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11-04 Why are there no wars?
Author: sbanks
Last updated: 4994d 4h 39m 43s ago by Dopedog
Comments: 50
Views: 23,675
Votes: 0 (0 average)
Version: 3.2
Involved families:
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Since barafranca started, and Fingon reporting it, this must be the lamest version ever.. I don't play anymore but im checking this site now and then.

WHERE THE FUCK ARE THE WARS?!

I only see some lame suicides, or 1 / 2 guys who shoot and take some lame ass 1 swindler family down..

What is the rest doing? I thought since admins removed MIA & ROB there should be more action..

What is the real reason that this version is so lame?



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Lexxi United States (23:22:56 - 11-04)
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Andalusia <3
Mickay United States (07:09:20 - 16-04)
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Let's be honest, the old school days are gone. The days of wars before the first fam came up died once tops decided to rely on returning rankers rather than strategy and jockeying for position. The smaller fams nowadays allow themselves to be pawns for the big guys, rather than being individualistic. The good, aggressive tops are either gone, too busy, or in the top 4 fams who consistently shape the game. This games aggressiveness died somewhere before 3.0
Redspeert Syrian Arab Republic (15:37:02 - 12-04)
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Ye damn this Conflict... Only hugging and saving their accounts while the rest of omerta is shooting each night...


ASHGDAHGSDHGSAD
Anonymous (15:01:46 - 12-04)
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shhht silence please , if we dont count 1gf; conflict's 50th brug is coming ; its on way ...
gg (14:24:58 - 12-04)
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LL at 12:17:00 on 12/04:
I think that besides lackeys, the 300 cap is also a (small) reason. When there was no limit to ranking, it was easier to determine that you were "ready" to go to war. With a reasonable finish line, and one that is pretty easily do-able with these Lackeys. So, another mentality switch - we're not ready for war until we have a lot of "300's".
And don't forget the dynamics of "our" politics on Omerta. The moment one side gets shot, their shooters get shot. So that pretty much prevents Violenza, Vaffanculo, Conflict, Vincitori and other families that have been doing this back and forth shooting for years now to open fire first. Cause they'll be killed most of the others.
ur conflict that why u say this account hugger
Arcanine Netherlands (13:13:56 - 12-04)
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More bullets= more wars too.

It takes 2 months of non-stop ranking/scripting to load 15-20 brugs with 180k. So you work 2 months for 3 kill attempts. Without objects even that isn't do-able.
Rix Netherlands (12:53:05 - 12-04)
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Josephc at 23:23:37 on 11/04:
2. BG changes are a huge factor in the lack of wars. I never understood the reasoning in the first place in how removing Mia and Rob were supposed to lead to more wars. Supposedly, everyone was an account hugger, so how was removing the 2 bg's that were most helpful in keeping players' accounts alive supposed to open the game up? If anything, I think that the removal of those 2 bg's would only mean that the ka was more weighted toward the defensive player, which is the complete opposite on what people were selling it as. And, so far, it appears as if my suspicions were correct.
I agree with the rest of your post, but I think you look at it the wrong way with this point. At the start, yes, Rob was meant to protect attackers against backfire, which was a nice addition in theory (sorry Dopedog for using that). In practice, however, Rob protected the defenders more than the attackers, which isn't the desired effect of course. For this reason, Mia was added into the game; that way attackers could use her to "disable" the Rob of the defender. This was a nice addition, but it made things way too complicated and the desired effect didn't appear. So now they had two options imho; removing Mia and only make Rob active for attackers, or totally remove both (the latter also to prevent confusion). I think removing them both was the best option, but only if they also tweaked the defenders backfire into something which was more common for the 2.* era. If this is the case, the removal of Mia and Rob is a good step for the attackers.
LL Aruba Patron (12:17:00 - 12-04)
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I think that besides lackeys, the 300 cap is also a (small) reason. When there was no limit to ranking, it was easier to determine that you were "ready" to go to war. With a reasonable finish line, and one that is pretty easily do-able with these Lackeys. So, another mentality switch - we're not ready for war until we have a lot of "300's".
And don't forget the dynamics of "our" politics on Omerta. The moment one side gets shot, their shooters get shot. So that pretty much prevents Violenza, Vaffanculo, Conflict, Vincitori and other families that have been doing this back and forth shooting for years now to open fire first. Cause they'll be killed most of the others.
Pils (08:15:37 - 12-04)
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Josephc at 23:23:37 on 11/04:
I was officially done with this game on Friday, but stopped putting any effort into it probably 2 weeks before that. For what it's worth, I haven't used 1 lackey credit all version, but I was initially pretty receptive to the idea. In retrospect, it's been a huge mistake for the game, and will probably be the death of it.

