The New Age

#1
When I joined this game roughly a year and a half ago, the setting of the three classes were much different than they are today. Though the styles' basic structures on how to operate remain almost the same (discluding the evolved personal and broad guides that players create to maintain higher points at a quicker rate), the roles that each of them played during the dawn of ZE, and the dominant rank of each one on the universal food chain, have changed dramatically.


"The Dawn Age"


+FLEETERS+

They once struck a strong sense of "original" fear throughout the entire game. Fleeters were fleeters to become the best, and the entire community looked up to tthe greats. Gathering enemy info on their fellow style-playing ZE citizens, each fleeter clashed fleets with other fleets to show who was boss. There was something to be said when you were a fleeter; the longer you had your fleet, the stronger and more strategic of a player you were. They were primarily the sharks of the galaxy, were the most dedicated players, and held the highest risks of a playing style (FSing, fear of ninjas, etc).

=MINERS=

With skyrocketting points and marvelling mine levels, miners were the core of the game. Trading and speed-building made their points stack higher than any other style in the game. Many miners were the cornerstone of the community in the forums today. Although their playing style is more relaxed, the numbers they use to track shipments and construct higher levels of buildings reigned supreme.

{TURTLES}

A very scarce number of people (compared to miners and fleeters) chose this playing style. Hard to grasp at first in fear of being crushed, the turtles had a difficult time "coming out of their shells". Building defenses meant building little points in a very large amount of time. Most thought it wasn't worth it due to the enormous fleets that roamed around demolishing eacthoher. Turtles were definately the rarest style in ZE. Once you reach a certain time in the construction of your defenses, it's easy to carry on with growing your points. However, reaching that point was - and is - the hardest thing to accomplish without getting obliterated beforehand.



"The New Age" (A much shorter description because well...the age hasn't finished)



+FLEETERS+

A few high-ranked players with insane fleets/points here and there still fighting it out to be No.1 in ZE. Sadly, most of the "fleeters" are just farmers and build fleets to attack weaker players. There's no originality in this fear. It's no more a "battle" than it is a slaughter.

=MINERS=

The current No.1 in ZE. Most common and most well-organized players follow the style because it's build for success. High points and high res....hard to find a downside.

{TURTLES}

Growing more numerous and thick each day. Strong shells crowd systems in chains of planets covered in light lasers and various defenses for the pure purpose of standing a chance against the RF of heavy fleets. Defenses have suddenly become the "bulkiest" item rather than the fleet (as it used to be).




Comments?
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Re: The New Age

#2
Gumps is not a miner. He is number one, and fits into a different style of play that I would also chuck PK in on. The "hunter". As for miners, some of the original ones have gotten big. Some big ones like Overcrash and Trox have stayed around while others have been farmed into quitting like RJ (sorry bout that one btw :lol: ). The good miners now require a lot more playing time than before or else this happens to them too. As for turtles, there are a lot more of them now and it is a sad sight. Defense does not produce any res, but it does consume it. With the amount of rips floating around, small turtles are getting cracked for very little, I know any deut there and I'm firing :D . As for fleeters, 4hm have removed a lot of the old school ones like Alfa and Nighthawk. In order to survive, fleeters are having to adapt, but ultimately, if you want to fly high or die trying this is the style to use. More danger, more fun.

As for the old-school alliances, there use to be new players coming in with the fear of AZG back when I started last summer. Now I find that the fear in small players is generally named of the "top ten" as a whole.

Developments in chat have also been big. New players have a lot of skilled veterans helping them along and as a result are getting bigger quicker than others when they started.
Gale wrote:

+FLEETERS+

A few high-ranked players with insane fleets/points here and there still fighting it out to be No.1 in ZE. Sadly, most of the "fleeters" are just farmers and build fleets to attack weaker players. There's no originality in this fear. It's no more a "battle" than it is a slaughter.
I must say that there are now more fleeters than ever in ZE. As for originality, this is a war game and as a result attacks are imminent. And to keep your fleet safe from 4HM, it requires a lot of originality. As for attacking weaker players, I usually fire at smaller players because of sheer number. There are a little over a dozen players ahead of me and how many thousand below? If the smaller players are not a profit, they do not hear anything. Anything that is a profit will be hit, regardless of your rank, tag or playstyle. Heard it from Gumps before and listen to the simplest and yet best advice in ZE... "flying or dying". Ultimately, same game as always.
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Death begins with life's first breath, and life begins at the touch of death.

