1

(44 replies, posted in General discussion)

Krall wrote:

Anyone that is *** about the amount of money the "golden triangle" is paying compared to combat missions need to harden the fup, and if you want combat missions then run the triangle and then go out to beta with mechs funded by the proceeds and PvP. Nic balance doesn't matter when all you are doing is going from NPC spawn to NPC spawn wasting ammo on in-game distractions instead of heading to a beta and placing that ammo where it belongs, in the side of a player controlled mech that is not in your squad.

You PvE'rs have no idea how much I wish I played this game when I could PvP flag and kill you while you were doing a "combat" mission. Go to betas and do some real combat you pansy.

lol

Welcome to a game that doesn't use PvE vs PvP fits.

So; "don't gripe about my 100% safe non-combat NIC making on alpha islands!" ...

When the mech can be fit for PvE and PvP -- not either/or -- why come off that beta island? 

Oh, I forgot - you don't like risk for making NIC and anything that might make it more worth your time to risk it out there -- bad idea eh?

How's the gate camping going?  I hear some of you folks are back to trying that here too.  Not so hot?  Hmmm...  Maybe go off and see about doing some NPC's for a bit to kill the time.  Oh yeah, risk...  I forgot.

You are one hell of a funny PvP'yar...

---------------------
As for the topic at hand - this loop needs a nerf, not buffs elsewhere.  I thought buffs at first but the amount of changes required due to this would be staggering.

It was probably well designed at the start but adding highways messed it up bad.

Terminals lock for 30 seconds.  Teleports for 1 minute.  4.5 minutes lock time per run.  Double that, add a minute of lazy-mode.  10 minutes per cycle.

15 packages per loop (13 with the final drop off).  20k average per package. 188 total drop offs to finish gaming in 1 hour.

That's 1.76 million NIC per hour with zero consumption of anything to do it.

The math is pretty simple and that 1.76m is a portion of what top end skills can make. 

The only reason this is done so quickly is due to the highways.  Removal of them hurts the game as a whole.

Buffing *ALL* other income sources would be ridiculous and very time-intensive.  Even the L2-L3's don't compete with these L1's for providing income.

With respect to standings - my guy hasn't done anything but the tutorials, starters then these.  2.01-2.07 relations across the corporations.

Halve the income here and it drops to around 900k per hour.  Still healthy but it brings all other missions back into play as options - without touching them.

With respect to the combat ones and the like - yeah, some help would be appreciated but please do keep an eye on these transport missions with ANY further "speeding them up" changes.

2

(4 replies, posted in Q & A)

Annihilator wrote:

1. the MR displayed already contains the relation bonus
2. the relation bonus is multiplied with the base MR of the facility, then your extension MR is added.

so, regarding 1. -> its already showing what you get (except for epriton based materials)
the Standing % display is the same for all facility window - already suggested removing it from there and placing it in title bar right next to the outpost-name

The net effect is you see a 5% bonus shown that is not applied in any 5% fashion.  My other char shows a 6% with the same material percentage showing (16%).  I didn't check the finals on that one, 6% is a tad trickier and I only had x number of stuff to play with for testing it.

So the MR displayed was 16% with the actual yield at 16.5%.  At hundreds and thousands of units, it does nothing but confuse.  seeing 5% showing like this so I agree - remove it or show it's actual effect to the results by properly displaying values.

3

(17 replies, posted in General discussion)

Guns nButter wrote:
  • 1) Please in the name of god learn how to use spell check and some basic grammar. I can hardly read most of your posts.

  • 2) Chat font is too small for me to read on my widescreen. I agree that it needs to be increased.

  • 3) I'm thinking that instead of (or in addition to) a petition system, a live chat system that connects the players to the GMs would be better.

  • 4) Ammo is indeed a limiting factor to anything, and learning how to build your own is quite a good idea. In a few hours of work I can harvest the materials for and produce enough ammunition to last me a week.

