Posts by Worldofpain

    Hello community. I was looking through the settings of the new universes and noticed that variable mission speed exists now. Attack. Transport. Acs defend. And I think its time to just suggest you remove any remaining values of the original game. There is no point in not doing it now with this current abomination. Just make a Dm item that lets you speed up your arrival time or slow down your arrival time as you see fit to spend that money. Lot of other similar games have crossed this glass ceiling already and the point of skilled time backs has long since been done away with. DM that fleet speed, LETS GO!!! a locked fleet is just 20 euro away from not being locked anymore! but for 20 euro you can attempt to relock it!

    Also new suggestion. make like WAAAAY more whale emoji's, you are going to need them.

    -Gunslinger (Thinking about changing my bullet's speed while its in mid air):cya:

    So I was going to stay forum silent and just play on this universe. The game continues to devolve and watching its slow spiral into a black hole accelerating of late, I thought I would just play casually where the server specs would be very unlikely to draw a bunch of dm use. Nothing kills the excitement of playing that game than watching people buy res with real money hand over fist. Made a few skill hits, brought back some of the team and just chilled making some smashes, and then all these Geld boys start spending dm like crazy. So, I start smashing their overnights. Making it real inconvenient for them. On one of those smashes, Bud came online when I was moments out and use 1 or 2 metal packages to make a RL defense push that he instanted in the last 6 sec of flight. even running multiple windows so I was unable to see the military push and make the recall in time. (First time someone has gotten me this way in a long time.) it was a relatively small loss but I vowed to repay him for it with a skill hit that he couldn't buy his way out of. We blew the moon in his hive when we certain it was a dirty fs. Had to nuke down all the free defense the tritium rewards gives these days to make way for the demolition team. Found the fleet. Repaid the debt.

    Big thanks to the team. Old and new.

    Imagine playing the game instead of trying to buy the game. Its not about the money, its about sending a message.

    On 10-06-2021 --:--:--, the following fleets met in battle:

    Attacker Gunslinger [BHH]


    Battleship 5.876

    Bomber 923

    Destroyer 559

    Reaper 360

    Cruiser 5.244

    Battlecruiser 1.176

    Pathfinder 3.206

    Light Fighter 257.799

    Heavy Fighter 7.223

    Small Cargo 10.502


    Attacker Rage [BHH]


    Light Fighter 22.607

    Bomber 349

    Destroyer 268

    Reaper 139

    Cruiser 4.735

    Pathfinder 1.259

    Battleship 2.341

    Battlecruiser 1.991


    Attacker Jorj X [BHH]


    Battleship 2.315

    Battlecruiser 1.898

    Bomber 100

    Heavy Fighter 5.952

    Cruiser 9.821

    Pathfinder 3.600

    Light Fighter 161.167

    Small Cargo 30.133


    Attacker Ronin [BHH]


    Battleship 1.045

    Bomber 789

    Destroyer 516

    Reaper 406

    Cruiser 2.774

    Battlecruiser 1.263

    Pathfinder 1.800

    Light Fighter 30.265

    Heavy Fighter 5.879

    Small Cargo 14.285


    Attacker BillyBaroo [BHH]


    Bomber 230

    Destroyer 124

    Reaper 1.105

    Cruiser 5.054

    Battleship 1.902

    Battlecruiser 1.596

    Pathfinder 271

    Light Fighter 33.581

    Heavy Fighter 870

    Small Cargo 14.494

    Large Cargo 2.983


    Defender Bud Spencer [GELD]


    Small Cargo 12.663

    Large Cargo 12.300

    Light Fighter 23.867

    Heavy Fighter 7.403

    Cruiser 21.468

    Battleship 7.863

    Recycler 12.100

    Espionage Probe 67.943

    Bomber 1.131

    Destroyer 717

    Deathstar 9

    Battlecruiser 6.140

    Reaper 564

    Pathfinder 3.785


    After the battle ...

