True. Frankly small corps just don't really have anywhere to hide, the landmasses are too small. In EVE it was possible to hide in a wormhole or deeeeep 0.0, but here... not possible, yet. If there was significantly more landmass that the largest corps just couldn't effectively control all of, I think it might work.

Dadar wrote:
Guns nButter wrote:

interference already exists, and artillery is going to be implemented soon. No reason to give smaller groups yet another built in bonus against blobs. Beta is incredibly inhospitable as it is... and as it's supposed to be.

What we need is player owned structures.


every time i see soembody say that its always the people already on beta and what that tells me it has nothing to do with makeing game grow it has everything to do with makeing your epeens grow.

you guys don't want pos's to make game and pvp grow you want them to make your epeens grow so can come on fourms and say we own x amount of pos you only own y amount our epeens are bigger then your epeens yada yada yada

pos does nothing to promote the game to new players solves nothing in the game except the egos of thos already on beta.

I haven't even set foot on a beta island yet. Try again.

POS gives the largest end-game corps (of which I am most certainly not a member) something to do. The only way small corps could fit in is if they hide. It's just a numbers game. The spartans had the luxury of unit collision, whereas we do not. Thus superior numbers and gear will typically win, just as it's supposed to be. Artillery will help curb the effectiveness of the mindless zerg when it gets introduced, but anyone with superior tactics will win anyways.

The game does NOT need a combat mechanic that turns individuals or small squads into superman. Lemon has already proven he can do that well enough on his own.

tl,dr: Small corps cannot contend with large ORGANIZED corps in open combat.

interference already exists, and artillery is going to be implemented soon. No reason to give smaller groups yet another built in bonus against blobs. Beta is incredibly inhospitable as it is... and as it's supposed to be.

What we need is player owned structures.

Syndic wrote:
Arga wrote:

I think any CIR memeber would see right away if their CEO got deleted, but they have been oddly missing from the forums ...

We're not missing from the forums, we're patiently waiting on TeamSpeak for the server to go up.

As to Balfizar's quite insultive implications, we have produced our heavy mechs and mechs the legit way, with thousands of hours of effort by our miners, haulers and warriors fueling the furnace of industry.

@TBA - Scroll up?

Surely only the minority was cheating? I mean cmon, it's not going to completely destroy the major alliances to have to play legit now is it?

I don't suppose this has to do with the tap dancing NPCs? tongue

If a corp has unlimited nic, then neutral corps with production power would be more than willing to supply modules for them at exorbitant prices...

It took me 4 hours to get into my first sequer. I could then make 1 mil an hour afterwards.
That means a single 14 hour day nets 10 million NIC to a dedicated gold farmer. Per account. You do the math.


Try again sir.

83

(2 replies, posted in Resolved bugs and features)

You have to push the actual "reset" button once all of your characters have been deleted. The negative EP will be refunded once you do.

Alexander wrote:

Remove all trial limitations but put a cap on how much NIC they can transfer.
This will limit the NIC selling aspect of the account. You could still use them to transfer modules but that's not a real issue as module trades are untraceable when using out of game currency.

As a suggestion I'd say that a limit of around 10,000,000 million NIC in and out of the account (Not character) would be more than enough. If someone transfers a trial account 10,000,000 NIC that's a very good incentive to purchase the game if and when they suddenly can't purchase player items from the market. Then set up an algorithm that flags up accounts that use even 50% of that allowance as that will be rare enough.

The mute feature is there for a reason so add in a report agent button that captures the current private chat window with that agent and reports it to the devs. Limit reports per account per day so you don't get spammed with them. Simple.

1) Create trial account
2) Farm 10 million nic
3a) Trade to master farmer
3b) Spam every chat channel with gold farmer tidbits
4) Delete trial account
5) Repeat.




In other words... Stupidity.

85

(31 replies, posted in General discussion)

Celebro wrote:

Who really cares about end game at the moment!

First expansion has been positive but not enough, that's why player numbers increased the first week then went right back down.

Aside from his political motivation smokey is right on most points he makes. Not sure about the M2S influence. PVE is horrible specially for new players, I remember 6 months ago, confident in my new castel on level 1 missions getting blown up due to EW bots demobbing me. I thought at first I wouldn't encounter any EW at least on lvl 1 assignments, but wtf.