1)  Spell checking is tough with many browsers and with a lot of smart phones - let alone cross-language constraints on this issue.  If you understand what they are communicating, cut some slack.  Grammar has rules but in international settings, the potential of second language in-use should be given some slack on how they operate and don't assume others are communicating in their native tongue.

It's not like the "r u rdy 4 pwnz time 2nite" - that shows someone who understands the words but isn't even willing to TRY and make it comprehensible to anyone that doesn't speak, read and write the language fully.  "Lazy elitist prick" comes to mind when I see this type of "texting".

2) agreed.

3) "Live chat" systems have issues too.  That's what they are using with the private conversations right now.  As loads increase, availability will decrease and you have a lot of folks that will do nothing but hound the GM's with trivial questions that could be looked up in seconds using the on-line help system.

We see this hourly in the help channel as questions are asked continuously that checking the help by a click of a button would find the answers - with far more accuracy and clarity than is given by other players in discussions.

4) agreed.  This would be better served with a guide that outlines "how to" than by upping NPC prices.

4

(4 replies, posted in Q & A)

This isn't so much aimed at you but at what you describe.

That makes no real sense what-so-ever to put on a screen for yields on processes.

You have 2 values shown as being applied to a set of end-results.  Nobody in their right mind is going to give a *** how it adds up in some esoteric formula - they want to see what impact their work is having on the end result.

I have only 2 "modification" values shown to a yield: 
1 being material, which is fairly explicit and makes sense.
1 being some "5%" which supposedly has direct impact on the values shown, yet that impact value is trivial and trying to determine what it's ACTUALLY doing doesn't make sense without the full formula being available in more than "dig it out" fashion.

Show the effective result.  In this situation: "Relationship modifier: 0.5%". 

Leave the damned intermediaries where they belong - in some math formula in a comment on some website or help file - not stuck in the users face where they are trying to figure out how much "stuff" they are going to get.

5

(4 replies, posted in Q & A)

A question came up about Recycling plants and relations so I did a quick test.

I took 1000 Functional Common Fragments - the have 3 titanium and 3 isopropentol each.  So - 3000 / 3000 potential at 100%.  The yield was 495 with 2505 waste.

I then took 1000 Damaged Nuimqol fragments and tried that - 2 statichnol each so 2000 potential at 100%.  The yield was 330 with 670 waste.

Doing the math, this came out with a consistent 16.5% results.

So this is one of the following:
1) a display bug (it should show 0.5% relation ratio vs 5%)
2) it's a decimal placement error in the code
3)  I am some how missing how 5% is figured into this formula

Thanks in advance for clearing this up.

6

(0 replies, posted in Feature discussion and requests)

I think some of the logging functions could use to be extended and enhanced to help players out a bit and I don't think it would be too difficult to implement.

First - redo the log directory tree.  The default windows install is to c:\games\perpetuum

Under that you have ChannelLogs, ChatLogs and CombatLogs.

I'd like to see this extended and some options added to a new tab on the options window.

First - the options tab.
All logs and data can be optionally enabled, disabled (radio control) - and 2 buttons: Purge/Reset and Export Now

The Export Now would take the client info of the given type and push it to disk.  Purge/Reset would be for use if any problems show - it would clean up and start from scratch.

A new directory structure:

C:\Games\Perpetuum\CharInfo\<agent name>

This allows each character to have its own tree of info.  Under this would be the following:

..\Logs\<all current log trees>
..\AgentInfo

This would hold a client-side export of the agent info in a series of files - based upon the in-game layout of the screens in question - named after the tabs.

[date]-AgentInfo
[date]-Extensions
[date]-Transactions
[date]-Production
[date]-Insurance
etc...

So on and so forth.

By using client side dumps, you avoid extra bandwidth and server loads of such things as an API.  Get the data from the client and push it to disk in whatever format works for the devs - let the users figure it out once it's there - they'll build their own ways of doing this *IF* the data is accessible.

