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Greetings Captains! We received lots of good feedback for the proposed new level system and attack ranges post. Again, the goal of updating the player level system is to provide a more accurate representation of each player's experience and power. It's great to see so many players giving constructive feedback on the game. We've taken your feedback into account and now have a new and updated system for attack rules in conjunction with the new player level system.
Attack Distance Modification
A lot of you were concerned over the number of attackable targets within your Level range. This is a valid concern and when we broke this down further we found that a related area of the game, attack distance, also played a key role in providing good targets. So we've decided to scrap the 850 max distance attack rule and replace it with a +/- 2 Sector rule. The 850 attack distance penalized players who were at the top or bottom edge of a Sector and also stopped a full Sector from participating in Sector wars. The new +/- 2 Sector attack rule means that all players in a Sector will be able to attack up to 2 Sectors up in either direction. This increases the number of valid targets and sets the stage for even larger Sector vs Sector wars.
TL;DR:
- The 850 max distance for attacking rule is being removed
- A new +/- 2 Sector attack rule is being added
Updated Attack Ranges
Along with the new distance rules described above, we're updating the attack range rules to further increase the number of valid targets, especially for high level players. The +/- 5 Level range is remaining, but would no longer apply to players level 40 and above (currently level 29).
Attack Range Summary (note all Levels are the new Levels):
- Attack range remains at +/- 5 Levels up to Level 39.
- Players Level 40 and above can be attacked by any player Level 40 and above.
- Note, Levels 40-44 can still attack/be attacked by Levels 35-39 due to the +/- 5 rule still in effect for those lower Levels.
- FYI, Current Level 29 will be Level 40 in the new system
For clarification: Level 35-39 can still attack +5 levels, Level 40-44 can still attack -5 levels.
Combining the new attack ranges above with the new Sector distance range we get the following number of estimated valid targets for these levels:
- Level 10 has 1200 targets
- Level 20 has 840 targets
- Level 30 has 630 targets
- Level 40 has 420 targets
- Level 50 has 220 targets
By uncapping the attack range at Level 40 we triple the number of targets for Level 50+ players from 220 to 640. (Please note: for those interested in the math, we did not use the full +/- 5 Sectors' worth of data here; just +/- 1.5 Sectors' worth to be conservative.)
In all cases above Level 10, this represents an increase in the number of valid attackable targets over the existing Battle Pirates system.Player Level
The proposed Level system for player Levels is unchanged from the last post. We feel that as long as there are sufficient opportunity for players to attack other players, the new Level system is correct. For reference here it is:
Under Level 18 stays the same, then:
19 => 20
20 => 21
21 => 23
22 => 25
23 => 26
24 => 28
25 => 31
26 => 33
27 => 35
28 => 37
29 => 40
30 => 43
31 => 45
32 => 48
33 => 51
34 => 55
35 => 59
36 => 65
37 => 71
38 => 78
39 => 87
Our goal is always to improve your gaming experience, so we welcome all feedback, including criticism as long as it is constructive and respectful. Thanks.
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Only players that Kix cares about are the coiners, want them to listen more of you gonna need to cut them off of your wallet.
keep up the good work guys.
edit: if we can travel further can you help us out with travel times it currently takes me 20/30 mins to travel to the next sector?
BI 5: winner of strike cruiser...BI 6: winner of HH-A
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owner of- every boat in the game
Raid wins - BI 2, BI 3, BI 4, BI 5, BI 6, SW, SS, SF, LR,LF
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sectors visited - 59,61,60,411,367,406,407,178,413,369,408,152,
Rubber Ducky Your The One... You Make Bath Time So Much Fun!!!!!!
Welp, I guess those streamline hulls and drac armors are going to get a workout.
This is what we would like to change. Currently, the difference between someone who just became a level 30 and a level 30 that is about to become a level 31 is more vast that it should be.
