no

202

(0 replies, posted in Bugs)

Sometimes (wasn't able to fully reproduce it, but might be somehow related to sound card) sound in Perpetuum (and only there) just disappears completely. Once that happen, attempting to dock up or jump between silands will cause game to hang. At that time character seems will stay in limbo until client restarted.

Also Siege Modules and Intrusion 3.0

First lag? I'm experiencing lags each time thene is more than 2 bots exploding nearby. Each time, Karl!

205

(26 replies, posted in Feature discussion and requests)

It should work as any other agressive module.

/signed

207

(392 replies, posted in Bugs)

We had lags. But seems peek happened slightly later, and not everyone at once.

208

(4 replies, posted in Open discussion)

https://en.wikipedia.org/wiki/Distribut … thematics)

209

(21 replies, posted in General discussion)

Do we really need 6 more of them?

Currently gamma bases are more like very expensive, huge tomagochi - you have to spend lots of resources and time moslty just to be able to feed a reactor.

Maybe implementing T5 or that energy gathering stuff first?

Interesting enough to try at least. Or as a base for something more.

UPD: nvm. This part:

To lock an outpost you need to pay 10k tokens a month (and 90 stability). This also allows you to block one intrusion time per successful intrusion.

Clarify it more

So you brought my question from another thread about you bringing things from other threads and still didn't answered it.

Nice.

So why devs should change the game each time you can't win something?

Wait, what?

Let me bring it all together.

In the last month you guys

were suffered because we were grinding you out of the game

Ville wrote:

It's only destructive because they are trying to grind us out of the game.  They are the ones driving a two sided war.  Behind some banner to drive out certain people.

Despite of that, you were still living on blue islands killing probes entertaining fights

Ville wrote:

We live on blues and that's where we are going to stay.  We are going to continue the current way of things and if all of you have to band together collectively and alarm clock every sap then that's what your going to do.  As for me and my friends we are going to have fun, kill probes and pick the fights we want to fight.  And hit the saps we want to hit.  Regardless if the entire server is blue around us.  Because YOU choose not to have a multifactional game.

However, you wanted to get blue outposts, but failed with politics

Ville wrote:

I reached out to your self proclaimed alliance leader.  My understanding of an alliance involves CEOs can talk to other CEOs in their Alliance.  I reached out to Inda at least 4 different times.  Before we decided to turn up the heat.  Regardless I'm open for talks.

Didn't worked much, so you've started to threaten us

Ville wrote:

Here's my terms.  You and ALL your allies move to norhoop and alsbale.  And we will leave your green saps alone.  If not we will continue doing what we do.  Or you can enjoy forming up the server for every SAP.  Doesn't matter to us.

When noone agreed to fulfill your demands you're pronounced some kind of armageddon or whatever...Anyways, you woke up the dragon

Aye Pod wrote:

Fast forward to today. The dragon has awakened. Now the peasants want to negotiate, advocating that diplomacy works. Now those changes suggested to sap warfare arent so bad. Now PoE can have Nova they say. Save your tears ***. We are coming.

But SUDDENLY

So finally you've admitted that

Ville wrote:

DOY took Dom.  You collectively decided to ally up and push a two sided war.  I think your pointing the finger at the wrong individuals.

But HOW? According to you,

Ville wrote:

Sounds like you don't want to work for outposts on beta anymore.

Ville wrote:

@Russians.

You guys need weedy to translate?  I applauded his efforts in putting forth an attempt at English but sadly I don't understand.  And I'm having difficulty figuring out where we are being punished on the thread....?   Line comes to the forums complaining the game is too hard for him.  And he wants 100% safe scouted island with 100% stations where he can farm saps undisturded.  And fight only when he is strongest.  I understand why your in NER now.  Your all Care Bears who don't want to work for anything and want it given to them for free.

and even

Ville wrote:

finally got 2 more people to play so we can finally take on the server again.  It's nice what 8 guys can do.

But nevermind. Now you're all like

Aye Pod wrote:

Thats because we dont want to capture the island. Your thinking is fail. Whatever keeps you logging in and losing bots. We enjoy undocking and finding pvp while playing other games. And guess what, still top of the KB.

, despite of

Ville wrote:

No.  The server side alliance took the blue islands.  A few corps banded together and are actively taking them back.  Nothing more.  Nothing less.  Maybe NER should have split off sooner and created different factions?  But they didn't.  So when certain people saw that out 4 to 6 guys battling the mass hordes of the entire server.  They got interested in playing again.  Probably should have eased up on Novastrov when I reached out diplomatically to Inda.  But like all things if you want a two sided war.  That's fine.  Because we are gearing to take on the entire server.

and

Ville wrote:

We are actively working to take our home islands back.  If you think it's destroying the game maybe you shouldn't play Pvp games?

just a weak or two ago.

tl;dr:

You were working hard to get your homeland back, but you failed to get those pesky DoY out
so you've called for help once more. But that didn't worked tho, so you've ended up blackmailing our allies tying to scare them away. And when they didn't, you've stopped even logging in and now saying that "you didn't want those outposts anyway" (c), but still trying to push us out proposing some strange changes convincing devs it will be good for the game.

Why do you think that devs should solve the problems you was unable to deal wih politics and military?

214

(54 replies, posted in Feature discussion and requests)

Goffer wrote:
Line wrote:

Masking debuff, as Anni proposed, is fine and solves possible problem.

No it doesn't solve any problem. Up to now, no alliance is strong enough to guard its base 24/7. with 2000m effective range you could easy destroy one turret after the other. 5 HM would need 2min/turret with this setup. This would open every base within an hour.
The more critical thing is, that this setup would mean you do this with semi afk agents, you place on ground, lok target and forget till target is done.

