26

(11 replies, posted in Feature discussion and requests)

The devs have discussed teleporting the player to mission objectives for certain PVE content only. That should fix one of the speed problems. They also mentioned a rudimentary autopilot, which solves more problems. I'm thinking patience is the best idea.

27

(4 replies, posted in Q & A)

scamming is how some people make money. Contracts don't mean jack unless they are hard coded into the game. I highly suggest you use collateral in your contracts until an actual system exists to handle them.

we need more people to shoot at. This corp promises that!

29

(49 replies, posted in Recruitment forum)

props for coming back to fight again and again and again big_smile

dungeons are an unnecessary "gathering place". Just go out and hunt some observer spawns.

Better idea. Make "rifts" that appear randomly. players entering it are warped to a (predetermined) random location (Think wormholes in stEVE...). This location can be on alpha, beta, wherever. The rifts can also appear wherever. They have a masking value of 300 and as such are very difficult to see on landmarks, but are incredibly visible to anyone with LOS to them.

32

(11 replies, posted in Feature discussion and requests)

Arga wrote:

Speed is King in PVP. This doesn't just mean while your red combat lights are flashing. Intercepting or escaping are also directly effected by speed, as well as logisitcs and the ability to zerg.

Any speed 'booster' module would be immeditally a 'must have' unit for PVP, unless it was limited to use on alpha; and that's just really poor design.

My suggestion, Remove the navigation skill. This is already something that everyone has to spend thier EP on and its the first (or should be) skill new players get to 9 or 10. When a skill becomes like this, it stops being relevant and is just an EP sink; which is not good with a a 1 EP / sec fixed system.

Adjust the base speed of the bots to the equivalent of Nav 10, and remove the skill. Vet players already have this skill to 10 and new players will benefit with quicker travel times from the start.

Kind of like learning skills in eve. Good idea.


Line wrote:

Maybe just link or transform navigation to something else? Making it influented something, or maybe some negative effect even. Says, higher navigation allows you to polot heavy bots well but making light bots harder to control somehow, due to high-speed.

Permanently gimping your ability to use another class of bot? Hell no.

33

(18 replies, posted in Balancing)

Assaults are getting rebalanced and a new stealth class is being introduced. Be patient.

I always fire in manual mode with my kain. I suppose the ROF on lasers would be annoying, but for something like rails or gauss guns it's slow enough to be manageable.

35

(12 replies, posted in Feature discussion and requests)

Annihilator wrote:
Guns nButter wrote:

Bullets bounce. Slugs just plain melt. Where they melt is what matters tongue

edit: And yeah, I wouldn't mind seeing a "glancing hit" mechanic if it was minor enough to work with gun size vs bot size.

absolutely NOT based on HITSIZE.

based on HITPOINTS vs. DAMAGE is the KEY Element of the Initial topic..

big weapons got a chance to miss, small weapons should have a chance to ge simply absorbed/deflected without doing any damage.

and not "small weapons" but "relative small damage"

the real life example has nothing to do with ballistics - simply the hard armor of the tank cannot be penertrated by the bullet -> result: Bullet will either be deflected or pulverize on impact (depending on impact angle in real life)

I meant having the 2 mechanics (deflection and shot dispersion) not override each other.

I'm thinking spacebar needs to be changed to "toggle all weapons fire".

37

(4 replies, posted in General discussion)

Was able to undock in my sequer but it only goes 45 kph without a lwf hmm luckily my alt's signal amp castel goes 96 kph and he managed to grab the loot before it disappeared.

38

(111 replies, posted in Q & A)

Syndic wrote:

Pfft, wish you guys posted a little sooner. Just started 30 lines of assaults last night, one whole factory account cockblocked now. sad

Will be interesting how you balance new bots tho, more toys is always good for sandbox. smile

One word: OWNED


*cough* now then. Signal detection 1, castel, t1 signal detector. Assume signal masking 0 on an assault, t4 masker. You can detect said assault at 415m. This is just barely outside of L-Demob range. Should the stealths be reasonably slow and have the same base masking value, they are now the ultimate ambush weapon.

39

(12 replies, posted in Feature discussion and requests)

Bullets bounce. Slugs just plain melt. Where they melt is what matters tongue

edit: And yeah, I wouldn't mind seeing a "glancing hit" mechanic if it was minor enough to work with gun size vs bot size.

Neoxx wrote:
Guns nButter wrote:

Simply increasing the number of roaming groups and the number of bots in said roams would be pretty cool.

Yeah, I agree.  Having the constant threat of encountering a roaming spawn even when farming NPCs or mining on alpha greatly increases the enjoyment of the game, at least for me.  Any way to remove the monotony and repetition in the game is a major plus, and having to avoid/kill a roaming spawn every now and then will pull you out of your coma like state when mining or farming NPCs.

The only issue with increasing the roaming spawns and having more of them happen is the chance that one spawns directly on top of you and you are hopeless to defend against it.  This is where the regions/player detection would eliminate that chance.

Even if the roaming spawns didnt stay in their starting region, but they simply had to spawn inside of a region that currently has no players in it then starts running around the island would be a big improvement.  Have the roaming paths run through each region on the island and have a few spawn points in every region along that path where they could spawn when the conditions are right.

1) All roams spawn on the coast
2) There are no resources or worthwhile spawns on the coast (normally).

Problem solved?


edit: See my thread in general. If this starts happening more often I think the devs already won.

41

(4 replies, posted in General discussion)

I'd like to give a warning to beta folks.

Don't log out on the terrain. Ever.

I just logged in with my artifact argano to have a pair of Superior Overseers sitting about 50m away from me. Lost my t4 geoscanner but managed to grab my T4 LWF with an alt.

So to the devs... do the new roaming squads actively try to do log in traps? Or am I just a seriously unlucky SOB?


On a slightly different rant: wtf is with the arkhe undock timer? I understand you want to stop the zerg, but I didn't even have the slightest chance to recover my gear if I had to wait 5 minutes just to undock.

Simply increasing the number of roaming groups and the number of bots in said roams would be pretty cool.

43

(8 replies, posted in Feature discussion and requests)

a tiny bit more zoom would be nice. +1

44

(12 replies, posted in Feature discussion and requests)

I'm going to say "no" because Lemon is already a cold hard *** to crack as it is. Making him immune to all of our lights and assaults is just bullcrap.

45

(37 replies, posted in Feature discussion and requests)

I think one person touched the right point but didn't elaborate.


This game is not designed for solos. It is designed for groups (known as corporations) to flourish and complement each other's skill sets. Sure, Lemon can barge onto your island and be damned near indestructible, but a couple of light bots with ewar can shut him down just as surely as if he weren't even there.

46

(33 replies, posted in General discussion)

Don't think he's leaving... permanently.

This is starting to remind me of Lineage 2... please find a way to fix the grind!

If you're already working on T3 as a soloer I think the game is balanced pretty well. Some T4 items are insanely hard to produce even on a corp scale.

TBH islands with (hostile) NPC outposts spewing out guys would be pretty cool.

49

(3 replies, posted in Feature discussion and requests)

+1

or for in-corp transactions, a way to direct dump to somebody else's hangar.

I suppose I could have worded my first statement differently. ohwell.

My second statement was coming from a collective opinion that I've heard over vent numerous times. We don't AFK mine, but I sure as hell don't want to have to spend 30 minutes figuring out fits for a mining op because there's an obscure chance of a gas cloud destroying my termis or that riveler next to me.