201

(126 replies, posted in General discussion)

Monster wrote:

Syndic isn't toying with NeX in hopes for greater competition. It is a well disguised plea for mercy in hopes that NeX will dissolve before all of the adulation wears off.

Nex could go over to Nova right now and strip it from CIR if they wanted to. Yes, they have a considerable EP, skill, and gear advantage ... But you have such an overwhelming number advantage that it wouldn't even be a challenge.

No offense, but I lead most of the NeX roams and what you're saying has no relationship to reality. If you think we're able to take down a mech gang, then by all means watch one of our videos or come along on an op. I think we'll have a few recent ones up soon once the guy taping them strips comms, and you'll be able to see that while our duders are using cover well and maintaining distance (no more massbooms!) they can't deal with the range, firepower and speed of enemy gangs.

Why am I admitting this stuff? Well, one reason is it's true. The other reason is that the people we've fought (M2S, CIR, 62nd and a whole bunch of others) can tell you from first hand experience that overwhelming numbers of low skill players does not translate into easy kills from swarming. Doesn't happen. Sorry if you think otherwise, but you're wrong.

In a few months, when our wallet is measured in the billions rather than the millions and our guys have decent skills and fly mechs, things will be different and we'll be a scary bunch. But right now? Lolno. What we are right now is a bunch of duders that don't mind engaging a superior force and exploding because we enjoy fighting.

I like the idea of one involved mission chain per day rather than grinding a buttload of stupid short ones over and over. So you'd pick a military, indy, or courier mission type, you'd go along the chain for the day and you'd get a fat reward. And that'd be it; no more missions for the day, you're done!

If the amount you get for the daily mission ain't enough for you, well, go out and rat, mine, build, fight, piwat, whatever and make your money doing stuff that requires interaction with other players, thereby generating content.

Add say seven of each to start with, and a few more of each every now and again to keep things fresh. And make it so the daily mission is random for everyone from the list of potential stuff, with a guarantee that you won't get a mission you've gotten in the last three days.

I figure with a combat one you'd go from scanning bots to hitting a fort, or from patrols to defending a location with NPC helpers, or even rescuing some important hauler thing. For indy stuff, scanning mining and building all make sense. The courier ones would be a bit of a pain, but I could see races and such being involved here (with the speed of the enemy racebot scaled to your navigation level so that it's not a godawful nightmare, and a few ways to "cheat" to win).

203

(10 replies, posted in Feature discussion and requests)

Screw tagging, just drop loot for everyone who shoots at the bot so long as they do at least some baseline amount of damage (10% of HP? 20%?). The percentage of damage you do to the bot defines your end kill reward -- do 90% of the work, get 90% of the reward. Is it perfect? No. Is it better than fighting over spawn camping and similar irritating stuff? Yes.

204

(126 replies, posted in General discussion)

Right now most of us new guys can only build t1 stuff, so that's all you're seeing us put on the market. In a few weeks we'll have saturated that and moved on to t2 and beyond. Prices will come down with the increase in manufacturers not tied to a single corp.

As the market becomes more liquid and dependable, hoarding gear and minerals in commiecorp style will become less and less useful. Why? Because doing it all in house is a pain in the butt, and it's a horrifyingly irritating distraction when your core competency is pvp. It just makes sense to have a few duders who haul stuff -- minerals, rat drops, etc -- out to a central market in a safe zone for sale, and come home with a bunch of mods and cash for use in DER WARZ. Plus it's way less organizationally demanding, so there's less chance of burnout or accidental errors, and makes it easier for new corps to form up and head out into pvp.

So while things are stuck in commieland inhouse production nightmares for now, the development of the primary markets in alpha will eventually develop to the point that none of it is necessary and corps can slim down and focus on what they like best: building, mining, killing, what have you.

205

(51 replies, posted in General discussion)

TEST can ofc be trusted with anything you need *** up bad.

