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Unread 14 Jun 2008, 13:51   #151
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Re: Remove Prelaunches

Quote:
Originally Posted by Mzyxptlk
At this very moment, I'm playing the world's smallest violin, just for him.
He has a point. Getting waved like that discourages new players and loses them, without prelaunch it would be a lot harder to do.
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Unread 14 Jun 2008, 14:36   #152
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Re: Remove Prelaunches

Maybe if someone in his alliance had told him that this is how it goes the first few days, he wouldn't have quit (forever!). It's not the game that failed here. It's the people not teaching him.
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Unread 15 Jun 2008, 15:27   #153
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Re: Remove Prelaunches

Quote:
Originally Posted by Mzyxptlk
Maybe if someone in his alliance had told him that this is how it goes the first few days, he wouldn't have quit (forever!). It's not the game that failed here. It's the people not teaching him.
thats not true, it isnt his alliance who didnt tell him enough, he had a old player on his side teaching him even. Even a RL mate, so more talks then just on irc.
Still he decided the game as it is, like that is crap and hes right there.

I am loosing more and more the fun in it myself, its too damn easy to arrange those massive attacks, no skillz needed, no activity , nothing....
thats lame...
not even talking about how hard it is if u actually wanna defend.

I dont see a reason why a new player should be encourage to stay here and play this. Its just about (pre)launching fleets and sitting in the right gal/alliance.
No skill is needed anymore, its just luck, if u get trough on ur target, whilst ur not piggied and if somehow ur gal ends lucky and wont be double booked so u may even be able to defend one or severl waves on u.

Remove the prelaunch and bring back skills, talent to organise ur alliance members and fun.
if not this game is dead within the next 2 years, when the last old players left due to a smaller and smaller universe.
and then u can play on ur small violine all day and night!
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Unread 15 Jun 2008, 16:03   #154
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Re: Remove Prelaunches

So getting up at 2.55 am to launch a fleet takes skill?
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Unread 15 Jun 2008, 16:13   #155
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Re: Remove Prelaunches

Well, define 'skills.'

But if skills means ability or virtue or positive trait, then yes, waking up at 2am is a skill. It shows the player knows enough about the game, has enough commitment, constancy, ambition...

If it means the ability to analyze something, or to get something done... at 2am while half/sleep and the clock ticking, then yes, it is a skill.

If it means having DCs and BCs coordinating with people, and dealing with unexpected evelopments, then yes, it is a skill.

Now, if it only means the vulgar act of waking up and turning on the computer, etc... then I agree with your sarcasm, no, most reasonable persons would agree this is not much of a skill.

Last edited by Aedolaws; 15 Jun 2008 at 17:43.
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Unread 15 Jun 2008, 17:39   #156
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Re: Remove Prelaunches

Quote:
Originally Posted by Linkie
So getting up at 2.55 am to launch a fleet takes skill?
No for a single player it doesnt take skill at all to wake up at 2.55 to launch a fleet, but it takes skill for a alliance BC to organise his whole alliance to wake up at 2.55, 3.55 and 4.55 to organise a massive 3 wave attack on a gal.

will alliance BCīs get everyone to do so ? NO
will this lead to less coverage in those night raids or less waves on a certain gal? YES

do i need to add anything else ?
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Unread 17 Jun 2008, 14:43   #157
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Re: Remove Prelaunches

Quote:
Originally Posted by M0RPH3US
Vengeance just lost the first new player this round
due to the fact he got 5 waves the first and 3 waves the second night and another 3 waves the third night (while beeing on 200 - 300 roids).
How did he managed to keep having 200-300 roids??
Did he initiated roids every day to get an decent number of roids?? Did somebody told him that keeping initiating rodis was not smart..

Secondly how good was the ally/galdefense?? Maybe he was one of the few targets that get roided every day, while his galmates where able to fend off most of the attacks??

Was he CATH?? Cath seems to be like an "kick me please" sign to a lot of people.
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Unread 17 Jun 2008, 14:54   #158
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Re: Remove Prelaunches

Initiating to 200/300 is always smart.
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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Unread 17 Jun 2008, 15:04   #159
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Re: Remove Prelaunches

Quote:
Originally Posted by Mzyxptlk
Initiating to 200/300 is always smart.
Not if you don't keep them long enough to make break even. Thats why i asked more info.. The guy involved was attacked three days in a row.. (maybe in a galraid)..
Did he had bad luck?? Or was the defense of his gal soo good that it took THREE days untill the gal wasn't interesting anymore to be roided??

Did the player had any ship so he was an easy target anyway?? I know of ally-scanners who got raided soo often that they simply gave up initiated new roids.
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Unread 17 Jun 2008, 18:29   #160
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Re: Remove Prelaunches

Quote:
Originally Posted by M0RPH3US
No for a single player it doesnt take skill at all to wake up at 2.55 to launch a fleet, but it takes skill for a alliance BC to organise his whole alliance to wake up at 2.55, 3.55 and 4.55 to organise a massive 3 wave attack on a gal.

will alliance BCīs get everyone to do so ? NO
will this lead to less coverage in those night raids or less waves on a certain gal? YES

do i need to add anything else ?
All true whats quoted above. FACT - the only thing that is keeping pa alive is prelaunch.

You have to be incredibly ignorant to believe that pa will not die 100x quicker if prelaunch is removed. There will be shit coverage on attacks as stated, people will become disheartened by their unl33t ally mates who see pa as just a game so wont wake up in middle of night. Defence will be balls ache to organise also.


Its just stupid!.. keep pre launch and fix other areas such as linking defense report button to out of game alliance tools. .. something that will actually benefit people!
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Unread 22 Jun 2008, 01:31   #161
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Re: Remove Prelaunches

Quote:
Originally Posted by Munkee
All true whats quoted above. FACT - the only thing that is keeping pa alive is prelaunch.

You have to be incredibly ignorant to believe that pa will not die 100x quicker if prelaunch is removed. There will be shit coverage on attacks as stated, people will become disheartened by their unl33t ally mates who see pa as just a game so wont wake up in middle of night. Defence will be balls ache to organise also.


Its just stupid!.. keep pre launch and fix other areas such as linking defense report button to out of game alliance tools. .. something that will actually benefit people!
whats more frustrating for a new player ?

not to gain new roids on a attack?
or
have 4 waves on his planet at 2-4 Gametime?

if u can answer that, u answer whats causing new players not to stay playing PA
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