276

(31 replies, posted in General discussion)

You are absolutely right Arga.
.
.
.
Now get back to mining! fuuu

Its nice to have it working. Thanks smile 
As for the delay... hmm maybe more like 45 min to an hour to be on the safe side?

277

(26 replies, posted in Open discussion)

lol Egil <3

Processor: 3.2 GHz Intel something or other (dual core)
RAM: 3.5 GB (doesnt register all 4 for some reason)
Windows 7 Ultimate
GeForce 9800 GTX 512MB

I run two clients.
Small screen 1440 x 900 with everything on low
Larger screen 1920 x 1080 with effects and shadows at medium and the highest draw distance (gotta spot them trees)(actually can we just get plants on the radar pls?)

Its playable but not great.  I suppose i should turn off the shadows on the large screen but it just looks so odd tongue
I sometimes get moments when everything on the client screen freezes and if I was steering by holding down a mouse button any mouse movement at the begining of the freeze will be instantly applied 1-2sec later once the freeze stops even if I let go of the mouse during that time (just a little annoying).  This often coincides with a detector cycle.

Fraps says i get 20 fps on the main screen at best (40-50 on the small).  In a medium sized fight I am happy to have 8 fps.

I wold quite like to know where the main bottle neck may be as far as fps goes (video ram?).

278

(78 replies, posted in Feature discussion and requests)

I try not get personal in arguments about game mechanics but I think here it comes down to personal prefernce as to what kind of gameplay you want in your MMO.

Arga it is clear to me that you would be quite happy to play a perptuum in which you wall yourself in, mine as much epi and harvest as much noralgis as you like with zero chance of being caught ever and with a very low probability of anyone even bothering to break walls to get to you.  The odd balls who want to pvp can go to their kinky pvp island (which btw does not exist) to do their dirty stuff there.

Well thats nice but its not the perpetuum that a lot (i suspect most of us) subscribed to.  Just ask STC what attracted them to the game.  These walls align with your interest in the short term but in the long run they will make for a very dull and soon dead game.  Unrestricted wall building is just not appropriate on the current beta islands.  The terrain clearly was not designed with this mechanic in mind.

Take a look at the new probes, they are useful as an extra set of eyes but are in no way a permanent feature.  Walls should have a similar role.  They should either have a limited number/range (e.g. per owned outpost) or require regular maintenance/refueling.

279

(78 replies, posted in Feature discussion and requests)

Currently the bombs are just too big and cost too much to be practical except in cases where you have very little time.  Also why can't we just lock and shoot the damn wall?  It doesn't make any sense.

On a side note, maybe plasma bomb explosions should create a ping on the radar.  I mean a big boom is supposed to be hard to miss right?

280

(141 replies, posted in General discussion)

Just passing the time while trying to complete a specimen processing SAP
http://www.youtube.com/watch?v=9mnQMRlfpAM

281

(217 replies, posted in General discussion)

Arga wrote:

I can't think of any combat situation that can't benefit from more players, if your goal is to win. Not even open field PVP. It could actually require 5 or 6 bots to kill a single tanked enemy, so deploying with less than a blob would mean admiting defeat before even undocking.

Which is exactly why you should not be advertising where and when the fight is going to be.

282

(15 replies, posted in Q & A)

Eh, Im not trying to troll you zigZag but it seems like you are getting carried away there.  Maybe explain the features you would like in more detail in a new thread(s)?  I think the OP is talking about what the game promises to be compared to what it actually is at the moment.


Real-time, asynchronous combat
No turns, therefore no time restrictions of combat moves.

I also remember looking at that and shaking my head (i mean who assumes these days that a game is going to be turn based?).  It sound like pretentious crap tbh (sry whoever wrote that).  I think it should just be replaced with "Real time combat" or "Real time, open world combat" or something else that's clear and simple.  You may think this a trivial point but imo for a lot of people who may be looking at a description of a game and deciding if they want to try it or not, seeing that sort of thing is very off-putting.

283

(217 replies, posted in General discussion)

Ville wrote:

If an attacker is bored enough he should have some idea when to attack it.  Mechanic is fine as is.

I mean is anyone attacking Norhoop actually gonna move in there any time this year?  Hardly seems like a representation of player activity on an island.  More like institutionalised griefing which would only be much worse with a larger population.  This mechanic encourages blobbing of the worst kind.

Don't get me wrong, removing scanning and changing nothing else may lead to too much of a defender advantage as things stand.  Perhaps some kind of re-balancing would be needed (in small incremental steps).  However attackers would have to use the people they have online at the time rather then arranging a CTA once they know the time.