Use the logging abilities to enable it by just browsing the market and allow the user to decide if they want those logs or not via the options window.

Just use the current logs as the only "defaulted on" options.

7

(126 replies, posted in General discussion)

AeonThePiglet wrote:

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.

The commie comments don't fit.

It's tribal/clan society where players team up and operate based upon specific goals of the group.  That isn't communism, that's getting someone else to help cover your *** and exchange things of value - among friendlies.

As for the market, it does need fixing being as it hurts getting new players into the game.

This "vet" attitude of "join a corp immediately" doesn't float.  You will want to join one but the RIGHT one, not any corp that will have you.  Different groups have different personalities and what they find or don't find acceptable.  Try swearing a bit in some corporations and you'll get booted - others? Every other word.

One of the worst things in EVE are those that sit in NPC corporations.  Alts there can work but players staying there - few of them stick around.  Worse still is joining a BAD FIT corporation - those players don't last even as long as the ones that stay in the NPC corporations. 

Being as this game is quite PvP centric - the idea of "corp hopping"... spies, thieves, etc.  Not a good deal so shopping carefully for a right fit will be important because a bad fit will make the game look lame as the community then appears "too rude, too sissy like, too lame, too PvP focused, too PvE focused ..."

This market situation is the problem of many "young" games and games in the process of collapsing. 

People draw inside their cliques and any type of interaction beyond that group is reduced.  To turn it around will require the older corporations to stop thinking insular and start thinking growth wise by trading more.  The ability to shop and see things on a market is valuable to new players.  NOT seeing that can and will drive many away.  "Dead game" style.

8

(15 replies, posted in Feature discussion and requests)

Arga wrote:

Mines would need to have a timer on them, different models from 30 minutes to 8 hours. Short duration mines would be proximity, while longer would be contact mines; using Ralphs addtional description means that you can 'reuse' the longer time, more expensive mines by defusing and reapplying them.

Proximity/short time mines would also be self-adjusting for spacing.

Mines should not have IFF, that is anyone wandering into the mine field, friend or foe, can detonate mines.

NPC's should probably be immune though, or make mines too expensive to be used effciently for farming.

Mines could be doable but it would need some serious limits to prevent abuse.

- New skills needed to deploy, no new skills needed to remove.  Removal could be done by any properly fit mech in the game but deployment would need something special.

- No 8 hour mines - as stated, hundreds of mines for 8 hours would be ridiculous and shut down PvP areas.  10 or so players could deploy that many fairly quickly.

- Reuse the exploding mech code.  Base the mines upon armor values and use those as the explosion radius.  There's a chance they'd chain but only mines could hit other mines - both being underground.

- As such, make them big.  1/2 the volume of the mech they are designed to destroy.  Also make the dispersion +1 to the sized mech they are aimed at - as in 4 dispersion, 3 surface area ... 8 disperson, 7 surface area.  A chance that it won't go off the first time you go through.  Larger ones would not necessarily take out smaller mechs which prevents the "cheap mine sweeper" approach of running them in first.  Mines *might* go off but no guarantees.

This allows running a big, heavily armored mech through a field, with repairers on them as a "fast clear" approach but also enables smaller crews to suddenly find themselves in the middle of a mine field "on accident".

Deployment, detection & removal: 

- New deployment module to place them that requires skills.  Higher skills required to place larger mines, 10% "life" increase per level.  So if mines last 30 min, they could last up to an hour, etc.

- Use mining laser style cycle times for the deployment.  3 cycles or 3 times the cycle needed to deploy a mine - dig, plant & arm, cover it up.  SLOW careful process.  If interrupted, you failed at getting the mine installed and it's gone.

- Add a bonus to the high cargo capacity industrial mechs for deploying them but no other mechs. 5% faster deployment per industrial mech skill.

- For detection: Geoscanners would allow you to find them via scripts - with all the variables involved.

- For removal:  It wouldn't be just shooting - you'd need a type of script on a mining laser to get them out, just like any other type of mining.  Removal/destruction at 1 cycle per mine.