Mine You Rong Time wrote:
AeonThePiglet wrote:
Winter Solstice wrote:

We love the Piglet. smile

Me rub you rong time! </racist accent>

Whad you say?!?!  I shoo kiew you keed!

SHAMEFRU DISPRAY!!!!

Things I care about in this list:

Contracts, want.

Shared squad radar, DO NOT WANT NO NO NO ABSOLUTELY NOT.

Squad Ping is a good start, but we desperately need the ability to break people in a squad into visible sub groups with a visible leader and set a squad boss who handles recruit without removing FC recruiting ability before we need the ability to ping (or, in my opinion, add visible map flags for each subsquad). Could also use the ability to designate specialists like ewar, reppers, etc in the squad window and set a "watch list" so that reppers can have a short list of people they need to focus on.

Shifting deposits, yes but within reason. A large nine tile area on the map where the deposit will probably be within one of those nine tiles? Fine. Mines shifting randomly around the map? Not fine. I like mapping being important, and I like some stability in the ore fields, but I also like some exploration. So keep it within reason and all is kosher.

Bookmarks, sure.

Tradeable scan stuff, don't care.

idk bout no Termis.

Standings, do want improved.

Nerf channel ban.

Adding a mod to counter missiles is stupid. Swap them into a secondary weapon system and give them some special powers to up their cool factor, and then make the old missile bots into autocannon bots. That way primary weapon systems have to deal with terrain for all the different races, and cool stuff with nifty los ignoring features can be shared by all three.

Shield bot, no. Mobile generators is a bad plan. Now, deployed shield generators that have a set HP and can be fired through by stuff that respects LOS for reduced damage? Cool. Especially if explosions inside the shield do double damage -- so you can trade a cramped static position for less damage, but with the caveat that if things go south with the bubble up you are well and truly ***.

Artybot having a siege mode would be good. Out of siege it should eat mechs, die to lights. Then you'd have a preferred target for each botclass, same as each weapon system having a preferred target. When in siege mode it can't hit light bots or mechs (cept for other artybots) for *** but does stupid high damage to structures at stupid long ranges. Basically an Eve style dread.

Capacitor change sounds good.

207

(51 replies, posted in General discussion)

Winter Solstice wrote:

We love the Piglet. smile

Me rub you rong time! </racist accent>

*edit: I trust you can make your point without being offensive too. - DEV Zoom

Why on earth are you in an NPC corp?

Unlike almost every other MMO out there, sandbox MMOs are not designed to be played solo.

Oh sure you can do it. And if you've got the skills, the experience and the cash it could even be fun! Eve had plenty of solo players. But for the bog standard newbie with no idea what on earth is going on? You should be in a corp. NEX is a good starter corp, because NEX is huge and full of fellow newbies to help you get your feet on the ground. There are also older and richer corps that can help you move forward, but there you'll be more of a burden and less of a vital part of moving forward; after all, you're poor, inexperienced and without skills, it's inevitable you'll be consuming more than you produce to start.

Why is it no fun without other players to play with? In a sandbox, the developers only generate a basic framework with the bare minimum of environmental actions. The real joy and content is generated by interactions between players, either anonymously in markets or face to face in pvp or in the shared experience of taking down mobs too strong for either to handle alone. Then there's the hauling you'll never have when working alone, and the ability to chat with like minded fools who want to support your endeavor and have you support theirs, the politics of corps large and small, and the general joy of being part of something greater than your own person.


None of that comes from being in an NPC corp. You should be in a player corp if you want the full joyous experience of creating something new in a virgin world.

210

(51 replies, posted in General discussion)

Between this character and my alt, I've taken out eight million nic in loans, six million from outside my corp, have already repaid two million nic in prior loans, entirely from outside my corp, and have been trusted to move over one hundred mil nic in cargo for individuals inside and outside my corp. Beyond that I've been trusted to handle all our PVP gear and manage our OPs.

I'm also a week old. I'll let you draw your own conclusions as to my trustworthiness.

