View Poll Results: How long should rounds 14 and 15 last?
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8 weeks
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82 |
27.70% |
9 weeks
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42 |
14.19% |
10 weeks
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172 |
58.11% |
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3 Jun 2005, 15:51
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#1
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Round 14 and Round 15 lengths
The last 2 rounds of Planetarion have been 10 weeks. This seems to have worked reasonably well, however in some ways shorter rounds would be better:
Having a short round 14 would allow Round 14 to be a summer round and not go to far into the Autumn, this in turn allows Round 15 to start earlier and potentially not have to clash with xmas.
Round 14 is at the moment set to be in July at some point, if we assume mid July and 8 week round finishes 1st week of september. This would allow Round 15 to start as late as the end of October. This gives plenty of time for testing.
9 week rounds should also allow round 15 to finish before xmas, but would restrict testing to an extent.
So the question is what is it you the players want? Please vote in the poll and post opinions.
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3 Jun 2005, 15:58
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#2
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lolly roffle
Join Date: Nov 2001
Posts: 5,514
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Re: Round 14 and Round 15 lengths
http://pirate.planetarion.com/showth...53#post2890153
People might want to take a look at that thread so they know how this poll came about and reasons behind it.
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eXcessum
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3 Jun 2005, 16:01
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#3
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[Vision]
Join Date: Jul 2001
Location: The Netherlands
Posts: 897
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Re: Round 14 and Round 15 lengths
10 weeks then... 8 weeks is just to short i think, not enough to get a clear winner (unless the round is really unbalanced stats/race/politic wise)
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[Vision] in a lost dream, contributing to The 5th Element at present
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3 Jun 2005, 16:22
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#4
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break it down!
Join Date: Feb 2005
Posts: 2,087
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Re: Round 14 and Round 15 lengths
I'd say 10 weeks but school starts in september so I'd rather have R14 finish before school starts so I can make a decent start to the school year
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3 Jun 2005, 16:32
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#5
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.
Join Date: Mar 2004
Posts: 3,382
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Re: Round 14 and Round 15 lengths
It doesn't matter one bit to me as long as round 14 starts mid-july.
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3 Jun 2005, 16:40
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#6
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The Nephilim
Join Date: Jul 2004
Posts: 77
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Re: Round 14 and Round 15 lengths
I would prefer whichever gave me more planetarion. Although, I am a little partial to shorter rounds, being as how I normally get bored around tick 1000. This time has proved a little more interesting, and I'm still playing this time lol. So whichever works better for the PAteam.
Melesse
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3 Jun 2005, 17:54
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#7
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Registered User
Join Date: Dec 2003
Posts: 327
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Re: Round 14 and Round 15 lengths
Have to admit,.. the last 2 weeks of this round i've got a little bord,.. not sure if that's to do with the round comming to an end,.. or to do with it being 10 weeks,...
thus i vote 8 weeks,.. thus it also means people have the chance to push through and do 8 weeks of no sleeping, b4 catching up for a week or two :P
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Rocko
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3 Jun 2005, 18:13
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#8
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Idiot
Join Date: Jun 2004
Posts: 133
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Re: Round 14 and Round 15 lengths
8 weeks would be ok, but only if they reduce the time between rounds!
WTF is the 4-6 weeks wait for ?
Beta testing could be done in a day or two.
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3 Jun 2005, 18:20
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#9
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Registered Awesome Person
Join Date: Jul 2002
Posts: 5,676
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by flikman
8 weeks would be ok, but only if they reduce the time between rounds!
WTF is the 4-6 weeks wait for ?
Beta testing could be done in a day or two.
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No, it can't. You clearly have no idea of what beta testing really is. 1-2 weeks needs to be allowed for betas, minimum.
Voted for 9 weeks, as long as Round 14 starts as soon as possible - that way Round 15 isn't too short. 8 weeks is my preferred option if Round 14 takes some time to arrive.
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3 Jun 2005, 18:23
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#10
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Puppet Master
Join Date: Dec 2001
Posts: 227
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by flikman
Beta testing could be done in a day or two.
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Apparently you don't understand the first bit about beta testing. Whenever they make bigger changes in code everything should be tested properly and not like they have been before. No wonder we've found bugs in game so often in the past rounds. Changing code in middle of round is not as easy as you may think and they are reluctant to do it unless it's crucial.
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3 Jun 2005, 19:01
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#11
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Idiot
Join Date: Jun 2004
Posts: 133
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Re: Round 14 and Round 15 lengths
I think everyone agrees a Cat boost was needed mid round, and also most coders will agree that it woulda taken 5minutes to update the stats.