-- No loot on removal.  They are an expendable like ammo - once armed, they have been "fired".

--------------------------
Other thoughts:

Limit them to beta island use only.  No FOF logic - walk into your own mine - BOOM!

Cost wise - cheap.  The mines themselves would be little more than heavy cargo containers.  Arming them would cost a bit.

Require the use of plasma to arm them.  The type of plasma used will determine the type of damage the mine does. 

Arming with plasma would be done at the time the mine is deployed so the deploying ship would need enough capacity to pack it with plasma and the mines.   Make it 5 to 10 times the amount you could ever get from an NPC of the "size class" the mine is designed as.

This allows "mines" to be made and sold, then armed in different ways.  A mine field might have all 1 type or it might be mix & match.  ("market analysis" style protection)

I other words, you could mix & match plasma to make different types of mines "on the fly".

This, with the above, would make farming NPC's impractical but possible.
- You'd need 3 times a mining cycle with an industrial to place a mine, close enough to the NPC's to kite them into it. 
- The size of the mines would require the use of at least 1 industrial and you'd need plasma up front to arm them.

Cost wise, time wise, general volume wise - it would be very impractical to do this, especially when you cannot recover the mines.  Though it would have its uses - finding a lone miner out on a beta island - they may be mining but did they mine the area?  wink

1) Contracts - Private style: good idea.

2) Shared LOS - "possibly".  Require target painting and some kind of NEXUS skill.  At that point, it could show up but it should require specialized skill training and fitting(s) to pull it off.  Not a "generic" ability to pass on such high-valued intel.  This really is high-value and it should have a cost associated with it.

3) Pining maps: Not so hot.  Handy for larger gangs, not so handy for others and if this were here, what need for shared LOS?  Ping the radar.

4)  Moving deposits: I like it.  SWG had that.  EVE didn't.  Dynamic = good.  Static = bad - more changing always helps keep things interesting.  The beta stuff means little to me at this point but I don't think "knowing the spawn points" is a good thing.  That makes for lazy empire control and game play in general.  Hell, make areas into regions where *ALL* spawns (NPC as well) move around.

5) Waypoint management - a good idea.  naming, renaming, setting, etc...  The right-click on map part, I'm not overly thrilled about - it gets to easy to "get a map" and then plug in the points someone gives you (spawn locations, etc...) -- I don't think this needs to be made overly easy vs going out there yourself.

6) If there exists a way to trade scans, then expanding it to other methods works.

7)  No clue on that mech.

8)  Setting standings is a good idea.  Allow corporations to establish friends and enemies that are clearly viewable across as many aspects of the game as possible.

9)  sure.  A fix to a bug like banning someone from a channel - it's probably on their list already.

10) ...  I use missiles so I see what you're talking about and yes, they can get to 100% hit rate.  Toning them down a bit would be rough but giving special mods, or the like, that just mess with missiles?  That I'm not in favor of.  Too much emphasis on 1 weapon system in such a fashion.  If they are that OP in PvP then they should have something adjusted but not some special module just to counter this 1 weapon.

11)  Area shield "fort" - Too many ways this could prove ugly.  short ranged mechs inside a shield waiting...  Battles should be in the open across the country.  Not hunkered down in a shield like this but rolling battles.

12)  Artillery... Tough one.  If it can shoot while moving, you have issues - why bring long ranged mechs when these things REALLY have the range?  If it can't shoot while moving, it's a defensive gun that can nail you before you can get close.  If it has to setup to start shooting, how do you get it to a battle that is defended by them?  yada... yada... yada.  Perhaps the devs can come up with something.

13)  On accumulator:  A bit more granular would be good.  Perhaps between 35% and 50% it operates more efficiently than above 50% as well as below that.  As you get closer to the lowest, it works a bit better...

Arga wrote:
Marak Mocam wrote:

In case you didn't realize it - 'fair market' would be based upon raw material extraction rates and the prices of those raw materials plus a bit.

