1,151

(111 replies, posted in Q & A)

The balance changes are all knee jerk reactions that are untested and under developed. Any time a robot is used more than another it gets a nerf, any robot that doesn't do as a select few in the community want it to gets buffed. From this we see overpowered assaults and underpowered stealth mechs.

Assaults speed before tha changes was good. Mechs still have an Epriton requirement that no longer needs to be there due to their limited use. These changes are very badly thought out but the thought process was that the game needs to have more fast action and throw away robots that can do damage. While I like the idea the rest of the game was not balanced as such as now we're left with every patch change the game beyond recognition.

I wouldn't say the game is moving in the wrong direction but it's moving away from what I enjoyed about it at first. Before light robots killed light robots best and mechs killed mechs best. Now we see large groups of assaults able to kill everyone and any losses taken are very quickly if not instantly regained due to thier low build cost and the damage done to the enemy.

With the new demob changes I would have liked to see longer viewing rangers on all robots but maintain the current masking values. Lower the weight of maskers but in return balance it so they use a little more AP. Currently they're rather cheap to use and can be made cheaper with the use of the right modules. (Not tested, only calculated)

The game used to be level and that all robots could do every task but in a different way. Now factions and robots have become cookie cutter designs and it's almost heart breaking.

This is not what I wanted to see.

Observers before the change were far too easy to power level research trees HOWEVER adding observers to the new alpha island has been done wrong! They're not alpha observers which is yet another mistake in an ever growing list of errors.

This was a stupid mistake that has now been made more than once! Well done.
The solution does not compensate those that planted the noralgis in the first place but then any of the usual solutions never do.

Arga wrote:
Line wrote:

while hes shutting down these 2-3 targets, his shield is running low so another 2-3 who remains simply kill him.

Um.. are you saying 1 vs 4-6 should be survivable?

Yes, yes he is.

1,155

(5 replies, posted in Resolved bugs and features)

Annihilator wrote:

this bug appeared some time ago with the fix of relation-extensions regarding negative standing reduction (they did increase the negative standing gain before that)

previously - if you had set your corp tax to 100%, the NIC reward was multiplied with the extension-bonus of the agent doing the mission, and then transfered completely to the corp - only one transaction-log entry.

it was a kind of exploit because how the math here works:
- mission goer turns in mission
- NIC and Standing reward is distributed to all online squad members
- NIC and standing reward is multiplied with each agents extension bonus individually
-  at the end, the corp tax is transfered to corp wallet from each agent.

result: if you do mission with one specialized mission agent and one other agent, the overall NIC and standing gained is less as if you did it with the mission-agent alone.

setting 100% corp tax was avoiding the splitting of NIC and getting the full extensionbonus of the misson agent. -> and the reason why i did it: less transaction log-spam while trying to bring up other agents standings. (log spam was lag issue)

This is only the case when accepting assignments for squads but I do agree that a more logical calculation is needed. Logic vs Ease of programming.

1,156

(6 replies, posted in Feature discussion and requests)

Annihilator wrote:
Line wrote:

Interference isn't the same, and interference modules working in different way.

have you tested them since the patch that turned them into "mine launcher" and has increased the negative effect of interference on sensoring?

Interference decreases detection range by a rather high amount but it will take around between 2 to 5 of the charges to decrease a single mechs detection.
However if there are multiple mechs they can be very effective.

1,157

(11 replies, posted in Feature discussion and requests)

Annihilator wrote:
Alexander wrote:

I'd rather see the harvesting mechanic rewritten so that plants grow in much larger clusters and that the ratio of high cycle plants is 1:5 on alpha and 2:5 on beta.

This robot is not needed when field containers are so easily used.

sooner or later you want to farm roaming npcs or going to change your position more often.
having to bring a fieldcan for each transfer between combat/mining bot and hauler is more a pain then a feature.

Then add a feature to the Sequer and Lithus that you can add to their cargohold if in squad with them. We don't need a new robot for this. smile

1,158

(3 replies, posted in Feature discussion and requests)

How would the game know which container you want the item to go to in the corp hangers?
What if you don't have a corp hanger in that terminal/outpost?

Not a very thought out idea and not needed. You can just give the members that need it the power to drop items into the correct hanger but not take them.

1,159

(3 replies, posted in Feature discussion and requests)

Enable the capturing of mouse buttons!
If people are stupid enough to bind mouse 1 or mouse 2 to autowalk then it is their own fault but some people have more than 3 buttons and the default windows device manager detects these buttons so I don't see why the game wouldn't be able to.

1,160

(5 replies, posted in General discussion)

Accidental Intended Feature (AIF)
Space bar attempts to make all weapons fire. If all weapons are firing then stop all weapons.