For those who like massive fights and CTAs, perhaps that could come later with PBSs.

284

(33 replies, posted in General discussion)

I think we need to start from the very beginning here.  What is the point of these PBSs.  Are they supposed to be:
- Player built outposts with facilities and auras in which you can dock?
- Mining stations which extract material just by being there?
- Temporary fortifications?

Obviously any combination of the above is possible but if we are talking about player built station I think we are going to need a whole new set of (gamma) islands.

Which construction/destruction mechanics and costs are appropriate depends on what the damn thing is supposed to be doing.

Astraeaa wrote:

also probbably that there isnt any thing for a lone guy to do solo sins Evry thing has to be group done ppl get bored and leve

I still don't understand the dev's profound hatred for solo-able content.  Imo the current detector module mechanic is the biggest barrier for doing anything solo on beta.

286

(217 replies, posted in General discussion)

So Ville, any update on your opinion of scanning?

Thanks Gargaj

288

(43 replies, posted in Open discussion)

tldr?
sry, too tempting tongue

289

(112 replies, posted in Balancing)

Some kind of DEV response to this would be nice imo :S
Even a "we read it and we read it and we know about it" would be a start...

I have different size screens and run the game in window mode.  Obviously the map takes up a larger proportion of the smaller screen but even on the large screen i would prefer to be able to make it much smaller.

Got the same problem here, also since the last patch.  I'm getting around it by sticking most of the map off screen but it doesn't look v nice.

Rutuli wrote:

Normal static plants not targetable, player made plants yes. Also they may grow at diferents rates or have diferents stats like max cycles,since is like a wild plant vs an artificial made/sowed plant

You can already shoot down "normal" plants.  You just need something shootable behind them.  Not being able to simply shoot at tiles on the ground never made sense to me :S

Kazimir Casus wrote:
Annihilator wrote:

imho, plants should simply grow everywhere MUCH FASTER.


I believe that this is a good idea.


Annihilator wrote:

and then locking and shooting them enabled...

The possibility of locking and shooting plants that are harvested for industrial purposes is not a good idea. The main reasons why I am against it are:

- Some players will deliberately destroy all the plants on the islands, especially on the alpha-islands, so it would be a big shortage in the market.

- This may be a form of griefing, for example, a player A harvest a plant, player B will be right there and destroy the plant, and it can work as much as he wants without any consequences.

Many years I was present in online games and convinced myself that there is always a small number of people who are willing to take every opportunity to make any harm to others, especially if the other party has no possibility for protection.

I hope that developers will carefully weigh all the pros and cons of introducing the idea of an incubator for all plants.


There are ways around this problem.  For starter you could limit both the planting and the shooting mechanics to beta.  Secondly you could make plant growth rate on the island increase as the total number of plants decreases.  Perhaps not the most biologically believable scenario but it would make clearing the plants from an entire island futile while still allowing people to clear them near outposts etc.

Currently there is no way through a solid wall of plants unless you have either a harvester, a lockable target on the other side or a bot to blow up.

Annihilator wrote:

and then locking and shooting them enabled...

I think they need to be lockable and shootable otherwise we will have cases of heavy mech gangs being stuck behind a hedge lol

Dan wrote:

Rare items = forced grind(but players could live with that), permanent buffs = Dear GOD! I MUST GRIND IT! (hell no!)

I have to say I strongly agree with this.  Having PvE achievements is great if it encourages people to play but lets not make it a compulsory grind for those who want to stay competitive in PvP.  Perhaps if you would like an actual reward for PvE achievements, have bonuses which are only relevant in PvE.  For example, sparks that improve your damage against NPCs only or something.

tldr: Please don't force people who play this game for the PvP to grind 1000 mobs.

+1

Shaedys wrote:

Wouldn't really fix gate scouts, I can just get on an alt, though it might reduce it somewhat.

Exactly, the arkhe gate scouting problem should be tackled by changing game mechanics to make it unfavorable imo.  This should also be tied to a v v careful rethink of the probe system.

Introducing the trial account log in limitation may be a step in the right direction however.

298

(45 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

I wouldn't want to make this overly complicated, so my proposal would be that the deputies can only start the change timer if the CEO hasn't logged in since 30 days, and make the timer 48 hours. This way the CEO has 30days+48hours to prevent any unwanted takeover, but if he has really left the game then the remaining members don't have to wait weeks for something to happen when this goes live.

This sounds sensible smile

When did they 'fix' it in eve?  I was doing it all the time in eve but that was a couple of years ago.

Support the protests!  Keep or trolling free! smile