    Attacker Gunslinger [BHH]


    Battleship 5.817 ( -59 )

    Bomber 911 ( -12 )

    Destroyer 557 ( -2 )

    Reaper 359 ( -1 )

    Cruiser 5.064 ( -180 )

    Battlecruiser 1.165 ( -11 )

    Pathfinder 3.078 ( -128 )

    Light Fighter 188.675 ( -69.124 )

    Heavy Fighter 6.136 ( -1.087 )

    Small Cargo 7.661 ( -2.841 )


    Attacker Rage [BHH]


    Light Fighter 16.668 ( -5.939 )

    Bomber 348 ( -1 )

    Destroyer 264 ( -4 )

    Reaper 139 ( -0 )

    Cruiser 4.551 ( -184 )

    Pathfinder 1.212 ( -47 )

    Battleship 2.322 ( -19 )

    Battlecruiser 1.975 ( -16 )


    Attacker Jorj X [BHH]


    Battleship 2.292 ( -23 )

    Battlecruiser 1.887 ( -11 )

    Bomber 99 ( -1 )

    Heavy Fighter 4.977 ( -975 )

    Cruiser 9.441 ( -380 )

    Pathfinder 3.446 ( -154 )

    Light Fighter 117.190 ( -43.977 )

    Small Cargo 21.989 ( -8.144 )


    Attacker Ronin [BHH]


    Battleship 1.036 ( -9 )

    Bomber 781 ( -8 )

    Destroyer 510 ( -6 )

    Reaper 406 ( -0 )

    Cruiser 2.685 ( -89 )

    Battlecruiser 1.250 ( -13 )

    Pathfinder 1.726 ( -74 )

    Light Fighter 22.194 ( -8.071 )

    Heavy Fighter 4.985 ( -894 )

    Small Cargo 10.367 ( -3.918 )


    Attacker BillyBaroo [BHH]


    Bomber 229 ( -1 )

    Destroyer 120 ( -4 )

    Reaper 1.095 ( -10 )

    Cruiser 4.878 ( -176 )

    Battleship 1.885 ( -17 )

    Battlecruiser 1.582 ( -14 )

    Pathfinder 264 ( -7 )

    Light Fighter 24.591 ( -8.990 )

    Heavy Fighter 723 ( -147 )

    Small Cargo 10.576 ( -3.918 )

    Large Cargo 2.610 ( -373 )


    Defender Bud Spencer [GELD]




    The attacker has won the battle!

    The attacker captured:

    9.384.316 Metal, 3.080.143 Crystal and 11.011.458 Deuterium

    The attacker lost a total of 716.140.000 units.

    The defender lost a total of 2.758.735.000 units.

    At these space coordinates now float 993.577.575 metal and 589.578.930 crystal.

    The attacker captured a total of 23.475.917 units.

    The chance for a moon to be created from the debris was 20%.

    The attacker(s) captured the debris.

    Summary of profit/losses:

    Summary attackers(s)

    Metal: 501.990.891

    Crystal: 384.568.073

    Deuterium: 3.933.458

    The attacker(s) made a profit of 890.492.422 units.

    Summary defender(s)

    Metal: -1.535.714.316

    Crystal: -997.969.143

    Deuterium: -248.527.458

    The defender(s) lost a total of 2.782.210.917 units.

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    a video could be nice. but really we are talking about basic math. A screenshot of a clear lanx at xx xx 34 for instance. and the dev being able to see that the server recorded the recall of the fleet at xx xx 37 for instance, should be sufficient info to find the problem. or in some cases the fleet was recorded as gettting recalled 21 sec later. so xx xx 55. i could post a video of that. but like i said. its a video of 21 sec showing an empty lanx. when really, you only need to see the first iteration or instance of the empty lanx and compare it to when the server "thinks" it was empty. thats it.

    THe goal here is to capture a screenshot of the first second that a lanx is clear. I.e. if the player recalls at 31 sec on the clock, I am going to attempt to get a screen shot ofthe lanx being empty at 32sec on the clock. If the problem presists the way we have seen it recently, we will have reports of the fleet landing as if it was still visable until 34-35seconds on the clock. That is the goal. Doing so without add ons is easy enough.