211

(44 replies, posted in General discussion)

We pumped your server full of man so hard you had to duct tape it back together!

But you did it quick, and you were cool about it. Bangarang.

212

(386 replies, posted in News and information)

OVER NINE THOUSAND.

And I neither know nor care if this guess has been taken.

Khadia Khan wrote:

Funny this strangely reminds me of Afghanistan, America helps out "oppressed people", .... Time warp  ...America goes in to re-establish a government.... Hope you NeX guys keep your word and return some of that ammo to sender. Loved the Arkhe swarm video btw....

As I understand it, we're not aligned with anyone and have no real interest in being aligned with anyone at the moment. So pretty much anything nearby, we're gonna shoot it because ~gudfites~ and ~diaf~.

214

(23 replies, posted in Feature discussion and requests)

Neoxx wrote:

So how do your actions as a player affect when their mag guns/lasers miss the target because of the size disparity?  Your miss chance comes from bot size disparity, while our damage is lowered from it.

Part of the tactics involved in being a missile user is getting the terrain advantage wherever possible.  Especially when it comes to fighting Nuimqol, if we dont have a terrain advantage we stand no chance of survival.

You have every chance to back away from a fight where you assess that the terrain is not in your favor.  I think thats the key thing for you to learn.  You are not forced to fight on any particular terrain.  Sure, you may be slower and possibly get demob'd, but in that case if you didnt consider the possibility of being slower and having bad terrain around you, you're doing it wrong.

You also have to take into account that missiles have the lowest DPS.  Sure, they have fairly high alpha, but take a long time to cycle.  They also have much more delayed DPS, especially at ranges of 500m or more.  If you can properly determine who the missiles are aimed at, you can have enough time to lock that person in preparation for repairs, or have that person put up a shield.

And no more about "ignoring LOS" because its not true at all.  They do have an arc, and they do get interrupted by terrain/plants/buildings.  Obviously buildings affect everyone the same way, because they are taller than missiles can reach, and with the addition of TONS of buildings throughout the world, that has negated the Pelistal advantage in those areas.  Popping around a corner of a building results in the same LOS loss for everyone.

I wont say if I think things are balanced or which weapons I think are better than others, because I just dont know.  I have been a missile user since I started in beta, and this wasnt because I thought they were OP, but because the person who brought be into the game used them.  I have used the other weapons up to mech level, but I have always preferred the terrain tactics involved in using missiles over the run and gun mentality of mags, and the sniping of lasers.

Neoxx, you are indeed right in assuming that I'm ***, but it's kind of silly to think that pointing out an opponent controlled damage reducer on los dependent weapon systems will do anything other than support my contention that the lack of opponent controlled damage reducers (other than high vertical structures) for missile weapons is an issue. If your opponent goes light bot and you're using turrets rather than missiles, you can fit a weapon stab (TE in Eve terms). If your opponent goes missiles, your *** is locked to a building -- which also happens to nuke your ability to inflict non-missile dps on him. See the lack of interplay? There's no defensive terrain option that won't hurt you as much as him, and many that will hurt you and your turrets more than him and his missiles. Is that really a good thing?

The reason missiles aren't devastating in pvp at the moment is the lack of a critical mass of players in a given group willing to alpha targets out with them. Once you've hit that critical mass, reps (local or remote) won't matter, dps won't matter, terrain mostly won't matter, just pure tank and who has enough players to maintain critical mass of alpha strike longer. Shields will let you survive an extra barrage, but I think you'll agree with me that trading all your accum to survive an alpha won't help you win a fight, since you need that stuff to, you know, fire guns and run reps and such. Plus, next volley _will_ get you. Higher base alpha means fewer players are necessary to reach that critical mass. And the fewer ways players can screw up their spike, the lower the barrier to entry for filling those spots with warm bodies who can push butan on command. Hence, missiles will end up the alpha spike weapon of choice eventually.

