701

(31 replies, posted in Resolved bugs and features)

Styx wrote:

I'm getting this more often. Sometimes one client will be effected whilst another client in exactly the same position in-game won't be.

^

This is exactly what happens to me most of the time.  Other times one or both will get disconnected at random as well.

Sometimes it doesn't happen at all.  I know quickly if it's on my end; 90% of the time it's not.

Arga wrote:
DEV Zoom wrote:

Players are pretty much abandoned after the 10-part tutorial assignment line, which can be done in a few hours.

This.

Even before the trial accounts, there were lots of complaints about the starting experience, and the new assignements only just scratched the surface on those issues; but they are making progress.

Its easy to get sidetracked on the 'mischief' uses for trial accounts and lose sight of the fact that really the complaints are about running out of things to do so quickly.

Rift is giving out trial accounts good for 2 days. Maybe 15 days is too long, and sets an expectation that there is enough to keep a trial account busy for that long.

Was there a reason for making it 15 days? Maybe the access should be 5 days, but you get 10 'bonus' days when you activate your first code.

the reason for the 15 days is if you gave the code to someone else from a registered account; when they register you get +15 days to your account.. between the two of the it's a free month.  I think they probably used the same codes as the ones you get when you register for 'buddies'

703

(100 replies, posted in Balancing)

zigZag wrote:

The posters that suggested varied spawn sights are right on.  I have played this and it works.  They were talked over, ignored, and they will be soon gone from the game anyway, or doing pve stuff until someone gets a clue.

The game is probably not able to use varied spawn sights.  This leaves gate busters.  If players camp gates, they need to get nerfed, in the sense, they need to be blown up. A bomb carried by a player bot, that gets credit for all the kills, maybe even has time to pick up the loot. Camps at gates should be discouraged to the point of the game griefing campers, within 1k meters.

I know,,,,,We got this rock, and its ours, and we have alliances with almost everyone that pvps, and now we want to cry about "there is nothing to do" until they let us shoot the sheep. And now half the peeps that helped us take this rock are at their end game, and in another game taking another rock, for some "I WON" fanatics.  The risks on Beta should be everywhere, not just spawns.  The risks for both attacker, and defender. Small groups should be able to inflict damage to large groups. Gate camps don't enable this part of the game form being common place. If demand, demands loss, and risk=reward, then balance needs to not favor gate camps.

P.S.  jumping in and out of a spawn sight because of a timer is cookoo.  Sitting in a safe zone facing the foe, even running around in the zone, or forming up for a attack, is what the zone is for.  If you don't want anyone jumping into your part of the world, ask for a lock on the spawn.  This part about shooting anyone that jumps into "our" zone of control before they can blink, is a "win button" if i ever saw one. Or am i just crazy..


I agree.  It is an "I WIN" button, and even more so now because you used to have a damage immunity timer that went along with the one that stopped you from jumping back so if you didn't move you were safe for almost the entire CD of the jumping one aka most people jumped back and got away.

That spawned tons of QQ from the gate campers saying "wtf it's a pvp zone we should get the kill".  Once again, the devs listen to big corps over anyone else and in at least one confirmed case is a member of one.  They're not impartial, so changes often favor one side.

I would MUCH prefer the ability to hit a TP that goes to an island, have your map pop up and be given crosshairs and be able to teleport in to any point on the island not impassable terrain.  This would leave you stuck there til you can get back to, say, an internal gate that doesn't allow that or an external one that lets you jump out with the obvious exception of transport mechs like sequers and lithuses. 

In doing so, it also nerfs the viability of gate camping and would offer alternatives to giant blobs all moving in a scared herd since people could coordinate to jump at different places and converge on a point or something and get a chance at surprise.

This would really open up the islands to attack and give small groups and individuals at least a chance to be tactical without getting hit with demobs and murdered at the gate before their client even fully loads.

Thanks to the unlimited trial accounts on top of people's already eye-alt accounts the gates to all islands are nearly perpetuually (yep.) camped.

here come the flames smile

I was in a Yagel not a Prom.  Also I had a standard sensor and a demob and a light standard drainer, light plate, standard repair, 2 light autos and a light EM (which used so much accu I could barely use it ;/).