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3 Jun 2005, 19:32
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#12
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Reject False Icons
Join Date: Jul 2002
Location: Your Hotel.... Fee:$999
Posts: 896
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Re: Round 14 and Round 15 lengths
^^
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3 Jun 2005, 19:35
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#13
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: Round 14 and Round 15 lengths
its takes all of 5s to update the stats, just mid round stats changes are generally untested and its hard to see the overall effect, so they are a bad idea.
If people read the announcements they will see that next round has a fair few changes that will need testing, so we are likely to need 2 weeks of testing and thats assuming things go well. Of course the changes have been verified to work in an alpha testing phase, but full testing with more people is essential.
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3 Jun 2005, 19:52
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#14
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Non directed and witty
Join Date: Nov 2001
Location: #ascendancy
Posts: 814
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Re: Round 14 and Round 15 lengths
10 weeks imo, ive enjoyed the length of the last 2 rounds.
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3 Jun 2005, 20:14
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#15
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Hamster
Join Date: Apr 2000
Location: Crewe, England
Posts: 3,606
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Re: Round 14 and Round 15 lengths
I'm caught in two minds, as i've made clear I think that 10 weeks can be too intensive hence why ive been pushing for some kind of short breaks at intervals in the game and obviously an 8 week round would reduce how intensive it was.
However a reduction to 8 weeks is worrying for two reasons
1) The value for money is getting less every round. If we shave another two weeks off the round we are getting closer to paying MMORPG prices for a much simpler and cheaper to run game which damages the claim of it being one of the best value p2p multiplayer online game around
2) It gives much less time to react to things happening.For example with 2 weeks less F-Crew this round might not have been able to undo the advantage that APA and Coven gained over them with mergers. Especially when you consider that the last two weeks are the time when most players are likly to drop their levels if somthing goes wrong ( its a view that they re wrong with but many feel that in the last two weeks if you lose alot of ships your round is screwed, infact the lowe value probally means greater xp gains and easier targets to hit for these gains so is probally helpful)
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3 Jun 2005, 20:58
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#16
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ND
Join Date: Aug 2001
Location: Amazingstoke
Posts: 2,235
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Re: Round 14 and Round 15 lengths
I went for 9 weeks, I dont want it to clash with xmas, despite getting less value for money.
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[ND]
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3 Jun 2005, 21:36
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#17
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Ambiguous Anachronism
Join Date: Jan 2003
Posts: 282
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Re: Round 14 and Round 15 lengths
PA has ever done beta testing?
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3 Jun 2005, 21:44
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#18
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Retard0r
Join Date: Apr 2001
Location: Norway
Posts: 1,164
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Re: Round 14 and Round 15 lengths
The roundlength isnt so much of a matter, tho the deadtime inbetween rounds is. I'd say never more than 3 weeks between rounds.
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3 Jun 2005, 21:48
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#19
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by DrunkenViking
The roundlength isnt so much of a matter, tho the deadtime inbetween rounds is. I'd say never more than 3 weeks between rounds.
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when u say 3 weeks do u mean 3 weeks betwene tick stop and tick start, 3 weeks between end of havoc and tick start, 3 weeks between tick stop and signups, 3 weeks between end of havoc and signups?
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3 Jun 2005, 22:03
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#20
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part time ghost
Join Date: May 2000
Location: Grimsby
Posts: 925
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Re: Round 14 and Round 15 lengths
I agree with Furball, 9 weeks would be ideal, but 8 weeks if necessary.
By the way, last time we played over Christmas (round 3) some of us suggested a christmas break and were told something along the lines of 'piss off noobs this is a war game'. Planetarion has never broken for christmas since, it's never had to. Rounds 5 and 6 were timed neatly either side of christmas, round 8 finished early, and round 10 was shorter than previous rounds anyway, I believe.
Seems odd to be thinking about Christmas in June...
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4 Jun 2005, 04:13
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#21
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Round 14 and Round 15 lengths
i prefer 10 weeks, but would be ok with 8 IF research & construction are speeded up.
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4 Jun 2005, 04:31
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#22
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by wakey
However a reduction to 8 weeks is worrying for two reasons
1) The value for money is getting less every round. If we shave another two weeks off the round we are getting closer to paying MMORPG prices for a much simpler and cheaper to run game which damages the claim of it being one of the best value p2p multiplayer online game around
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I suggested in that other thread that an 8 week round would be good value for money IF a speedgame credit was bundled in with the price. This is different to having a free speedgame, as only paid planets would have a credit to this speedgame (plus anyone who wants to purchase a speedgame credit etc etc).