    Silverwind It was september 21st, before your retirement. Then the merge happened, focus shifted as there was a slew of other problems. But the underlying issues still remain. Trying not to derail this thread into something else if possible, everyone knows its hard enough to stay on topic to try to arrive at consensus or resolution.

    I am still awaiting at least some confirmation that providing the ticketing system with specific examples is going to go somewhere. It is a lot of effort to stage the kind of missions we are talking about, whether they are real or created, and it would be nice to have some assurance that if that data is showing the kinds of discrepancies that we have witnessed, that there would be real effort made to correct the problem. Ultimately we are talking about whether or not people will ever attempt to destroy a moon and time back a recalled fleet now, or rather, whether they should.

    I am going to try to do this calmly. Because it appears the board rules make discussing and fixing an issue with transparency basically impossible, but I am going to try.

    What if we do this?

    My team will volunteer to make moons, do deploy missions, blow those moons and record all relevant data on the recall times, landing times, research levels, fleet comps. We will provide that data from both the attacker and the defender perspectives. Basically we will ticket ourselves so that the information can be all seen transparently. I suppose that means I still can't discuss the specifics on the board but at least then you will have multiple reference points, in ticket form, from which to draw conclusions and hopefully to make the appropriate fix. [ex-team] v0ldem0rt

    does this work?

    the other two instances havent been ticketed to my knowledge. you would have to ask Stryke if any of them bothered to ticket Turtle (kissy's fleet) as far as calculus goes, I didnt make a ticket either. my understanding is that the DEV TEAM KNOWS ABOUT THIS BUG AND IS WORKING ON IT. But apparently that is only in regards to hyper 12 and not the larger systemic issue that is prevalent in multiple examples across multiple universes.

    the calculus and kissy issues are less than a week old. If you want to verify the recall timers vs the landing timers I am sure all powerful and all seeing folks have the ability to do so, and look at the math invovled. (I can offer no data on kissy now, as I am banned as is kissy, so it would be up to you guys to go grab those data points, as they will be lost by the time we can legally log in. DUH.)

    But lets be clear. This post has a purpose. To collate all the examples of this happening across the multiple universes and servers of ogame. MCB does not think this is an isolated event happening in just the .us community. it is our belief that this is a consequence of some of the recent changes and we were looking for verification from the other communities. There has been too much silence on this issue and its time to get it resolved.

    I was hoping for a little bit more supportive talk voldemort.

    I don't think anything clockwork said was too generic, but I'll lay out each instance he references more specifically, even though I think that is overkill. I am only going to use the examples that I have personally calculated and witnessed.

    1. EVEREST - Server Himalia
    EDIT *target appears to have had hyper 12*

    Target did moon to moon deploy with a full fleet comp. (I.e. every ship type was present, but most importantly RIPS were present.) everytime we have seen this bug, rips are in the fleet comp.

    1st. we blew the Destination moon. and saw the fleet on lanx, we had time, so we blew the origin moon. There was only 1 possible launch time. so origin time was known.

    2nd we lanxed the recall with a degree of accuracy to 2 sec. Giving a maximum total degree of error on the landing of 4 sec.

    3rd. the fleet arrived 42sec after the latest possible landing time that it could have landed. Meaning the lanx showed clear for 21 MORE SECONds than it would have had to in order for the fleet to arrive this late.

    2. Calulus - Server Himalia

    Target had hyper 15, not 12 or 24. you can dismiss queen leo's changlog quote yet again.
    Target did a moon to moon deploy with full fleet comp. rips were present.

    1st. We blew the destination moon, and locked fleet. again we had the only possible origin time.

    2nd. We did not blow the origin moon in this case. with how much alliance fire power calculus had, an actual time back of his fleet was going to be impossible, our only chance was that he slept in past deployment time. He did not. We reviewed a clear lanx screen at 41s left on his flight.

    3rd. we probed his expected return landing time with several people. Getting reports every second. His fleet landed 8 seconds past the latest possible return time, based on a clear lanx screen. for those of you still following. That means the lanx screen showed clear with 41seconds left on his flight, but the game calculated that his fleet did not recall until 37seconds left on the flight. Unacceptable. And im going to repeat this. (even though its better than 42 seconds. 4 seconds of error from when we can see the recall to when the game records the recall, creating 8sec delay in landing is unacceptable. period.)