Whys had a sensor supressor that I thought was an ECM during the fight cause he kept backing out of range and breaking my targeting with it (like 7 or 8 times) and a neut (?).

Did Arachnix post his tournament video yet?

P.S.  Even getting my newb *** kicked in the first round, it was still fun, thanks for running the event.

styx wrote:

It's besides the point whether you think they were necessary or not. What's relevant is the impact that they had which you completely neglected to factor into anything you've posted.

Translation: I disagree with you.

I don't think any of the kernel/plasma changes were necessary at all.  Easy to see why you're the leader of the biggest Troll factory in game.

Styx wrote:

I don't think this at all. I simply want everyone else to go through as much effort as we did. If the kernel drop rate wasn't reduced then it would become easier to get technology research by a not insignificant amount.


How does it get easier by staying the same as it was for you?

708

(12 replies, posted in General discussion)

Global storage list -- Awesome. (No more easter egg hunts for the lost sequer)

Radar panning -- Awesome.

Direct trade for damaged items and CTs -- Awesome. (Thank God no more field containers)

Kernel Nerf -- sad (This does not bode well for transport since there was no EP refund on effected skills)

Arga wrote:

Reducing the kernel drop rate isn't a straight attempt to nerf research, as its mostly about keeping the NIC gained from NPC farming down, but it IS going to affect kernel research.

I think if the only intent was to reduce NIC from farming NPCs they would have reduced the amount of kernels required to research something to match the nerf (which to the best of my knowledge, they did not). 

That would have kept the research curve as it was intact.  It seems pretty clear that they intended to slow research down by a huge amount and in doing so hurt everyone not at the top of the trees disproportionately.

Arga wrote:

Further, my argument with the state of research went a step further, to imply that it is something that needs to get EASIER to do as time passes; or more accurately - There should be a time limit on the lead corporations get from being excellent at the game, or they will never be challenged in the game.

This is a good point, but I don't know how that could be implemented in a way that would seem fair to all parties.  As is obvious from Styx's commentary, they feel like they've earned the right to sit on the tech superiority throne and want to extend that lead for as long as possible (to the detriment of .. basically everyone else wink).

Also .. I should point out that the argument you're making for research is pretty much identical to some of the ones made about EP in other threads wink which means probably we won't get anything in either case since I believe the current stance is Working As Intended.

I voted for mixed but I'd also really like to see an easier way to share results as well. 

For example, have uploaded results (optionally) automatically added to all squad member's results on the map portion for mining ops.   Maybe also a right click result in scanning window and share with -> agent search box or something.

I'd also REALLY like to see a toggle for auto-deleting EMPTY results; they clutter everything ;/

P.S. great work on fulfilling player requests (minus the kernel nerf ;P)

They're utterly terrified of gold farmers, automated or otherwise (this seems to be the primary concern), and abuse by corporations (definitely more grounds for this given game history).  Many of us, with registered accounts even, complained loudly about the restrictions when they were introduced.

I personally spoke with a GM in game when they put the restrictions on because the trial codes before they did their facebook promotion were totally open and that's paraphrasing what he said.

I never used a trial myself, I read about the game, read some forums and watched a few youtube videos and bought 3 mos on one account at the beginning and then got 2 more accounts after a couple weeks.  But I agree that the restrictions are unnecessarily harsh and having it be like that doesn't help a first impression.

Wraithbane wrote:
Toku wrote:

No, its just Perps server atm. I can connect and dl from UK/Russia/China/Japan/Australia at 1-1.5MBs right now. Clean network and fast connects. There are 22 hops between me and Perp servers currently. The slow part is the last 2 at their end.

Noticed that myself. The last two or three hops are the worst of the lot. Its especially bad over the wekends.  This type of game simply can't afford unreliable connections.  Thats why EVE's data center is out side of London, rather than being in Iceland.

+1, having 2 servers in Budapest is the reason for some really hellacious lag from the midwest/usa; always the last few hops are worst.

i've seen a lot of client crashes but none have ever involved any of the maps.  that's odd.

Arga wrote:

The problem is ...you saw wow and quit reading.

I'm not comparing wow and peretuum game mechanics. I'm comparing overall game balance. And its a *** good analogy.

This thread isn't about combat EP deltas, don't try to derail it.


No.  It's about *** over newbies, soloists, and small corps in which case they're both the same there. 