It is something to consider, but I can't make any promises. Still, you can stack Streamlining 3 and the new speed module for a nice boost.
but so stacked you nerf the defense of your fleet and we are all going to be fishing in a harder and smaller pool how will this be a good thing?
Aside from the travel time issues as ppl have already mentioned it would be nice to have faster map speeds.
But I would also like to see some sort of indicator on a base that has been attacked and not yet repaired (maybe a white flag). Nothing worse that a long trip to a dead base.
One question: Swag, your initial description said that each level currently requires 40% more XP than the previous level. However, it looks like that number should actually be 50%: each level seems to require 1.5 x the number of XP for the prior level. Is that wrong and could you give us some more details on how the leveling formula will work after this update?
Edit
.... You need to clarify whether or not people below new level 40 (e.g. level 39) can attack people above level 40 without the higher level person being allowed to retaliate. That sort of asymmetry would be bad. People should not be allowed to attack people who are prohibited under the rules from responding.
Answered here, thanks Paul:
[This has since been cleared up. I will say I was confused. See here: http://forums.kixeye.com/showthread.php?t=251468&p=2230887&viewfull=1#post2230887]
the map speed of a fleet is based on the slowest ship so yes
yet by this way that same lvl fresh lvl 30 is throw to the wolves of every one above that lvl, really instead of adjusting the brackets to give the high levels more targets while still trying fix the system you took 2 steps forward then 5 steps back system suggested is more broken then it currently is
Only players that Kix cares about are the coiners, want them to listen more of you gonna need to cut them off of your wallet.
Yeah great ide on a base fleet lol
Locust.... a pest that move from place to place. depleats all, then move on....
Just to note; I DON'T GIVE A RATS Entrails what motivates people to do this. This is a game; I understand, but when people yank me into OTHER PEOPLES Bureaucratic Shenanigan filled Politics.... IT GETS PERSONAL!!!!
After reading the comments I have sort of changed my mind.
I would suggest that perhaps the level thing should change however work it like this. There should be two considerations:
OP Level...Your "league" should be set by your OP Level. OP Level 1 can only hit or be hit by a OP Level 1. OP Level 5 can be hit by OP Level 5.
If under the new level system a Level 51 hits a Level 33 (both having OP5) then the Level 51 who destroys 4 WH and 1 OP would get Total Resources x 60% x 54%.
If the 33 defeats the level 51 in the same situation the Level 33 gets Total Resources x 60% x 154%
Or we could really open it up by comparing Fleet Level vs. Base Level. If a player is level 20 then any player could hit them with a level 20 fleet or lower. Thus actually a Level 51 could attack any player as long as his fleet didn't exceed the opponents base level. So the only restriction would be Fleet Level. Sort of call it a pirates pride or arrogance and gives you a reason to keep those long ships handy.
Drac Base #2 - Done Solo
1. Make it level 50 and above that falls under "the sky's the limit."
I was just hitting level 33 by the time I finished all researches and upgrades (except tac lab which didn't exist yet) - in other words, everything available in every tech tree.
The average level 30 today is nowhere near where the average level 30 was back when I was 30. They are not ready for the bigtime. They don't become ready for the bigtime until mid-level 32 - and if you add in the tac lab, that would bump it to right around 33, or in the new system 50.
2. Can we get an across-the-board increase in map speed for everything to account for the larger travel distances? I remember when it was bumped up last time (over a year ago), and it helped a lot.
EDIT TO ADD: In fact, thinking about a map speed increase, it would help a lot with a ton of other unrelated problems that we also have. One of the raisons d'etre for insector hitting is that people don't want to spend a ton of time driving to distant targets. This should help with that argument a lot.
And hey, I would actually be able to hit the sector to my north a LOT more than I can now. Right now they're either out-of-range or a 30-min one way drive, and I'm rarely willing to make the 30-min drive.
(o.o)
(")(")*
Just wondering if this will bring back the teleport bug, that if I remember right the 850 rule was made to fix it.