Mongolia Jones wrote:
Purgatory wrote:

the new detection/masking changes and the modules ... only worsens the situation of beta islands being inaccessible to the average player.

Poasting #1: The author of the OP is apparently observed to have issue with the changes after the patch.


Purgatory wrote:

Won't change anything for me, I will adapt, and continue using beta islands.

Poasting #3 (only 55 minutes later): The author seems to have come up with a fool-proof solution to the issue he had stated in his OP.


*Mongolia scratches head and wonders if the author actually had a legitimate issue or did he just want to randomly whine*

Yeah works for me because I can afford to use stupid expensive masking/detection modules and waste a slot and 75ap/10 sec to fit one and still make do. I never go completely solo though, always have at help from at least one.

Siddy wrote:

What prevents the OP of using same tools as everyone else to avoid detection?

Those tools, being?

Campana wrote:

I don't support ideas that encourage completely self-dependent solo play.

If the average player wants to go on beta islands, they should be able to hire people to protect them, or pay the controlling corp for a license to farm NPCs there. Aren't you the guy who was paying 10m NIC/day to mine on beta? Why can't you make a similar arrangement?

I think that's how it should work, although not sure if the game is set up well enough for that behaviour to emerge on a regular basis.

It was 10 mill a day to mine or npc. I did try to get the offer again but was refused, not for that price anyway, decided it wasn't worth paying more for what I wanted it for.

Bastian Croft wrote:

In other words, OP, you want to be able to go into enemy territory and kill NPCs in total safety, is that it?

I suggest joining a corporation with holdings on one of the beta islands already, or forming up as a corporation in force and doing an op on beta islands in force.  I suggest right off the Hilmanoc teleporter (there is both mining and NPC hunting available not even 1000m off the teleporter. 

You can't live on alpha and expect to just come into land held by an opposing force whenever you want without consequence.  You have to take the bad with the good.

Since when was it possible to kill npcs on beta in total safety?

280

(6 replies, posted in Balancing)

Alexander wrote:

This is what we logged into
Sometimes tells me we've upset a few developers.

Arn't those two of the most insane npcs in the game? How many of you died?

Tokugawa wrote:

Ditto OP. All of a sudden it looks to me like devs are pandering to beta island inhabitants. Is there some reason for this other than to make it a shooting gallery for them even easier than it was?

Would the devs like it if all new players just teleported to beta and stood in a line for slaughter? looks like it.

I don't know if they'd intentionally make the situation worse. Maybe they just didn't see it this way.

Mara Kaid wrote:

Wow it's like you're in a full pvp environment, now with added scouts...

Ah yeah, sorry about that, using those beta islands, i'm like one of the only people outside one of the 3 main alliances who actually go there, as if it wasn't already easy enough to defend those places.

Won't change anything for me, I will adapt, and continue using beta islands. Have fun looking for me, and I mean me, because you won't find any other players bothering to use them, they wern't before, they definetly will not now.

WTS T4 modules.

I've got my head around the new detection/masking changes and the modules, benefits of using them or not and it only worsens the situation of beta islands being inaccessible to the average player.

Now let's just imagine a player manages to get safely on a beta island and begins killing npcs. This player needs to have a masking module fitted, this not only gimps his setup but drains a whole lot of AP and that's definetly not what you need while npcing.

The masking module is now essential, because if you do not fit one, then get ready to get owned because all it takes is a enemy scout with a detection module fitted and he will see and you will not be able to see him. Enemy scout calls backup, however many is needed for a sure victory, and that average player or players are about to get zerged off that island.

Before at least the players could see each other at the same time, so if it was a single scout you could make preparations to escape the island, with the new detection modules you won't get that chance unless you've got a stealth module. Backup will be called, you won't know it's coming, and you'll be destroyed for sure.

The advantage is to the alliances who are scouting their island for enemies. The don't care about ap drain or combat fitting if they're only scouting, but the player who is doing the npcing is going to care, because 75/ap drain per 10 sec aswell as a wasted module slot is going to make npcing that much more difficult.