Switching them to a secondary role now precludes that as a possibility, and would allow every faction even access to this potentially devastating platform. Plus, it allows for much cooler specialist bots. Yay specialists! Spiking people out isn't nearly so simple with non-missile systems, as they've got los issues in far more areas.

Finally, yes, their ability to ignore most of the los interrupting features is an issue. There are indeed plenty of buildings that can stop missiles, but if the only viable areas for combat against missile firing blobs are areas with defensible los occluding structures, the missile blob has already won the terrain domination battle by precluding operations elsewhere. Combat games of this type are about area denial, time and player morale. If one side can deny their foes much of the map without firing a shot, that's a bad bad thing for balance.

Missile alpha will eventually be the meta. Better to strike it from the list early with a couple of balance changes than wait for it to come and eat face for a while.


Again, I'm not arguing in bad faith here. I appreciate and respect your input, and I'm aware that you have a good head start on killing stuff in game. Conversation is an important part in figuring out what is and is not a good thing for the game; if we don't debate this sort of stuff, then it ends up just being opinion and assumptions. And you know what assumptions do. They *** your cat and steal your stuff. Fight cat *** with honest debate!

215

(23 replies, posted in Feature discussion and requests)

Annihilator wrote:

sidenote: any "obvious" issue resulted in a very monochromatic battlefield picture, with nearly everyone fitting the same way. And let me tell you: what you have listed there is not what you see can see on any youtube footage...

This reminds me of the Eve nano era. "Everyone" was flying nanos, which was bad because nano fits didn't require the player to commit to a fight, and were able to outfight most stuff and outright avoid damage from certain weapon systems. Some fits and mods ended up being imba not because they were by the numbers better than any other possibility, but because they were suited to the conditions in the field.

That said, missiles mostly ignore los and terrain. That's an issue that if it hasn't cropped up already, will crop up in the future. You do not want a game where people trade terrain ignoring missiles from behind hills. That won't be fun. 

AgY wrote:

Well Anni theres a different reason for that.
Many people refuse to follow the trend. I could be in a kain by now but i dont WANT TO.
Also there are many people which invested their ep into "gimped" bots and are not willing to respec only for that. Its already too late if were all using the same bots (see kain).

People refusing to go with the meta aren't "holier than thou", they're stubborn. The problem is the mechanics that promote a given meta, not the people that stampede into the fits for it.

216

(23 replies, posted in Feature discussion and requests)

You're missing the basic point.

Player actions affect hit rate for three weapon types, not for one. This is not a PDW -- I'm quite happy to die in service to
z
0
r -- or an OMG LAZORS SUXXORS whine, as I love my Baph and my lasers.

This is a "hey, missiles can pretty much ignore terrain, probably not a good thing in a game where LOS is so critical to good fights" thread.

If you disagree, feel free to lay out all the stuff so it's nice and obvious rather than assuming bad faith on my part.

edit: As far as pvp, you can already see me in a few of the NEX videos, and you'll be seeing me in a lot more of em soon.

217

(23 replies, posted in Feature discussion and requests)

AgY wrote:

Devs are busy (fixing the server) atm and those are very serious changes for us (who are here since several months).

I wish it would be that easy.

I'm not saying GET ON THIS TOMORROW. I'm saying obvious issue is obvious issue, please support a fix so they know to get on it when they get a sec.

218

(28 replies, posted in General discussion)

DEV Zoom wrote:

Thanks for your honesty and enjoy your stay, however long it may last. We'll be working hard to keep you here for a while though yarr

Attentive CS and talkative no nonsense developers are a great way to get that going. Eve players gripe about a lot of Eve stuff, but the biggest three issues were communication, communication, communication. Everything else stemmed from that failing.

You guys should consider setting up a player representative body to bandy concepts with in the near future. CCP treated it like an eleventh toe, but it's a great way to have a calm and deliberative player body for you to bounce ideas off of and to bring issues to your attention.

I'll be logging in around 8pm EST today, and have drop and take for our good gear cans, so would be happy to handle transfer in ICS Truhold-Markoff Alpha if Gwee isn't on yet.