Reasons for no wars:

1. Lackeys are by far, I think, the biggest reason. I would hazard a guess that the average user's ontime is down at least 25% this version compared to previous versions (and probably much higher). The one big downside to lackeys (in comparison to when supposedly everyone scripted) was that many people stayed at their computer when their scripts were running, which you don't have to do when lackey-ing. I think the lack of ontime contributes to the fact that many high-ranks don't have what would be considered a decent bullet count for this point in the version. Having lower ontimes also makes it much more difficult for families to plan out wars. Who's on? Who can you count on to be on? etc.

2. BG changes are a huge factor in the lack of wars. I never understood the reasoning in the first place in how removing Mia and Rob were supposed to lead to more wars. Supposedly, everyone was an account hugger, so how was removing the 2 bg's that were most helpful in keeping players' accounts alive supposed to open the game up? If anything, I think that the removal of those 2 bg's would only mean that the ka was more weighted toward the defensive player, which is the complete opposite on what people were selling it as. And, so far, it appears as if my suspicions were correct.

3. In conjunction with the bg changes, there was also a change to the hospital timer. On its face, this is a good idea. It makes it more difficult for defenders to plan/execute counter-attacks. The problem is that with the changes to the bg system, it's unlikely that families want to send waves of 60k shooters with a defenders-advantaged ka, which will mean a warplan of sending multiple pre-shooters. This will mean you will need a much larger pool of shooters to successfully complete a war, because you'll need shooters every 5 minutes, but the kill attempt timer remained at the previous 1 hour. If the hospital timer was reduced by 1/3 the kill attempt timer should have been as well.

Best post this version. Somebody forward it to Brando
KohfiKonnekt Brazil (05:31:34 - 12-04)
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Josephc at 23:23:37 on 11/04:
I was officially done with this game on Friday, but stopped putting any effort into it probably 2 weeks before that. For what it's worth, I haven't used 1 lackey credit all version, but I was initially pretty receptive to the idea. In retrospect, it's been a huge mistake for the game, and will probably be the death of it.

Reasons for no wars:

1. Lackeys are by far, I think, the biggest reason. I would hazard a guess that the average user's ontime is down at least 25% this version compared to previous versions (and probably much higher). The one big downside to lackeys (in comparison to when supposedly everyone scripted) was that many people stayed at their computer when their scripts were running, which you don't have to do when lackey-ing. I think the lack of ontime contributes to the fact that many high-ranks don't have what would be considered a decent bullet count for this point in the version. Having lower ontimes also makes it much more difficult for families to plan out wars. Who's on? Who can you count on to be on? etc.

2. BG changes are a huge factor in the lack of wars. I never understood the reasoning in the first place in how removing Mia and Rob were supposed to lead to more wars. Supposedly, everyone was an account hugger, so how was removing the 2 bg's that were most helpful in keeping players' accounts alive supposed to open the game up? If anything, I think that the removal of those 2 bg's would only mean that the ka was more weighted toward the defensive player, which is the complete opposite on what people were selling it as. And, so far, it appears as if my suspicions were correct.

3. In conjunction with the bg changes, there was also a change to the hospital timer. On its face, this is a good idea. It makes it more difficult for defenders to plan/execute counter-attacks. The problem is that with the changes to the bg system, it's unlikely that families want to send waves of 60k shooters with a defenders-advantaged ka, which will mean a warplan of sending multiple pre-shooters. This will mean you will need a much larger pool of shooters to successfully complete a war, because you'll need shooters every 5 minutes, but the kill attempt timer remained at the previous 1 hour. If the hospital timer was reduced by 1/3 the kill attempt timer should have been as well.

Why aren't the devs thinking like this? You made some very good points imo
Impact United States (05:14:21 - 12-04)
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No one wants to shoot anymore because the people who initiate wars are often taken out within 4 days after the war. If people want war so badly go start it yourself.
Friedel (00:58:40 - 12-04)
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my bad,


excusez-moi
Redspeert Syrian Arab Republic (00:39:37 - 12-04)
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Friedel at 23:59:16 on 11/04:
ow god its joseph,
banned from the forums and now posting his crap here.
GOD SAVE US


It's two diffrent persons numbnutt.
Josephc United States (00:21:06 - 12-04)
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For the record, I'm not Josef.
Rix Netherlands (00:15:54 - 12-04)
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Friedel at 23:59:16 on 11/04:
ow god its joseph,
banned from the forums and now posting his crap here.
GOD SAVE US
Too bad his post is actually one of the few in this topic that is well thought out and constructive.
Friedel (23:59:16 - 11-04)
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ow god its joseph,
banned from the forums and now posting his crap here.
GOD SAVE US

DONT .. WANT ....