285

(10 replies, posted in General discussion)

Seems a bit strange that they put the range on standard light missiles to 150 but the heat-ix faction ranged missiles have been left the same? Doesn't that mean HEAT-IX light missiles are  now broken? They are no longer 20% more range than standard, they forgot about those then?

Decided to re-open the offer for at 300k per heavy overlord kernal for a while. Going to give a few more a go and see if i'm still only getting 1% per 100+ kernals. Offer will stay open for a while unless this odd crappy results streak continues.

A good way of putting it is like this. Say each kernal can give 12 different items in total, plus a small chance to fail. You gain 1% research per kernal used. You use 120 kernals, you should gain close to 10% on any one item roughly, give or take a bit for fails and randomness of items it picks.

The chance to gain 1% to any single item in this circumstance is slim, but it will sometimes happen, rarely. The chance for this to occur 3 times in a row becomes insanely low, but hey it happend and i've not even any evidence that it's going to stop happening with overlord mech kernals.

nm

Also, i'm still getting a lot of research to medium armor repairer. Originally medium armor repair was behind, because before I started on medium kernals properly I already had medium laucher to far through T2, medium armor rep was barely started.  Somehow this has turned around, and medium armor repair has caught up a full level of research to medium missile.

I've researched a very lot of overlord mech and heavy mech kernals and I can safely tell you that overlord heavy mech kernals give a fair amount greater weapon research than mech. I once had 13% through T4 from just 86 heavy mech kernals, with an average of 5% per 100 heavy T5 kernals. It's just the last 3 lots of 100 where something not right seems to have started to occur.

I've noticed this before with small repairers, haven't really used medium repairers much to notice.

Annihilator wrote:

can you be reinbursed for loot that didnt drop?
would any game log every loot roll you do?

kernel research is like looting. It doesnt matter how many of them you research at once, each one will be rolled seperately.

and please consider another thing - t4 medium equipment is the HIGH END.
T3 has no worth at all if you can research t4 with jus a few more kernels.

in beta it took about 16k lvl5 kernels to finish off every small module possible from it.
dunno if that number changed.

i really dont see why this should be a glitch after all - you get something - so its not impossible.


45 T4 mech kernals = 3% medium missile

340 T5 heavy mech kernals = 3% medium missile

You don't see the glaring problem there?

Also i'm sure it would take that many SMALL kernals, but heavy mech kernals give a lot more research % per kernal than a light kernal.

Just researched around 45 hero mech kernals, gained 3% to medium missile launcher. This is wrong, the last 340+ overlord heavy mech kernals gave only 3% in all. I'm sick of these glitches and the devs keeping quiet about it. I knew something was wrong when I started getting 1% to medium launcher per 110 overlord heavy mech kernals.

It's very very bad that a glitch such as this exists ingame, and will I be reimbursed for the wasted hundreds of T5 heavy mech kernals? Of course not.

Myles Norvid wrote:
Purgatory wrote:

stuff

Hai. Welcome to sandbox games.

Careful junior, i've played sandbox games since UO launched.

Something has to be wrong here. The last 3 sets of overlord heavy mech kernals I researched only gave 1% to T4 medium missile launcher per 100-120 kernals researched. I did 3 sets of 100-120 totalling 340+ kernals.

That's 340 T5 heavy mech kernals for 3% to the one of the main modules these kernals give. Doesn't add up. Meanwhile I get consistantly 7-14% to T4 medium armor repairer with each batch of 100+.

Overlord mech kernals are just as bad, I get about 1% to medium missile launcher per 100.

This isn't just something that started at T4 level either, it wasn't until I was a good way into T4 that I started only getting 1% per 100+ kernals, and it's definetly not diminishing returns, i'm not over 80% yet.

I've had to adjust the prices I pay for kernals accordingly. Can't be paying 300-400k per kernal if for some reason i'm only getting 1% per 100 kernals. It was much better than that, and then suddenly boom, sucky research to that paticular module.