It seems the pot is calling the kettle black on the Wow portion, and no, it's not a good analogy to compare the balance on any level with a game that has billions in income and 6+ years of development in an entirely different genre with a sandbox game made by an indie dev team out for less than a year.

End game pve raiding and kernel tree research are not equivalent anyway since one does not give a huge advantage over the other IN PVP which is what kernel nerfing gives all the heavily teched Beta corps over everyone else while they sit on their tech.

While I agree with khalsius (?) from the latest podcast (I've only heard the first half) that eventually all the t4 tech will leach out in to the market, at the moment, this has only happened in a marginal way with a handful of items and in most cases at exorbitant pricing and the point of having the research is so you have the option to make something that may otherwise not be available, they've slammed the door on most people ever seeing that.

Some people have posted defending this saying "not everyone is supposed to be in t3/t4" -- of course .. so you can have fish in a barrel or keep them in alpha amirite?

I stand by what I said, I think it should be reversed and if not then prototyping/research EP refunded so it can be spent elsewhere (like on CTs since that's the only viable alternative?).

It's adding insult to injury to keep people's EP on top of making sure they have no chance in hell of progressing.

The speculation about smaller corps basically ending up in informal huge alliances just to get access to tech because they can't gain access in a *reasonable* time frame themselves was true before the patch; this makes it infinitely worse.

.. the problem is this isn't WoW which has millions of players and thousands of guilds and not even close to similar game mechanics.  Having a 9000 lb gorilla in the room stomping on all the little guys makes them want to quit once they see both what they're up against and also how long it will take for them to be competitive.

This was and is already a huge problem; the kernel nerf just makes it worse.  That you need 6+ mos of EP under your belt to be really competitive with all the Beta roaming alliances is a MAJOR reason people quit this ostensibly PVP game or wouldn't even try it to start with (in fact it's exactly that reason that I personally never bothered to play Eve and came here instead, thinking that the gap wouldn't be quite so large as it is).  This has been discussed in other threads as well .. with nothing being done.

What this means you are forced to group .. yet there are frequent numerous complaints about 'blobs' even from the Devs.  The only way to truly break a 'blob' is by making solo play viable which it currently isn't for anyone not from Early Access with a t4 corp behind them handing out gear.

Sad Panda wrote:
Crepitus wrote:

Considering the recent Dev post talking about catering to lone-wolf carebears this is a *very* counter-intuitive move on their part.

While I don't like this change either (seriously, which nerf is good?), I don't really see how this makes a difference for solo and group play.

Before:
Solo - 100% kernel drops
Group - 100% kernel drops

After:
Solo - 50% kernel drops
Group - 50% kernel drops

It has been slowed down for everyone. Grinding was faster in groups before the patch too, and that hasn't changed.


solo: 50% nerf
group (basically corps): 50% X numberofplayersingroupwhichmaychange

conclusion: soloist beaten down; group nerfed but more people farming can compensate for the loss.  all players lose either way, especially with certain corps already far ahead of the curve having not been hurt by this nerf since their tech trees are already quite full of t4 fruit wink

I agree with Syndic and Arga.  This was unnecessary, and in my own informal small tests the plasma doesn't even approach half the value of kernels that were lost.

As someone with 3 accounts who was trying to do some little research and production on one of my characters this hurts; badly.  I like most of the other changes (private storage inventory and radar scrolling both rock) that came in the patch but the kernel nerf was both unnecessary and unwelcome.

I also think if it's going to stay this way we should get an EP refund on the research skill at the very least.  This EP can then go in to CTs which are the only way left and the limited options from them.

My guess is that may have been part of the intent since they also allowed damaged item/ct direct trades in this patch as well.

This game feels very anti-soloist and is extremely heavy handed in its approach to enforcing this view.  Considering the recent Dev post talking about catering to lone-wolf carebears this is a *very* counter-intuitive move on their part.

I have 3 accounts at 3 different email addresses.  One of those addresses I created specifically to register another account with.

It has been active for nearly a month and I have not received a single spam email.  The main account I registered with is a private address, and my primary email address I use for everything.  It's also not received any spam.

I would wager it's coming from somewhere else.  You should really not blame PO for this.

