where attacking is the only efficient way to play.
    The idea might have worked had the game started off like this (i still dont think it would have worked to be honest). With a lifespan on your bots, we would have kept are zones low on numbers. Say maybe a few hundred k. That would then lead to zones being taken far too easily.
    Also, this wont stop "excessive use of cubes" to murder a zone. We are trying to discuss ways of balancing cubes so they are not so "YOUR DEAD" and a little more "i've stabbed you and your bleeding....to death".
    Either way, its not really about the idea not working. Its more about the idea not effecting the issue in this thread.
  20. Like
    sethowar reacted to Strateg1st in Wow, what a looser   
    +1
  21. Like
    sethowar got a reaction from A_mai1298 in Wow, what a looser   
    +1... so much +1.
  22. Like
    sethowar reacted to Trustar in Sustained Excessive Qubing   
    in theory this is true, but it practise...
    let me give you an example, there is a relatively new faceless player in one part of the country, they are getting contuinily wiped out by one player despite now being level 100 and having 2 fully upgraded players nearby and alot of missile support from others around the country. we're talking about hundreds of thosands of bots being wiped out in minutes, it is a total joke.
    im kind of surprised anyone keeps playing under these circumstances and i've recruited at least 5 people in the same area who have jacked it in around level 20-50 because they have just found it utterly pointless to even try.
  23. Like
    sethowar got a reaction from roosterman in Sustained Excessive Qubing   
    1. Awesome that you are showing engagement on this issue gadge, it's quite encouraging
    2. I don't think that any f2p game should be seeking to pull all their money from a few cash cows, both for ethical and sustainability reasons. That is why the vast majority of games is something you do right.
    3. To Arab and lluf, I really think you forgot the first sentence of the thread when you put arced up about the most recent example of excessive qubing I saw.
    4. No, it most certainly was not increasing the fun I get out of qonqr. This game is a strategy game. It is a efficiency game. Trying to work with other people to fire the best thing for the situation as many times as you can to have the best possible effect. That fight was nothing more than everybody opening their wallets, knowing they could pay more and win, and figuring out who would stop first. It's not fun, just a fact of life at the moment. Cubing does not enhance any of the enjoyment an f2p can find in qonqr. It turns qonqr into a brutal, show-offey game, in which whoever has the tightest wallet (either they have less money or more sense) will lose, hands down.
  24. Like
    sethowar reacted to Gadgerson in Sustained Excessive Qubing   
    Thank you for the suggestions. There are some really interesting ideas here, and we will take a look at how hard this would be to implement.
    Have a great day,
    Gadge
  25. Like
    sethowar reacted to monk in Wow, what a looser   
    lol oh? Cas couldn't just buy a good reply?
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