Re: The New Age

#3
IKICKAYOUWASSNOW wrote: And to keep your fleet safe from 4HM, it requires a lot of originality.
I find this is the biggest difference between the old school players and the new age. There used to be many feared fleets of about equal size, trying to ninja one another, trying to hit the same downed fleet before the next guy, fighting it out to have the biggest fleet. Now, the biggest collection of fleets sits at the top. And while there's a few players who have big fleets still (kick, notably ;) ), I'd say it's harder now then ever to get up in rank. Not that I'm complaining, but it's just the way things worked out.
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Re: The New Age

#4
Like most things that go for any length of time,the game is evolving into a different kind of warfare.Turtles are on the rise to combat the growing number of RiP's and this is presenting a false sense of security.People think it is safe to leave 40 50mil deut above a shell thinking it is safe and will be there when they log in when realistically for now only 1 person is currently safe.I have never been one to hide my strats on fleeting and even now the coaching continues.Just yesterday i showed Loko how to extend and protect RiPs with just a few LF's as the loss of LF's is meaningless compared to just 1 RiP loss.60% of the LF will be recovered but you will not even come close to recovering 60% of a Rip as that 1.5 mil deut to build a rip is gone forever,and outside myself very few are knocking out that kind a juice per planet per day,most of my points maybe in fleet score yes and i will always be known as a fleeter but lets not forget the #3 rank i hold in buildings with the bulk of that mines ;)

As kick has said there are more fleets out there now then ever before,but thru skill some luck and listening to advice have survived the hunts.This in its self has caused the rise of turtles to combat this rise but most know if they can not hit something for a long time they will pass it to me and when i see the chance for a profit will knock it back a few levels.This in turn generally allows them to hit it themselves at the next chance a profit comes about.

For now this is the cycle we play in and unfortunately some people who once played last year have come back for a spell and then quit again for good as they see broken and unforefilled promises regarding acs attack and new ships not in place yet.That is a different topic for a different time,but for now these are the cards we are dealt and play by and unless you have 10mil ll's to hide your res they need to be flying.

Re: The New Age

#5
-Death- wrote:For now this is the cycle we play in and unfortunately some people who once played last year have come back for a spell and then quit again for good as they see broken and unforefilled promises regarding acs attack and new ships not in place yet.That is a different topic for a different time,but for now these are the cards we are dealt and play by and unless you have 10mil ll's to hide your res they need to be flying.
It's said that the month September will have some intense updates so who knows what will be there, all I can say is: everyone prepare your self for new strategies.

Re: The New Age

#9
I think that it's not good that if something has been promised (ACS :whistle: ) that it doesn't get done.
Not that I have no respect but it seems like we are the ones that don't get respected.
I would have at least get a notification or something like it won't come out any near soon or something and not like, we are still testing it (how long?) or release date has been changed till next year or something like that.
No offense to the staff, but a little info would be nice and not like for instance, coming back from vacation you notice that ACS has been released after you play for a week and getting absurd reports :Doh: :wall: :lol: lol like that would ever happen.
PS. no offense as a reminder :P

Re: The New Age

#10
In regards to ACS, that link is quite correct. ACS would not likely have caught any of the skilled players in 4HM, but over that time fleetsaves would have cost a lot of deut. Lack of ACS, does help the top players while they are in growth. At this point however, I believe that it is too late for ACS attack to have a proper effect. Co-ordinations of attacks cannot catch the top fleeters now. It will however allow for the top fleets to combine and remove the last few turtles. Any defensive player is getting near death-row. That all is another matter however, but it would be nice for a couple alliances like Kreig to gang up on mid-level fleeters I guess... At this point I am still impartial on its implement even...
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Death begins with life's first breath, and life begins at the touch of death.
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