P.S. I'm guessing the only way to change an address is contact their support email.  They were able to re-send an activation email for my third account which it never received.

719

(59 replies, posted in General discussion)

Arga wrote:

It would be nice to see the Corp finder being added this next patch.

Therefore we would like to implement some features that will guide players towards finding and joining a corporation that is suitable for them. The tutorial will also have a chapter on this and we’ll introduce a “yellow pages” type of directory, where players will be able to filter corporations based on their of size, language, timezone and profile, which CEOs and officers will be able to set in the extended corporation information panels.

those all look like awesome changes, any of them are welcome (fingers crossed for global storage and geoscanning) smile

Annihilator wrote:

we have Rock-paper-scissors balancing for the three races and their weapons/resists.

theres also a kind of that system regarding small-assault-mech-heavymech, but usually it ends with "bring more numbers" = win.

missing:
- very effective defense against medium weapons, but prone to small
- very effective defense against small weapons, but prone against mediums
- effective at long range, weak at short range
- effective at short range, weak at long range (ok, thats in naturally)
- effective defense against long range attacker, prone to melee range
- effective defense against melee range attacker, prone to long range

example from other game:
Those Protos units with a shield that can tank siege tank fire, but can be overcome by fast fire low damge units.

absolutely true, even if they were just a bit faster it would make a big difference

MoBIoS wrote:

Thank you for your feedback, everybody keep bringing those in, so the dev´s can take notice. Keeping in mind that this game is still very young.

Nice to see, you joined one of the best corps in game, hehe cool

I like the idea of getting your 20k EP´s in chunks, as rewards upon completing sections of the tutorial. But there needs to be a "skip tutorial" option as well. Because if you are creating one of your numerous alts, you don´t need and want to keep having to do the tutorials, just to receive the EP´s.


I did them on all my alts for the free bots, of course I didn't do them in the arkhe though, some frames and nav on a light bot makes it go from several hours to maybe 2 for all 10.

The EP idea isn't a bad one though, as long as it's clear that's where it is and not the training missions (I really think that you should just be given tutorial #1 as your first assignment as soon as you're dropped in instead of sitting next to an alpha terminal wondering wtf you're supposed to be doing).

MoBIoS wrote:
Myles Norvid wrote:

EP disadvantage is the biggest problem PO has. And it will grow expotentially bigger with every passing month. There are like ~150-200 people online, which doesn't make this game a MMO.

Yet you still want the gap to grow even bigger. Good luck with finding new players.

I don´t mean to be rude, but you Sir, seem to be playing the wrong game or just do not understand how the EP mechanics work. I suggest you go back to square 1 and start to read the post from the beginnig, for some further enlightenment.

I would really *LOVE* for some of you "EP makes no difference" people to explain how it's possible that someone who has 5x as much EP as you isn't stronger in spades.

Take a simple example, basic robotics.  All my characters are blue, my combat guy has basic robotics at lvl 5.  This gives him a 25% damage bonus with EM guns, 25% more armor repair, and 25% extended falloff.  Going over lvl 5 is prohibitively expensive especially for someone with only a months worth of EP. 

If I'm fighting against another guy with the same skills but he has more EP total and therefore higher basic robotics (and probably other combat skills as well) he could have as much as a 25% damage/repair/falloff bonus OVER AND ABOVE MINE.  That's just 1 skill.  Having more EP can and does give serious advantages not just small ones.

It's also a fact that people with more EP, having played the game longer, also are far more inclined to have the money and research tech to be running around in Tier 4 fittings of all kinds.  These give even more bonuses on top of their EP ones.

Once again, the only people I see defending the vast gap in advantages provided are the people who currently have them.  I will also point out, once again, I'm not arguing the mechanic I'm arguing the vastness of the curve.  It will likely take at least a year for someone starting now to have a chance in hell against someone from early access and only in the case that they super-specialize.

Considering that PvP is the clear focus and draw of this game it's important that there be balance on all sides AND that it be there early or people will leave or simply go inactive which kills the market (just look at all the economy threads) among other things.

Alexadar wrote:
bigsteve wrote:
Alexadar wrote:

Increasing rocket speed will increase DPS. This will cause recalculation of whole game ballance: nuimquol and telodica will hit faster || stronger or pelistians will have low rocket speed without your extension, or even both. Anyway, increasing of rocket speed will affect ballance. IMO: not good idea, because this can be hard to reballance all factions.