That way, players get an 8 week round, and some hardc0re PA action whilst the next round is being tested etc. This is a fair compromise, imo.
/me goes to that thread to see whether my idea was flamed or not .
As for round lengths, i'd like to see R14 be 8 weeks and R15 to be 9 or 10. I'm not sure exactly why - but is that important?
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4 Jun 2005, 04:41
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#23
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saint-ciboire de tabarnac
Join Date: May 2005
Posts: 244
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Re: Round 14 and Round 15 lengths
Waiting extra weeks (beyond testing) to start round 14 because of exams or whatever seems dumb. Many people had exams and other real life issues this round. You'll never time it to make everyone happy so I say just start as soon as possible. I guess the main thing you have to figure out; would you lose more money having a long break or starting early?
As far as game length, I would prefer 10 weeks.
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4 Jun 2005, 06:26
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#24
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Registered User
Join Date: Apr 2003
Location: Swansea
Posts: 798
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Re: Round 14 and Round 15 lengths
How about 8 weeks for R14 and 10 weeks for R15?
If this isnt posible then 9 weeks for each so we have no christmas clash
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4 Jun 2005, 06:29
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#25
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Subh HC
Join Date: Jun 2005
Location: Brisbane, Australia
Posts: 12
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Re: Round 14 and Round 15 lengths
i think 10 weeks is best value for money.
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4 Jun 2005, 09:11
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#26
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Subh HC
Join Date: May 2005
Location: USA
Posts: 215
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Re: Round 14 and Round 15 lengths
10 weeks for both rounds... war doesnt stop for a holiday that not everybody even celebrates..
10 weeks gives best play out of a round and crucial things happen in the last weeks. also gives best value imho
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4 Jun 2005, 09:42
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#27
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I see you!
Join Date: Sep 2002
Location: In any girl
Posts: 2,825
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Re: Round 14 and Round 15 lengths
It's not like PA ever stopped because of Ramadan either
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4 Jun 2005, 09:44
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#28
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break it down!
Join Date: Feb 2005
Posts: 2,087
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by Nadar
It's not like PA ever stopped because of Ramadan either
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its not like people actually need to stop playing PA for Ramadan. They carry on with their normal lives
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4 Jun 2005, 09:56
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#29
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1up on you
Join Date: Mar 2002
Location: Birmingham, UK
Posts: 4,007
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by Stifler
How about 8 weeks for R14 and 10 weeks for R15?
If this isnt posible then 9 weeks for each so we have no christmas clash
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[ 1u p]
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4 Jun 2005, 11:17
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#30
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Here Comes The Pain!!!!!!
Join Date: May 2005
Location: on a ROCK
Posts: 26
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Re: Round 14 and Round 15 lengths
i went 10 weeks cos i was thinking about new ppl joining they wanna chance to get to #1 spot hehehe
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4 Jun 2005, 11:21
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#31
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Registered User
Join Date: Dec 2003
Posts: 327
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Re: Round 14 and Round 15 lengths
ok i've already voted, but i do have an idea,.. how about sticking to the 10 week thing,.. so people dont loose value for money,.. but have a 5 day - 1 week break over xmas ??? i
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Rocko
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4 Jun 2005, 11:27
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#32
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pe0n
Join Date: Oct 2002
Location: Kindom of the Netherlands
Posts: 1,347
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Re: Round 14 and Round 15 lengths
I voted 9 because I'm starting to lose interest. But I'm conservative, so don't change too much at once. I'd prefer a round starting at xmas because I have a lot of time to play then (as I know a lot of others have).
Note: planning has never been a strong point in this game. Just start asap for the optimal round length. Don't think half a year ahead. There might be some bugs forcing roll-backs or other technical problems. Development of rnd 14 or 15 might take a tad longer than expected etc.
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Last edited by Gerbie; 4 Jun 2005 at 11:34.
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4 Jun 2005, 12:39
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#33
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thomus always sober...
Join Date: Jan 2005
Location: Solihull, UK
Posts: 112
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Re: Round 14 and Round 15 lengths
i would rather see the longer rounds, i think 10 weeks is fine and anthing shorter would feel like the round was over to quick.