TO
..

READ
....
HIS BIGASS....
MESSAGES


!!!!!!!!!
rolf (23:40:36 - 11-04)
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Josephc at 23:23:37 on 11/04:
I was officially done with this game on Friday, but stopped putting any effort into it probably 2 weeks before that. For what it's worth, I haven't used 1 lackey credit all version, but I was initially pretty receptive to the idea. In retrospect, it's been a huge mistake for the game, and will probably be the death of it.

Reasons for no wars:

1. Lackeys are by far, I think, the biggest reason. I would hazard a guess that the average user's ontime is down at least 25% this version compared to previous versions (and probably much higher). The one big downside to lackeys (in comparison to when supposedly everyone scripted) was that many people stayed at their computer when their scripts were running, which you don't have to do when lackey-ing. I think the lack of ontime contributes to the fact that many high-ranks don't have what would be considered a decent bullet count for this point in the version. Having lower ontimes also makes it much more difficult for families to plan out wars. Who's on? Who can you count on to be on? etc.

2. BG changes are a huge factor in the lack of wars. I never understood the reasoning in the first place in how removing Mia and Rob were supposed to lead to more wars. Supposedly, everyone was an account hugger, so how was removing the 2 bg's that were most helpful in keeping players' accounts alive supposed to open the game up? If anything, I think that the removal of those 2 bg's would only mean that the ka was more weighted toward the defensive player, which is the complete opposite on what people were selling it as. And, so far, it appears as if my suspicions were correct.

3. In conjunction with the bg changes, there was also a change to the hospital timer. On its face, this is a good idea. It makes it more difficult for defenders to plan/execute counter-attacks. The problem is that with the changes to the bg system, it's unlikely that families want to send waves of 60k shooters with a defenders-advantaged ka, which will mean a warplan of sending multiple pre-shooters. This will mean you will need a much larger pool of shooters to successfully complete a war, because you'll need shooters every 5 minutes, but the kill attempt timer remained at the previous 1 hour. If the hospital timer was reduced by 1/3 the kill attempt timer should have been as well.


+1
Josephc United States (23:23:37 - 11-04)
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I was officially done with this game on Friday, but stopped putting any effort into it probably 2 weeks before that. For what it's worth, I haven't used 1 lackey credit all version, but I was initially pretty receptive to the idea. In retrospect, it's been a huge mistake for the game, and will probably be the death of it.

Reasons for no wars:

1. Lackeys are by far, I think, the biggest reason. I would hazard a guess that the average user's ontime is down at least 25% this version compared to previous versions (and probably much higher). The one big downside to lackeys (in comparison to when supposedly everyone scripted) was that many people stayed at their computer when their scripts were running, which you don't have to do when lackey-ing. I think the lack of ontime contributes to the fact that many high-ranks don't have what would be considered a decent bullet count for this point in the version. Having lower ontimes also makes it much more difficult for families to plan out wars. Who's on? Who can you count on to be on? etc.

2. BG changes are a huge factor in the lack of wars. I never understood the reasoning in the first place in how removing Mia and Rob were supposed to lead to more wars. Supposedly, everyone was an account hugger, so how was removing the 2 bg's that were most helpful in keeping players' accounts alive supposed to open the game up? If anything, I think that the removal of those 2 bg's would only mean that the ka was more weighted toward the defensive player, which is the complete opposite on what people were selling it as. And, so far, it appears as if my suspicions were correct.

3. In conjunction with the bg changes, there was also a change to the hospital timer. On its face, this is a good idea. It makes it more difficult for defenders to plan/execute counter-attacks. The problem is that with the changes to the bg system, it's unlikely that families want to send waves of 60k shooters with a defenders-advantaged ka, which will mean a warplan of sending multiple pre-shooters. This will mean you will need a much larger pool of shooters to successfully complete a war, because you'll need shooters every 5 minutes, but the kill attempt timer remained at the previous 1 hour. If the hospital timer was reduced by 1/3 the kill attempt timer should have been as well.
rolf (23:02:35 - 11-04)
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Redspeert at 22:46:14 on 11/04:
They don't have 100k yet, while beeing highrank? What do you mean by highrank then? Because if they are high brugs and don't have 100k yet, then lay of the lackeys and actually learn how to buy bullets.

beleive or not.. he got an point.. alot high rankers dont have bullies, that's an fact!!
they need lackeys to bullets too :')
Pils (22:55:02 - 11-04)
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*to avoid missunderstandings:


A target can be shoot every 5 mins (with various shooters) -.-