    3. Kissy(Turtle in game name) - Server merged Yildun

    Target had hyper 15, not 12 or 24....

    Target did moon to moon deploy. rips were present.

    THis is the one clock and I are banned for. we tried to save kissys fleet with populating the lanx with probes. I only mention this detail, so as not to be too GENERIC in my explanation of the facts surrounding the recall. The lanx spam proved to be unnecessary, (too bad we weren't in .org universes otherwise we had followed the rules just fine.) even with the fleets added to the lanx to make it harder to record the recall. Stryke got the accurate recall timer. Kissy and I went over his recall timer in real time before his fleet even landed. Later shady verified that they indeed did have the accurate recall timer to the exact second (grats guys thats hard to do.)

    Here is the kicker. Kissy's fleet was showing on the return to come back 6 seconds later than the latest possible landing based on the recall timer. This seen from both the defender's perspective and the attackers perspective for me on this one really puts the nail in the coffin guys.

    It's literally not up for debate anymore, something FUNDAMENTALLY has changed with the way the game calculates recalls and it has broken the game.

    Having done hundreds of time backs, im going to leave you with this GENERIC editorial. I have never been early locking a target. Never. You always calculate off the latest possible recall you can see. the consequence is that it is possible to be late timing back a fleet. Maybe 3 sec late, maybe 7 sec late, but it is mathematically impossible to be early to locking a target if you calculate off an empty lanx, unless the game is bugged. Period. Mic drop. Stop saying stupid things about this issue after this. It's annoying and ignorant.

    Edit by v0ldem0rt: You can't post ticket answers on the board ;-)

    it was in response to the relocate calculus did in system. and also lets not confuse dm here. calculus spike 6.3 million points with that RIP and bc instant finish as soon as his recs landed. pretty sure we cant match that expenditure. Its not the first time calculus has had huge instant military spikes. its funny that none of them occured before the merchant fix. but after it, we have seen quite a few. also nukes are 1 sec build for me. carry on.

    SO.. i just want to be super clear about this.

    You made a new alliance, A FRENCH alliance, and then you ran away to vmode, and then declared war?? is that like admitting defeat before you actually start or...

    Historically, this doesn't end well for you. But big thanks to you, I get to bust out all my maginot line memes I haven't used in ages. And I am SUPER pumped for that.

    Also who is the groupie you got to join your crusade so that being in v didnt immediately invalidate your war?

    That moment when someone is so unreasonably mad that they just want to bash all your sats and instead they just get ninja'd and hvae to recall all their other fleets.

    I guess this is a response to barney?? Who knows. Anyway, here is me just taking out the garbage.

    On 03-11-2020 --:--:--, the following fleets met in battle:

    Attacker Cartoon Acidrop [Fr_Kiss]


    Cruiser 15.000


    Defender Gunslinger [MCB]


    Solar Satellite 4.557

    Battlecruiser 38.542

    Crawler 1.000

    Rocket Launcher 4.073


    After the battle ...

    Attacker Cartoon Acidrop [Fr_Kiss]




    Defender Gunslinger [MCB]


    Solar Satellite 3.153 ( -1.404 )

    Battlecruiser 38.542 ( -0 )

    Crawler 722 ( -278 )

    Rocket Launcher 2.813 ( -1.260 )


    The defender has won the battle!

    The attacker lost a total of 435.000.000 units.

    The defender lost a total of 7.420.000 units.

    At these space coordinates now float 240.444.800 metal and 86.691.200 crystal.

    The chance for a moon to be created from the debris was 20%.

    The defender(s) captured the debris.

    Summary of profit/losses:

    Summary attackers(s)

    Metal: -300.000.000

    Crystal: -105.000.000

    Deuterium: -30.000.000

    The attacker(s) lost a total of 435.000.000 units.

    Summary defender(s)

    Metal: 237.368.800

    Crystal: 83.327.200

    Deuterium: -980.000

    The defender(s) made a profit of 319.716.000 units.

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