At the current research rate, it would take 10,000 T5 heavy mech kernals just to go from T3 completion to T4 completion. That does not sound right.

Fehz wrote:
Alexander wrote:

A new robot type designed to drop pilots behind enemy lines

Perhaps it's time to duplicate another aspect of Eve.. 
- Turn your bot into the teleport beacon
- Become stuck for 10 minutes (including the additional 5 minutes of pvp flag afterwards)
- Have a big target on your head during that time that is viewable on the landmarks from anyone on the island
- Require fuel to use it

In this game however, if you're going to let any type of bot pass through, use more fuel depending on mass, make it so they can't grab more fuel from a can until the beacon module has been deactivated, and limit how many can come through similar to teleport beacons.  Make it slow, hard to see from a distance (see latest dev blog), and maybe an ECM bonus like Falcons in Eve.

I don't think this would help the average player much, if atall actually. The game needs to be re-designed a bit to get rid of the current problems. Either that or do what I said and allow players to cross the water between islands so they can come up on any beach.

First off let me start by saying that this is not a whine post. My ingame experiences may have gradually brought me to this realisation, aswell as viewing other players comments in other threads.

So there's 3 non pvp islands, and 3 pvp islands. All 3 pvp islands are claimed by sections of guilds who formed into alliances. If you are not part of one of these alliances you can forget about using the beta islands.

It's laughable that even one such as myself has trouble using any of the beta islands, to the point that it's just not worth it. Even if you get lucky enough to find that one of the entrances doesn't have an arke alt scout watching one of the 2 teleports in, you'll still be found soon enough no matter where you are, because the islands just arn't that big and most of the islands are just made up of small passageways. You can become trapped very easily.

Now what I mean by one such as myself is I refuse to join any of these alliances that claim to own the islands, I simply do not want to be part of a zerg of players. I used to pay one alliance to use their island but after they stated that 10 mill a day was no longer enough I stopped bothering with it. Also I can afford to take losses on these islands, while most players would get killed once and never go back. Or just never go there in the first place because they're too easy to find and kill.

I presumed this was going to be how things panned out ever since beta days. The 3 beta islands are simply too easy to control.

This effects all players negatively. PvP players, even the ones in the alliances don't get to have their fun, there is rarely anybody to hunt on their islands, because the second someone does enter beta, they are immediately hunted down and caught quickly. If a large group of players looking for pvp goes to a beta alliance, the alliance scout will inform everyone in the alliance and people will drop what they're doing and either hide in 100% safety or gather a zerg to get rid of the intruders.

The average player who is not part of an alliance is effected negatively too. Beta islands are basically out of bounds, for reasons already stated.

PvP players get bored because there's no fun fights, thanks to the teleport system there's no way to surpise your players who live on the islands, and thanks to the smallness and almost narrow passage setup of each island, it's way to easy for a zerg of players to catch you, then add that they only need to camp 2 exits and that settles it, you're trapped on the island. That's a major design flaw, because these 3 islands make up 100% of the pvp landmass in the game and you can be trapped on 33% of it at any one time.

Perhaps there should be a new feature added which allows you to travel across water, so that players can enter and exit a pvp island from any beach they like. This would remove a lot of the problems currently being faced. That, and adding a lot more islands, preferably bigger islands where it's easier to hide.

They're reducing the max speed of dps robots? light EW bots are already basically given a free pass unless they're facing another light EW bot, and even then they can just run and run. I thinking light EW bots need a speed nerf if anything.

I've experienced this bug almost every time i've logged out on a pvp island ever since release. If 2 or 3 people are near to each other and using safe logout, when the timer gets to 0 usually one person will not be logged out, and their timer just vanishes, they have to start safe logout all over again and wait another 120 seconds.

300

(5 replies, posted in Balancing)

You could always just sell those heavy mech kernals at missile alpha for 300k each to the buy order there.