2 Player could do this siege easly with less than 10 accounts.

There never be any alliance to guard anything 24/7.
If not guarded, 2 players with less than 10 accounts can do it with current mechanics.
If not guarded, 5 HM wouild need 2min/turret wth current mechanics
Semi-afk works only if there is noone guarding. But still, if not guarded, any base can be destroyed in semi-afk mode, just need more Grophos.

As I said, turrets can be boosted appropriately, it doesn't really matter. Once again, proposed change is about new way to siege a base, not about easy mode.

I don't like the whole point that the same bot you use to shoot players can be used aganst fortresses - for that there should be siege weaponry, not just wooden poles and stones.

If you think that siege module will be too OP, then boost all the structuers accordingly. I hardly doubt that roaming party of 15 ppl should be able to completely ruin a gamma base. They should bring something special for that, like an artillery, walker, destroyer, or a bot with siege module.

That's the point.

That's the proposed change.

Stop thinking in terms of your hamsters pantries.

215

(54 replies, posted in Feature discussion and requests)

Ville wrote:
Line wrote:

Just FYI, Ville. We never forced you to build a gamma base. No matter what.

That's Irrelevant, your asking for easy mode gamma siege.  Which is clearly an issue.

No, i'm not. It's different siege, not easy

Aye Pod wrote:
Line wrote:
Ville wrote:

Oh your right there were 3 of them.

Since when probekilling became too hard for you?

Probes are fine.

Probe killing is easy. Its listening to you after that's the difficult part.

Looking at all that Ville's whine about "10 probes are too much" I'm starting to think that probes overblobbed you guys.

217

(21 replies, posted in Balancing)

1. Alt corps
2. You still had to undock to fight

218

(54 replies, posted in Feature discussion and requests)

Just FYI, Ville. We never forced you to build a gamma base. No matter what.

Back to the topic:

Masking debuff, as Anni proposed, is fine and solves possible problem. Other possible solution can be new type of building (ok that might be longer to implement) that works as one big probe (only one per corp per island allowed) and depending on it's tech level, pings ppl in certain radius - higher the tier, more the radius. So t3 would show any suspitious activity, no matter masking debuff or not.

Ville wrote:

Oh your right there were 3 of them.

Since when probekilling became too hard for you?

Probes are fine.

220

(54 replies, posted in Feature discussion and requests)

DEV Zoom wrote:
Line wrote:

The only reason we don't do it it's because it's long and boring as hell

Isn't that kinda the point though? It takes days or weeks to put up a gamma base, why should you be able to tear it down in 10 minutes?

edit: sorry Ville you wrote kinda the same thing.

But it's not about "let's kill all the gammas in 10 minutes". It's about "let it be more interesting than just terraforming in". While I agree that siege mode heavies can speed the process a little, they also bring more diversity, as you need to find a proper place for your siege bots, guard it well, then have a target painter bot coordinates fire, and so on and so on. As a defender, you have to not just repairing turrents being masked but realy counterattack enemy's position to bring those siege bots down.

We were constantly talking about artillery, walkers, destroyers, aoe weaponry, as we need it much, and there were endless threads about siege warfare - weren't those thingies supposed to hit hard? Why do you think that siege module will be completely different?

Then if you're worrying about gammas so much - balance them appropriately then.

221

(54 replies, posted in Feature discussion and requests)

Proposed mechanic isn't just wtfpwn whatever on sight, as it requires:

- Properly leveled and equipped bot(s)
- Target painter because in siege mode heavies will be as blind as light-ewar
- Guardians because in siege mode heavies are more vulnerable because they can't move
- Plasma / ammo / whatever else it will require

That'd be even more risk for an attacker actualy because siege modules will be quite expensive and heavies in siege mode can't move.

222

(54 replies, posted in Feature discussion and requests)

The only reason we don't do it it's because it's long and boring as hell so changes would make it more interesting.

Developing artillery, walkers or destroyers will take ages, and we need to somehow assault those lil' Gammas. So here is what can be done as a semi-temporaty solution - a Siege Module

First of, all the proposed changes are mosly based on Nexus mechanics with some little addition. Also, it's more or less similar to dreadnoughts siege mode in that, other game.

So, a siege module requires 5k of racial plasma (depends on bot you're piloting now) per cycle. Each cycle lasts for 5 min. Such a module can only be equipped on Heavy Mech (later only on walker/destroyer) and would take head slot (or even some special siege slot). While active, it gives/takes:

  • reduces max speed to 0

  • increases armor for 25%

  • increases all resists for 15%

  • increases damage in 5 times

  • increases weapon cycle in 10 times

  • increases energy usage by weapons in 2 times (more for Gropho)

  • increases weapon optimal range in 2 times

  • increases hit dispersion / explosion size in 2-3 times to that it's only buildings you're hitting good

  • increases lock range in 2 times

  • increases lock time in 5 times

  • decreases max targets to 3

  • reduces signal detection by 10

Also Siege Module:

  • requires Colixium to build

  • bonuses only affects racial weapons (actually, there can be racial siege modules affecting only racial bots/weapons

  • bonuses are applied on actual values, not base ones

  • each shot consumes 5 ammo/missile at one time

Please, keep political *** out of this thread.

224

(4 replies, posted in Bugs)

If noone completes the sap, it doesn't count as, well, "completed" and thus doesn't goes into history

225

(25 replies, posted in Balancing)

Like, Kraslovsk-South to Chalydor-East, otherwise you will get too fast way Novastrov-Chalydor-Kraslovsk-Domhalarn.