Short rounds doesnt give you enough time to rebuild your lost ships if you have lost them half way through it hampers your chance to rise through the ranks. why pay the same amount for less time ok its only a fiver but the rounds are getting shorter and shoter. If you do lose intrest then thats your fault and if the quests do get added to the game next round then it might bring more intrest back into the game,
As i see it a lot of n00bs and players seem to give up far to easily and you wonder about the different galaxies seeing half of them still at 5mil, many a times ive wanted to give becuase of being pwned but never as half of you. Maybe it could be made slightly easier for the first time players of the game who for their fist time playing dont expect wave after wave of attack
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4 Jun 2005, 17:13
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#34
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The Original Terran
Join Date: May 2003
Location: Afghan atm
Posts: 1,633
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Re: Round 14 and Round 15 lengths
I say 8 weeks because 10 weeks without decent sleep wrecks mine and nutkins head
And it also gives me x-mas with my daughter.
So go for 8 weeks this round and 10 weeks round after that
Just hope maybe research maybe a little bit quicker if there is less round time.
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4 Jun 2005, 17:15
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#35
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BlueTuba
Join Date: Aug 2000
Posts: 6,339
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Re: Round 14 and Round 15 lengths
9 weeks, with an optional extra week to allow for server stoppages.
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4 Jun 2005, 17:56
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#36
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uber pe0n
Join Date: Aug 2004
Posts: 87
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Re: Round 14 and Round 15 lengths
im not too concerned with the round length, more the start date of rnd 15.
i would prefer it mid/late september at earliest as most students will be back at uni and settled in by then to make a good effort for the rnd.
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5 Jun 2005, 03:03
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#37
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Wizard
Join Date: Jan 2001
Location: The Great White North eh!
Posts: 102
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Re: Round 14 and Round 15 lengths
I'm in for 10 weeks, anything that shortens the round along with all the lame changes so far just makes it more annoying. The long lag between rounds is killing us as well. Maybe its about time we tweaked the code when it comes close to working instead of adding yet another batch of bugs & inconsistent play. Get some stats that are fair. Work out the tech tree to finish faster, get the bugs out and lets have a few rounds where the game only has minor tweaks or bug fixes, and stop calling bugs game features. DO a rewrite if you must but don't test it out on us when we pay. And for godsakes lose the XP points thats the biggest exploited crock of shite since round one. Come to think of it Xan would like thier BS's back and some anti frig that works would be nice too. If your gonna supposedly give every race weakness, I suggest you hand out XP for defence then, but 100% better if you fix the stats and do away with XP.
Merlin
Rnd 1 till now
and yes I had to re-reg my account damned rewrites
Last edited by Merlin; 5 Jun 2005 at 03:11.
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5 Jun 2005, 10:51
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#38
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used to register
Join Date: Feb 2002
Location: Netherlands
Posts: 979
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Re: Round 14 and Round 15 lengths
It's week 23 coming week right? I'd say 2x 10 weeks, with R15 ending just before X-mas, and havoc in the X-mas vacation. That can be done easily if the time between 2 rounds isn't so frigging long. 28 weeks should be enough for 20 weeks of playtime, + 2 x 4 weeks in between.
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R1: ??:?? | R2: 51:6 | R3: 37:12 | R4: 186:13 | R5: 13:17 | R6: 1:25
R7: 15:14 | R8: 34:4 / 52:10 ¤ | R9: 16:2 | R9.5: 34:6 / 41:6 ¤
R10: 2:2 | R10.5: 15:4 | R11: 28:8 | R12: 22:9
Damn, outdated and too lazy to edit, retired now
-----
Started playing again Still too lazy to update though
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5 Jun 2005, 11:05
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#39
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by Merlin
I'm in for 10 weeks, anything that shortens the round along with all the lame changes so far just makes it more annoying. The long lag between rounds is killing us as well. Maybe its about time we tweaked the code when it comes close to working instead of adding yet another batch of bugs & inconsistent play. Get some stats that are fair. Work out the tech tree to finish faster, get the bugs out and lets have a few rounds where the game only has minor tweaks or bug fixes, and stop calling bugs game features. DO a rewrite if you must but don't test it out on us when we pay. And for godsakes lose the XP points thats the biggest exploited crock of shite since round one. Come to think of it Xan would like thier BS's back and some anti frig that works would be nice too. If your gonna supposedly give every race weakness, I suggest you hand out XP for defence then, but 100% better if you fix the stats and do away with XP.
Merlin
Rnd 1 till now
and yes I had to re-reg my account damned rewrites
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If you read announcements you would know that round 14 is only bug fixes and minor changes rather than major changes.