As you can see if you had 3 weapons cycling and 3 not cycling how is the game meant to know if you want to STOP firing or start firing the other weapons.

If you want to request anything then request that they add a Fire All and a Stop All hot-key option so that people can use even more shortcuts! big_smile

Also, demand mouse binding.. big_smile

1,161

(11 replies, posted in General discussion)

[Another post that blames M2S for making people leave the game]

1,162

(5 replies, posted in Resolved bugs and features)

The fraction that ends up in the corp wallet appears to be purely the Bonus NIC from extensions but I am not 100% sure on this. This should be corrected as it's a little annoying.

What happens at 0% Tax?

1,163

(11 replies, posted in Feature discussion and requests)

I'd rather see the harvesting mechanic rewritten so that plants grow in much larger clusters and that the ratio of high cycle plants is 1:5 on alpha and 2:5 on beta.

This robot is not needed when field containers are so easily used.

1,164

(6 replies, posted in Feature discussion and requests)

They're called Interference Modules. Just use them tactically.
Though I am sure a module like this is on "Alf's 160 new modules to add list" I just hope it's not near the top. Perhaps add this effect to suppressors so they're useful even without ECM support.

-1.
An Ictus can already shut down at least 2 targets. I'd rather see some effect on NPC's get added so this underused profession would get some more users. People tend to shy away from anything that doesn't get them on a kill mail. (Damn Kain users!)

I thought insurance was an exploit? [/Sarcasm]

That aside I do think more thought out features should be in the game and this does make sense.
+1

1,167

(6 replies, posted in Feature discussion and requests)

Account resets was always a TERRIBLE idea.
However attributes are the most important thing to get right and it made sense to allow new players to reset for free once. I like the current system. If you can't save up your EP for a month then that is your fault. If you got your attributes wrong you should probably know this within the first.. 4 days easily.

Put a stop to account resets and make a better character reset which keeps everything about the character but refund EP and changes the starting choices. Wouldn't be hard to create. That way people won't just change names on a whim or wipe a corporation from their recruitment history.

Choices are what an MMO is all about.

1,168

(13 replies, posted in Balancing)

Annihilator wrote:
Alexander wrote:

Plants are now a huge bottle neck. They take longer to gather than any other material and they're really depressing to collect.

what do you mean with "now"? are the beta island plants are capped at 25 cycles too?

Beta is 50 Helio and 40 Triand.
Alpha is 25 Helio and 20 Triand.

Harvesting used to be fun and enjoyable but now you have yo change targets every 8 to 12 seconds and have to constantly keep moving often very far from where you want to be.
I don't mind the odd plant at 2 or 3 cycles but honestly the algorithm should check the area and force each "Area" looked at to have at least 5 plants at 120~ cycles.

The area can easily be 100x100 tiles. Honestly you can go around a beta island and clear a good 2km radius and have to do it all over again tomorrow to even keep production active let alone expanding.

I don't want all plants to have crazy high cycles but there isn't any point getting a Symbiont over a Gargoyle Mk2. Unless  you want better slope capacity for whatever reason. You don't even get to use the 5th harvesting most of the time. Hah.

1,169

(3 replies, posted in Resolved bugs and features)

To recreate this bug have a robot log into the game on the terrain. Doesn't always happen but it's to do with how robots appear on the landmark list and MAY have something to do with relations. To correct this bug untick any of the relation filters (Possibly any filter that causes the list to rerender) and the problem is solved.

1,170

(7 replies, posted in Guides and Resources)

DaOpa wrote:

Whats the equation you used for this?

Super Secret! big_smile

1,171

(13 replies, posted in Balancing)

Plants are now a huge bottle neck. They take longer to gather than any other material and they're really depressing to collect.

I think this really highlighted to me that any alliance features that do come in are too early and we need better corporation management first. Corporations can handle 300+ people so I don't see a need for alliances.

1,173

(2 replies, posted in Feature discussion and requests)

Corporations need to be able to restrict access to the wallet between different divisions.
On the whole we need a whole new system for managing permissions in the corporation but that's not releasable to ask for at this stage but I would like to have the option to force different permission groups to use sub-wallets that CEO's and Deputies can transfer NIC to.

This limits how much market traders, producers and general finance administrators have access to.

It has a quantity but doesn't show the number of the item in the storage after the transaction.
Would be nice to be able to see "Ah, 15 robots to added here and we had a total of 45 at that point"

Something like that would help a lot when tracing the flow and production of items.

1,175

(7 replies, posted in Q & A)

I have to pay 20%!
Stupid England paying out too much in benefits and feeding the homeless.
If they just let sick people die the world would be a better place. sad