This could quickly digress into a fair market vs free market debate. But since it is a free market, the price will end up being set at what the market can support.

I hadn't thought of it that way but you're right.  That conversation would be ill advised. tongue

11

(126 replies, posted in General discussion)

1) The only items showing more sell orders are T1 items.  Most of the T2 & T3 stuff is gone.  T4's last due to high costs so few are able to afford many of these yet high-demand items are also disappearing.

2)  New players are the cause of this.

3) Many of the new players are from EVE and are joining other new players from EVE but some are finding their ways into existing corporations as well.
----------------------------
1> There are TONS of spawns.  The problem is that you have to navigate back to them and everyone wants to hunt as close to the main-bases as they can.  As such, the more distant ones still aren't being hunted much.

A major problem here is the terrain.  Walking around mountains and around valleys...  Not too bad if you can plan on it yet many mountains and valley paths, where you need to go into them, lead to dead ends so you run around and around trying to find a path that works.

--- Some barricades need removal to provide more pathways - fewer dead-ends.

2>  Put highways between the outposts and terminals on the islands.  The long run versions would allow folks to step out anywhere along the path making faster transport between locations.  This would also make possible getting to more distant spawn points more readily - spreading out the hunters.

Not "instant gratification" with teleports at every single location but enable faster, direct movement where the players can exit the roadway at any point.

3> Sorry but I've yet to play any MMO where the NPC's had to follow the rules the players do.  Some things we just have to put up with.

12

(39 replies, posted in General discussion)

Each to their own - in EVE someone said that the Dominix looked ugly.  A dev replied that he liked it - a nice polite "get stuffed on us changing it" type reply.

I like the look of it well enough.

Arga wrote:

There are so many variables involved in the pricing of commodities that trying to compute and post a fair market value is a fools errand.

Currently the majority of new players are dominating the market, with low skills and starter bots, the 'cost' to create a commodity is much higher then a vetern player; so the new players production costs are higher, so they have to charge more.

Vet's COULD under price them, but why would they? The materials are on the market, so the game is benefiting from good supplys, pushing the price lower will simply run the new players out of the market, which would be bad.

Players that have been starving for 5 months are now reaping some rewards from the new player influx, which is also good for them, and it won't last so the long-term effect on the market will be the lowering of prices as new players get better skills and start undercutting each other.

This is a game with lots of eve vets, so they are already aware of the Forum market manipulation tricks, there just hasn't been the volume or population to bother using them.

In case you didn't realize it - 'fair market' would be based upon raw material extraction rates and the prices of those raw materials plus a bit.

Without knowing how much material someone extracts, there's no way to tell comparing the market and checking the market first is the best way to find out info.

Example:  20k per minute extraction rate would be 1.2 million units per hour - so on and so forth.

Another way to look at it - check out the market on reactor plasma - there are sell orders up for more than the infinite buy orders.  New folks often have no clue what the hell they are doing and there were few orders for raw materials up when I checked.

No it's not a waste of time asking after such information and the comments here show it wasn't.

As for that "30% profit" gig - that's based upon someone who used a 50% baseline CT, with the bare minimum skills to make 1 run with 1 cycle.  ANY skills beyond "can make 1" would lower the costs.

PS: What vets "could" do and what they tend to do are usually way the hell out of line with each other.  Most don't think enough about low end, being more concerned "elsewhere".  There's nothing uncommon about this in any game with crafting - from M59 days up through current game releases.

Mouse Tiger wrote:

Phlobotil looks cheap at the moment. I am not going to sell mine at the current supply price of 160, if you are trying to buy at 85, you will have a long wait.

Thanks for the reply. 

As I stated, I have no clue what's a fair price.  I came up with the value I used based upon someone trying to overcharge about 30% on ammo - if new - or someone price gouging a bit with skills.  Your level zero's out any form of profit for new folks but that's not a major issue. Someone with skills would make a bit at the current low-end prices on missiles.