The lag between round 12 and 13 has been the only "long" lag and that was largly due to Spinner being ill and in hospital.
Round 14 will start as soon as possible.
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5 Jun 2005, 12:03
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#40
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Hibernating
Join Date: May 2004
Location: Team Kesha
Posts: 1,621
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Re: Round 14 and Round 15 lengths
it should have been 8 weeks, then i would have finished with atleast some fleet left =D
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6 Jun 2005, 10:16
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#41
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Spastic Drivel!
Join Date: Nov 2001
Location: BloodFlower Village
Posts: 313
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Re: Round 14 and Round 15 lengths
8 weeks is long enough.
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6 Jun 2005, 11:02
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#42
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wasted
Join Date: Dec 2000
Location: Under the floorboards
Posts: 1,240
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Re: Round 14 and Round 15 lengths
Beta testing is overrated. Changes are only incremental, it's not like a whole lot of stuff changes in the grand scheme of things. The problem with the beta is that instead of testing specific changes, people seem to think it's an opportunity to suggest all kinds of other changes. That, in my past experience, is why it takes so long.
I can see advantages to both shorter and longer rounds, so in the spirit of compromise (or is it indecision?) I'm voting for 9 weeks.
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6 Jun 2005, 11:44
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#43
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Puppet Master
Join Date: Dec 2001
Posts: 227
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Re: Round 14 and Round 15 lengths
If research lengths are tweaked somewhat, I got no problem with a bit shorter rounds.
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6 Jun 2005, 16:39
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#44
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The Nephilim
Join Date: Jul 2004
Posts: 77
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Re: Round 14 and Round 15 lengths
I noticed some people were wanting a mid round break in the middle of rounds...Would it be worthwhile to have a midround break in R14 to do a quick Beta with say 15 minute ticks or something?
I mean, if R15 is going to be a big change, someone can work on the stats in the first part of the round, have a quick beta, fix some bugs and problems, then have a shorter beta at the end of R14 so we can get kicking into 15 pretty quickly.
I still think Shorter is better. Yea, longer is better for the bigger players, but for anyone lower then say 600 or so, it gets old fast sucking.
Melesse
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For to win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill.
Sun Tzu
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6 Jun 2005, 17:27
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#45
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Puppet Master
Join Date: Dec 2001
Posts: 227
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Re: Round 14 and Round 15 lengths
I dislike the idea of any breaks in middle of round. I could understand a 1-2 days break over christmas but not more than that.
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7 Jun 2005, 11:55
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#46
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Big-shot in my own mind.
Join Date: Oct 2003
Location: "Where You Live" <-- I dont LIVE.. i play PA.
Posts: 30
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Re: Round 14 and Round 15 lengths
hmmm
how bout 16 weeks?
then round 14 can have utter decent beta testing and finish nicely before christmas, while round 15 can then be properly tested from christmas till early januari and kick off in the new year :-P
also it would take away the idea of less value for money, as it would nicely increase the value for money even, and as wakey pondered, there will be plenty of time to adapt to major changes in the game :-)
16 week rounds have my vote! (18 if possible!)
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7 Jun 2005, 13:39
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#47
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Registered User
Join Date: Aug 2003
Location: Norway
Posts: 12
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by Nadar
It's not like PA ever stopped because of Ramadan either
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its about feckin time it does! lets celebrate all holidays!!! lets even have a break on mother/fathers day!
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7 Jun 2005, 14:27
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#48
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Round 14 and Round 15 lengths
Quote:
Originally Posted by Bee
its about feckin time it does! lets celebrate all holidays!!! lets even have a break on mother/fathers day!
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Yeah and saturdays and sundays too, and no more than 8 hours a day anyway, with a break for lunch.
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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7 Jun 2005, 21:06
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#49
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: Round 14 and Round 15 lengths
If the round is shortened with it decrease the cost of the round? If the price is the same longer is better!
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Romans 10:9-10
#strategy
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7 Jun 2005, 21:09
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#50
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ND for life
Join Date: Nov 2004
Posts: 94
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Re: Round 14 and Round 15 lengths
I voted for 8 weeks as I won't be able to play r14, or if I do will be very inactive and want to miss as little PA as possible. Also don't want it to run over x-mas, or if it does then at the very least stop for x-mas day, preferably for a couple of days after as well. For those of you saying it is a war game so it shouldn't stop for x-mas: even WW1 stopped on x-mas day, the two sides had a football match.
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