Then I figured PVE is all about kiting not tank, what the hell; gets boring after just a few missions manually keeping distance with wasd keys gets tiring , I just can't stand it. Then is the tiring grind of moving manually from mission to terminals and back. Well maybe its just me or are we more interested in end game? sigh

I can't help but notice that PVE is completely pointless except to farm kernels. You get an entire magnitude more money from transport missions, with zero risk.

And yeah, having to kite EVERY SINGLE GODDAMN LIGHT BOT gets annoying pretty fast. It makes you learn how to be efficient in combat in a pretty big hurry, but it sure does get boring once you figure out the npc routines. If they were marginally smarter and could figure out they were being kited, then yeah, it would be a little more interesting. If they were more ruthless once they actually got you into weapons range, they would be more interesting. It's all about the little things...


As for end game balance... Well I'm not there yet so no clue.

86

(75 replies, posted in General discussion)

So if I'm reading this thread right... people are whining because there are big alliances?

I realize I haven't been around long, but isn't there a reason the corp dialogue section of the forums exists?

87

(58 replies, posted in Balancing)

From what I understand, yellows are slow, tanky, and deal quite a lot of DPS, right?
Key word being tanky?

88

(31 replies, posted in General discussion)

This thread is deteriorating into "how to stop the blob".
1) Interference
2) Artillery
3) superior tactics
mmmmkay?

on topic:
i don't have any personal experience on beta so I'll leave that discussion to the major players tongue

89

(1 replies, posted in Feature discussion and requests)

CampiJohnWar wrote:

Disclaimer...these are my thoughts, if i have repeated something from previous posts no worries...didn't mean to, just ignore.  for that fact, probably most of these ideas have been posted lol.

couple of thoughts:  goal is to make game more fun for the various types that play (solo type hunters, etc).

problems:  Way to many players try this game and can't take it for long.  possible reasons....not enough content (not everyone likes nothing but pvp/mining/harvesting/production - ratting way to simplistic), the constant grind (belief that u can't get anywhere no matter how hard you try), the constant need to rebuild lost bots(up to a point thats fun, but forever?). 

Needs as i see them.  Need for small group tactics that can't be overwhelmed by larger groups.  more content for solo players (yes, i prefer solo to be honest, though i support my clan).  More stuff for pvpers to concentrate over. 

1.  Drop a heck of a lot more stuff/loot.....    reason:  I don't know about everyone else, but I play for fun.  If I have to work my tail off just to get into a bot (which i lose way to fast lol), something is wrong.

2.  Get the player owned structures done very, very quickly.  whats the downside?

3.  Change intrusions to automatically happen during the primetime of the clan that holds it.  registering clans for intrusion requires something a bit more serious...so few actually show up.

4.  Add mini-stations.  Capturing from the defending spawn grants a nice little bonus (say, a ct and a few cortexes).  whomever holds it automatically is immune from agro when it respawns (right away?)...so that if someone else attacks it defenders are able to help the spawn fight off the attack.   potential...attackers can take away, and get another ct,  defenders can hold a set period of time get some cortexes every 30 mins? holder announced on map? (if a defender harms a spawn defender, no loot for winner?).   

additional potential:  if holding clan goes inside ministation, can drive the spawn bots to help defend.  Put a few of these around each holding station, adds another level to the defense of intrusion.   Add a few defending spawns around each station. 

5.  replace the existing intrusion requirements with something more in keeping with pvp/faster?  5a.  make entering owned stations settable by owning clan...clan only, allies of clan + clan, allies of clan + clan + neuts, all.

6.  modify ai for each spawn.  part of the fun of any game is trying to figure out how to kill npcs(who otherwise are impossible to kill)...some npcs should be almost mindless, others should have lots of limitations (aka damage only, but very smart).   when it takes skill but can be soloed, way fun!  so far, npcs in this game are simply hit with hammer, if not dead hit with bigger hammer - boooorrrrriiinnnnnggggg! (death for us solo players).  would be fun to have a npc chase me around for long periods of time(not losing agro)when im kiting him.

7.  need mage type aoe class - paper cannons with aoe (artillary?).  completely different type of class to play.

8.  npc clan spawns...  add a couple of hive spawns to the game, where the npcs are protecting an area as well as a spawn structure(possibly with some good loot?), where the ai makes the area spawns act in concert.  watchdogs bring a response, etc...

potential:  nearby stations can get npc allies for future?  hehe, how do u get an npc as allie?
potential:  sneak quests in the area?

9.  clan challenge areas...with limits to the size of each group entering so that people can enjoy small group tactics(instances?)...nothing lost that enters?