Considering the state of the market at the moment, we can definitely use this stuff to good (or more likely SOOPAR ILL) effect. Thanks a bunch for the assist, we're definitely grateful and can guarantee that the ammo will be returned at our earliest convenience! PVP joy for all!

Gwee lives about ten minutes away from where I'm at, so if I steal it all I'm sure he'll bust into my place and kill me one way or another lol.

220

(23 replies, posted in Feature discussion and requests)

AgY wrote:

Missiles are already is an obvious pvp issue wink
ACs and Missile launchers are the two most op weapons in this game.

But then again .. you just started with PO. Id suggest you play the game for some weeks before making suggestions.

Most of the stuff youre asking for is already planned. However i like the missile/ac swap idea.

I just started, and it's already an obvious issue. This is something that needs to be fixed quickly before it gets seriously out of hand.

221

(13 replies, posted in Feature discussion and requests)

I'm willing to rent out slots on a vent or ts server in return for nic or gtc to corps that don't want to rent their own if there's interest in it.

222

(23 replies, posted in Feature discussion and requests)

Missiles are great weapons. They ignore LOS, they're awesome alpha, and they seem generally pretty much great for any situation. Sure, resistance issues but everyone has those. Also random chance to miss, but skill affected. The difference between missiles and, say, lasers, is that there's no way a player can, by position, screw up the accuracy of his or her missiles. They're always gonna have the same skill dependent chance of hitting. Meanwhile, a laser or blaster user can go from amazing dps to zilch due to an unfortunate los position.

Autocannons are the unsupported weapon class. They're basically the same as every other gun, just no bot uses them as a primary weapon system.

So here's a suggestion. Keep missiles sexy, maybe even buff them a bit, but swap the bonuses bots have for missiles to autocannons. Then give ACs some serious loving to bring them into line with the other los dependent primary weapon systems. That way no faction has advantageous access to a non-los dependent weapon system, keeping them on roughly the same terrain dependent playing field.

Missiles make for a cool secondary weapon system, so letting bots use them for that, as several bots can in their spare slot, is good. Maybe even up the secondary weapon slots no various bots so that they can fit a couple of them for supporting non-los damage.

I'd also love to see dedicated artybots (long lock range, crappy armor/resists/speed, missile bonus to range and damage and flight speed) that could provide non-los spotter dependent damage *COUGH* like Mechwarrior *COUGH* as a support role. Which would be awesome.

But no faction should have a dedicated los ignoring weapon system. It might not be an obvious pvp issue yet, but it will be in the future. Best to nip it in the bud now when there's almost no one to tick off with the change.

Instanced areas with more involved PVE content could be fun. Think of it as an opportunity to give players something complicated, grouped and interesting to do. So long as they're only in alpha islands (and thus not limiting pvp) and not more rewarding than activities in beta islands (to keep the risk reward balance) it'd be a good combination.

224

(13 replies, posted in Feature discussion and requests)

Cross training is good, so I'm in favor of ditching attributes. Let players experiment, and let them define their character by their decisions and experiences rather than some arbitrary questions they answered when they rolled their character. Do that and ditch remaps entirely -- you can choose whatever you want without getting screwed on EP price, but it's a final choice.

Like, I want my dude to be good at military but with a few points in production and mining so I have an alternate playstyle I can jump into without changing characters or dual boxing. That'd decrease server load, increase my happies and allow me to experiment. EP costs for spreading out rather than specializing are already high even in your field, and your performance is lower than specialists in a field created at the same time, so it's not like you'd be getting magical free points or something silly.

Then there'd be less interest in remaps and alts, and I wouldn't have to be constantly booting people who want to reroll.

225

(133 replies, posted in Open discussion)

TEST brosef checking in with trollface at the ready!

Also feel free to shout out in Eve channel if you need an invite, I've been on the ball but, you know, I work during the week and ish.