Rocket speed IS NOT going to increase DPS, Cycle time of your Launches will DERRRRR!!!!

Im agree. I made mistake

Alexander wrote:

You can't dodge a rocket once it's fired. If the rocket was fired with LOS and then they move behind cover the rocket WILL hit them.

Confirmed, this is absolutelly true atm.

Agreed.  This is one of the reasons when I reset I dropped rockets; they were supposed to fire over things but don't most of the time, even if the space above the enemy is clear and it could have they will hit a wall or the ground.

Alexander wrote:

Bigger ISN'T better.
A mech doesn't mean you're some kinda level 80 and assault are level 40's. It  doesn't work like that here.
It's about armor, DPS and speed. Extensions make very little difference to the outcome of a fight.

Fitting is important. If you fit to be high DPS but slow speeds and the target is faster than you what stops them from kiting you? If you go for speed and range  and get tackled you're in a lot of trouble.

Two assault will kill a mech hands down as long as they're fit to do so. A mech will kill an assault if it's fit to do so. Saying you like a mech to an assault shows you didn't think about your fitting or theirs.


I agree, it's not about the bot it's about the EP of the pilot and the depth of his pockets more than anything else. 

The only skill in this game is trying to time enemy shots to dodge behind terrain and even that has several counters.

The only time that's not the case is if you know what you're going up against in advance and can gear around it (thermal ammo against blue, etc) and the overwhelming majority of the time you don't (everything I've written is regarding pvp).

Let me guess. You didn't start playing WoW after the first expansion because people were higher level then you?

Or you didn't play shadowbane because people that started with the game had cities already built?

Or you didn't start playing UO because people already had 7x gm characters.

How have you been able to continue living in life competing with those people that were gasp... born before you... and have managed to parlay their age into a bigger paycheck!?


People will start before you, people have an advantage, and it takes time to make that advantage not such a big deal. You've been playing for a month, give it another month and the advantage they have will matter less, another month and they'll have a negligible advantage even if highly specialized...

First, I wasn't going to respond to your obvious troll post, however there is one thing in it I can use to illustrate my point well.

You want to use WoW as an example? Okay, I played WoW unlike all the other games you mentioned.  I played from vanilla through lich king on and off with 6+ mos gaps.  I was always able to be competitive after some catch up time.

Why is that? Because WoW makes everyone start their gear grind over again with every expansion (maybe not Cataclysm, since if you were actually reading which I doubt, I never played it, WoW jumped the shark quite some time ago) which levels the playing field for everyone to a degree.

Sure people who were already at cap with 900 million GP and raiding guilds to carry them have an advantage over someone who just started playing, but that person can eventually catch them in gear and effectiveness on the battlefield (I was all pvp, BGs and open world primarily); and in a reasonable amount of time say a month or 2 if they're hardcore.

This game has a much steeper time curve and no evening-the-field mechanisms.  You may eventually be able to cap out ALL the skills that would give you an edge in a particular bot but it will take many months to do so.  This is particularly exacerbated by the bot bonuses with their multipliers and the extremely high cost associated with them.  Add that with the generic weapon skills, firing, dispersion, etc and say a rich Beta corp and newbies who are probably on Alpha are hopeless.

I think the developer response will and has been basically been "it's balanced in groups" .. which is sort of true, generally speaking the larger group wins assuming they have a good mix.  That would be fine if it were the only pvp in the game, however it's hilarious that at the same time they promote big group fights with everything from nexus modules to the paper/rock/scissors color wheel but then say they're working on the "blob problem" that their mechanics have created.

To me, if bots were more balanced 1 vs 1, you'd see less groups because, especially newbies, people would feel like they had a decent shot alone.  Right now the only people with a chance solo are the early access people who are fitted in t4 from their rich corps, you rarely see any one else try it.

Bottom line is, new people are pretty much encouraged not to play past the tutorial since no matter what kind of mission you're running they turn tedious fast and offer no real benefits outside of the little money/exclusive ammo you get unless you're production.  Given this model I'm really surprised they haven't had recurring subs added yet, it's the pay but don't play model that's been created and is exactly what a large number of people are doing.