10.  I suspect that some people will never join this game strictly because they know they are way behind in ep points...  see this as a problem, don't see a solution (though, allowing low point players to drive station bots of higher lvl is a possible helper, not to mention way fun).

11.  mines?  minelayers?  smart mines?  minable automatic turrets (heh)?

12.  terrain modification?  ability to attract npc spawns permanently?

13.  nukes!!!!!!  (suicide bombers?)

14.  btw, absolutely love the artifact hunting!   totally awesome! 

15.  limit some types of intrusions to one attacking clan only...even allies cannot get onto island?  possibly have entire islands where only two clans can get on at a time....allowing a small clan to try to hold a small island?


enjoy smile

1) the payout balance on assignments is currently skewed towards transport missions. Run the level 1 transport loop in a sequer for a few days and you'll be able to afford whatever you want.

2) POS appear to be a priority.

3) good idea

4) discussed in a different thread

5) Considering M2S owns all of the Beta outposts, I'm thinking this might not work...

6) Try fighting squads of mechs at the same time. But I agree that the AI needs work.

7) Artillery is in the works.

8) Good idea

9) No.

10) "Behind in EP" is the same concept as "Behind in SP" in EVE. 20k EP can get you into a light bot can get into a roaming gank squad on day 1 without a problem and cause some carnage.

11) Mines, maybe not. Autoturrets, yes.

12) Terraforming is confirmed by the Devs as a future feature.

13) See #7.

14) Haven't tried it yet.

15) See #5. Hell no.

90

(10 replies, posted in Balancing)

Hmm. Well I suppose I was ignoring the market warriors when i made my observation. Now that I think of it, I'd love to know which bastard keeps undercutting me on kinetic hardeners... grumble grumble.

Mmm..... call it anywhere between 4 - 8 hours a day, excluding the days i'm playing Warmachine.

92

(10 replies, posted in General discussion)

I think the devs just turned awesome up to 11.

93

(17 replies, posted in Feature discussion and requests)

Too prone to griefing against alpha-only corps. Agree with Annihilator that only outpost owners can get wardecced.

94

(10 replies, posted in Balancing)

Economics 101: 99.99% of people don't give a damn who is producing the goods they are buying. They care about the price of said goods.

I use a Logitech G35 gaming headset. True surround sound is pretty BA.

96

(7 replies, posted in Feature discussion and requests)

immobile until you undeploy. You're right that the strip miner platform doesn't really need it because it's so slow to begin with. The missile battery would indeed be pretty fast by comparison, but takes about 30 seconds to deploy or undeploy.

@ snowstyle - I copied and pasted this from the "permanent structures" thread. the anti-air part was supposed to be a way to counter NPC supply drops. but you're right, there would indeed be multiple types of weapon platforms. One for missiles, one for magnetic weapons, one for lasers, and one for firearms. Also, these are MOBILE platforms that would simply become stationary when desired in order to enter combat.

Variety comes to mind. I'm thinking neutral drilling platform that mines epitron about as fast as a riveler or two. When you capture (takes a very short period of time), it begins dumping epitron into a field container located inside it at a steady rate. Drilling platform status can be viewed anywhere on nia via a window similar to the intrusion window. After the platform mines out the deposit, it goes offline for, say, 48 hours while the deposit replenishes itself.

98

(15 replies, posted in Recruitment forum)

1 million nic to kill m2s. gogogo.



on a more serious note, you mention PVE assistance. Like transport mission to beta isles?

99

(7 replies, posted in Feature discussion and requests)

Hmm... just rethought the strip mining platform actually. I'll edit my original post, but the changes are here:

Instead of auto mining the entire tile, the following exists instead:
8 Industrial slots (designed for medium lasers)
Extension bonuses while deployed:
7.5% bonus to cycle time per level
20% bonus to minerals harvested per level
100% bonus to mining laser optimal range per level
10% bonus to shield absorption ratio per level
10% bonus to range of tile-based scanner charges per level



And now that I think of it, I rethought the anti-air battery too.
Deployable Missile Battery
4 Missile Slots
Enough grid and cpu to fit medium-type missiles
Extension bonuses:
When deployed, gains the following:
20% bonus to optimal range of missiles per level
20% bonus to targeting range per level
20% bonus to targeting speed per level
20% bonus to damage of missile launchers per level

So which one of you gents do I PM to get in on these roaming gank squads? tongue