As for a long wait:  Not really - over 500 units in about 3 hours but if it's price gouging, that doesn't go over well with me, that's why the question.  It'll fill in perhaps a day at that rate and, as stated, it was the highest out there.

I'm just trying to get a feel for how it all works so I figured I'd ask.

Gremrod wrote:

The guys killing npcs making 250k an hour are farming the wrong spawns. smile You can bring in at least 1mil an hour on plasma alone by yourself.

Try better spawns.

First; You're talking farming a location, not doing missions.  "Everyone knows" doing missions, outside of transport missions, is not worth it.

Even so - 10 people trying the same spawn location will kill it and you had several hundred new players show up within a few days. With a little luck, this will become a far more normal condition as the game grows.

Now picture 10 miners trying to do missions...  Forget it.

50 transport runners?  Zero competition for the resources, zero risk  on your mech, etc...  You could literally have 5000 transport runners all making exactly the same income but NOT any other type of mission runners.

Even with "farming" combat mission sites, you use ammo so have costs associated with these that you don't have with others.

PS: "1 mill an hour" - around half the income of an equivalent transport runner - with no costs and no risks doing them.

I'm wondering what quantities of liquid and plants miners get.

To put it another way, I'm trying to buy Phlobotil for production use and the quantities of HDT and Helioptris shown, when I check refining, for the quantity of Phlobotil I'm looking for, are rather large (as in hundreds of thousands of units for each).

The price I put up per unit is the highest on any market but if the quantities don't match up with what they are harvesting, that won't mean a lot.  It is, as usual, far under asking prices but some of those tend to be way out of whack - I just don't know enough about this yet.

I guess "Fair pricing" is what I'm aiming for, not "best price on the market".  If folks don't sell the stuff due to vast amounts needed to make it then perhaps I'll need to look at another approach, such as harvesting it myself or recycling stuff to get it.

Arga wrote:

Search the forums, there are at least (3) threads and hundreds of posts about this, so I'm not going to go into detail; if your interested in the details, search for 'transport'.

As I just posted a few minutes ago, many Indy players come into the game expecting to vertically-integrate as a solo player, and you can do that, but it takes many many months of EP.

1.5 million an hour, which by the way isn't how much a 'starter' player makes, you need to have a sequar, Nav 10, parrallel assignments, logistics, and buy a T4 LWF to get this much per hour. Or, you can have 2 accounts each earning 750K/hour out of the gate.

Players that have multiple accounts are going to make more NIC/hour, that's how the game is setup. You don't have-to-have two or more accounts to play, but for obvious reasons you can't balance single account income to multiple account players.

The market is still ... bent. It was broken, but as more players come into the game it is slowly starting to correct. Right now, there is a huge imbalance between new and vetern players; I would say over 80% are vets, so yes the early game economy doesn't have a large market base.

I reject the concept of transports unbalancing the game, because any player can run these missions, as the OP points out, and they do. The NIC is there for everyone, not just 1 "Class".

Players do outgrow the lvl 1 missions, and yes a small number continue to pursue them, but the NIC they generate is not causing inflation, the 80% vetern/new player inbalance is what your seeing.

Read the other threads, then post.


I'm also new but I am not new to sandboxes - like many around here, I'm from EVE but I'm also spent my time in EVE helping train new players - for over a year and a half, seeing roughly 300 or so new faces every month.  One thing I can tell you about new players is how they focus or don't focus on their careers based upon their introduction to the game.

Who chooses to stay or go, generally do so within the first couple of weeks and having the top source of income being running circles between bases is not exciting nor all that interesting to new players.  (Nor is shooting rocks with lasers for many in EVE - few join that game looking to be miners yet that profession is a healthy portion of the population.)

In EVE I tend to recommend them getting into mission running - combat missions - at the start.  This gets  them thinking and focusing on doing and taking damage.  Not on climbing into an industrial to make enough to operate and spending their time trying to "build up capital" in a non-combat fashion.

For industrialist focused players, the current layout is awesome.  For those that wish to find more combat oriented play later - PvE or PvP - income based upon combat is a superior incentive to keep pushing in those directions instead of focusing on other "peripheral" areas of a game that won't necessarily lead them to where many would like to see them going.

Similar to EVE; this game is earn in PvE, spend in PvP.  Focusing them AWAY from combat early on won't attract nor keep those who will be spending on replacements and no replacements = market glut which is bad for industrialist types as well.

As such, an adjustment that favors increased income for combat early on will have them working nav, fittings, weapons, defenses, so on and so forth - not industrial mechs and figuring out how quickly they can get between teleports, terminals and outposts without getting shot at.

"Balanced" more - not necessarily favoring but hearing "been playing 3 days and making 1.5-2 mill/hr"... That's a hell of a lot more than someone struggling to do T2/T3L's is going to make and "teaming up" - that reduces the income they might make trying combat so let's run circles between safe-bases...

Not good.

tl;dr: If you want to see more PvP players then get them income using weapons and being shot at from the start.  Not "wasting days" running circles between safe bases, in stripped down mechs, while training non-combat oriented skills as the best income option - balance it out better.

18

(8 replies, posted in Q & A)

Grevous wrote:

Sticking to the market theme are there any plans to reduce the number of infinite buy/sell orders so we can properly fill out the market?

i can understand some stuff being kept like that but modules like armor reppers etc i dont think should be?
anyway thanks for all the sterling work u guys have put in recently

What I'd wonder about is if you can reverse engineer the stuff to a CT, then manufacture and sell for less than the infinite order values. 

Example:  Something that sells at 180k can be made and sold for 30k - in such a case, infinite prices would have zero impact on the market beyond allowing someone to do unreasonable prices.

You could still potentially sell such an item at 5x the manufacturing costs (150k) for an 80% mark-up.

If not, then perhaps adjustments to the manufacturing costs -OR- the infinite item prices would be more in order to ease "taking over" by the players from such infinite sources.

19

(7 replies, posted in General discussion)

I don't have much info on it but...

If you hunt some of the Drones out in the fields, you will find Drone Kernels that drop.  Take them into the Terminal, right-click and "research".  That will teach you how to make some things.  It's percentage based - 100% means you can make that item.  Less than 100% means you still need to learn how to make it, so you need more Kernels.

It seems to automatically advance for a type as you learn.  So you learn basic ammo, then slightly more advanced versions/variations as you keep working that type of Kernel.

There's also some info on how to scan for "artifacts" that you may wish to look up.  And, of course, mining and refining to get the materials.

If/when you decide to subscribe, you can gain access to the market fully and find things to buy and work with as well.

I really do hope the cap is raised soon.  I just subscribed and would like to play but can't log into the game.

Not trying to sound whiny, I just know there are a lot more folks getting the word about this game and that means even more that won't be able to get in, so will begin to look elsewhere...

I enjoy the game so far (when I can get in) and I'd like to see it succeed and grow.

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(132 replies, posted in General discussion)

Just created an account here and trying this out.  I think, as word spreads, this game will see a bit more action from migrating EVE players looking for a new home.

I know of over 20 accounts canceled by "vets" who posted screenshots of a bug with mission cancel button for their EVE accounts...  They were ticked when some accounts couldn't be cancled but others could so posted screenies of the bug.  Just personal observations and this game was mentioned with 'downloading it now' a few hours ago, so...

I haven't gone that far (canceled) yet but I am looking and I don't move games often nor easily.  I've played EVE going on 2 years now, I've no clue if that's a "vet" or what not.  I do know it's not a n00b by quite a ways.

An EVE channel sounds handy.  It's going to take a bit to learn the new "language" of this game.

Q: EVE took a bit of reading to get up to speed on it:  Will this one take as much?  If so - what resources are there about it?

Thanks.