51

(1,455 replies, posted in General discussion)

DEV Zoom wrote:
Burial wrote:

What do the Devs think about it?

Prolonging PVP timer would not be a bad idea, it would fix a lot of the issues raised by others while not nerfing the spark teleportation itself and all the players that depend on it for the day-to-day activities.

I'm not really sure not being able to dock in for an hour would be such a good idea.


Maybe a better idea is to place an undock timer of five minutes once you spark.

52

(1,455 replies, posted in General discussion)

unlimited-use SPARKS:

Reduces/changes strategy for the worse ("spark positioning" more important than bot positioning)
Reduces overall PvP (less likely to flag as blob is a single click away)
Reduces size of the world (smaller space, less factions/sides)



Fix sparks^^^^^

53

(1,455 replies, posted in General discussion)

Burial wrote:
Mongolia Jones wrote:
Burial wrote:

...only thing PVP-wise that will change is that I will move all the bots that are spread out between stations to Alpha2 terminals...

The best fights this game had was when players brought fleets from Alpha2's.  Many fights spanned whole islands and sometimes took hours.

If only we could only go back to those days...

Yes but those fights stopped not because of Spark Teleporation but because players moved to gamma, leaving betas a deserted wastelands. Perhaps assignment patch can revive those islands, if not then I don't think you will find the kind of PVP you like very soon..

No!

They stopped because of walls. (A barrier to movement).
Sparks are adding to the "lack of movement", therefor less pvp.

Movement is good, movement means pvp.

54

(1,455 replies, posted in General discussion)

Ludlow Bursar wrote:

There were two sides months before spark teleport arrived. When CIR, eHarm, CHAOS were so powerful they could stamped on everyone a "rest of server" alliance formed to fight them. Its pretty much been two sides every since with smaller corps joining one side or another.

True, before sparks, the CiR had a mega alliance but:

1. The other side was always a weak alliance at best and there were ALWAYS small corps here and there holding on to stations not joining any side.  I remember as we tried our best to get some of these small factions to join us.
2. For the CiR people it would have been next to impossible to hold all betas. Without sparks it wasn't possible like it is today.

Back then Nia was much larger so you could get away with being small and holding a station.  Today, everything is local, Nia is much smaller, so you HAVE to pick a side to hold a beta.

55

(1,455 replies, posted in General discussion)

Burial wrote:

...only thing PVP-wise that will change is that I will move all the bots that are spread out between stations to Alpha2 terminals...

The best fights this game had was when players brought fleets from Alpha2's.  Many fights spanned whole islands and sometimes took hours.

If only we could only go back to those days...

56

(1,455 replies, posted in General discussion)

DEV Zoom wrote:

The investment is to have enough equipped robots ready at all times at all the outposts you intend to keep.

That is not a hard investment to make.

It wasn't too long ago, CiR and others were cranking out thousands of bots.  They are not expensive to make and t2/t3 fitted bots are decent enough to pvp for the newer player.

Vets will have no problem fielding all those bots needed, I'm cranking them out right now at a fast pace because I know this is the new reality.

I lose maybe 10 or 20 bots a year.  All I have to do is invest one time in about 50 bots (ongoing now), then be able to place them where needed. Then after the initial one time investment, all I need is my regular 10/20 bot replacement rate.

57

(1,455 replies, posted in General discussion)

Burial wrote:

In the future of the game, lets say with 25 player factions (gasp).

The current system creates an environment for only a handful of factions to flourish.  If you are up against a mega alliance, you MUST make your own mega alliance just to take and hold on to one station.

In my opinion you will only ever have 2 sides with the current spark situation.  25 factions, you are dreaming... The one big guy will always keep everyone else off the betas.

Sparks have made Nia much smaller.  There is no place to hide, so in order to hold anything you NEED to be with one of the big boys.

This situation will deter new players from sticking around (except for the one who want to belong to a large alliance).  And even then, when large alliances lose at PvP then you have large numbers of players quitting the game, as I have seen over and over these past years.

58

(1,455 replies, posted in General discussion)

Martha Stuart wrote:

...this whole thing is about making it easier for your 6 man corp to compete against a fleet.

No!

This about the ease of any large force to be able to own all beta outposts because of sparks.

Because of sparking, a side, given it is large enough, will ALWAYS BE ABLE TO OWN ALL BETAS.

DEV Zoom, is this intended? If so then we will simply make the adjustment and live with the new reality.

BEFORE SPARKS, you had to make an investment into an area.  You had to "live there" and invest time into an area to hold an outpost.

AFTER SPARKS, all you need is to do is click one button, blob in, defend, and leave.  No investment, no using the terminal, ghost town.

STC guys, like Martha Stewart, have stated very clearly that a smaller force should never be able to "compete" (i.e. not hold on any outpost not even a single one) in the face of a larger "overwhelming" force.

SPARKS contribute to blobbing, and there are many anti-blobbing rules in PO.  Fix sparks and vote no to the BLOB.

59

(1,455 replies, posted in General discussion)

Martha Stuart wrote:

...and either you cant or wont assault our gamma, so that leaves nothing for you to attack except Arganos.

Because your Arganos are your only bots which go more than 1500 meters from a spark safe zone.

60

(1,455 replies, posted in General discussion)

Merkle wrote:

Maybe you should get your corp in line, http://www.perp-kill.net/?m=view&id=252733, you were clearly allied with them. 

Yourself too - http://www.perp-kill.net/?m=view&id=253324

Reading comp 101, I said we allied for SAP defense, those were not SPARK-overwhelming force-gank.  Read my poasts without emo and you will make less mistakes in future.


Merkle wrote:

You talk of PVP, yet what you like to do is rarely considered PVP.  Its ganking, I do it as well, its more about the hunt then who you kill, or what.  What you want to get is more ganking, more the solo style that you enjoy.  (Not a bad thing, as I enjoy this style as well.)

You have no idea what I like or dislike.  Unfortunately we never served any same corp so how would you know.  Ask people who know me what I like/dislike it will be quite different that what you think you know.


Merkle wrote:

You do hate conventional traveling, your just not willing to admit it.  This little picture should explain generally what you do.

http://clip2net.com/s/5uCQFx

You dont even care to move around.  Someone hates to move there bots around.

No!

I do/have traveled around, but that yields very little pvp today as my targets generally use sparks.  I do stay on one island but I probably travel ten times more in any given time period than the average STC guy typically travels.

BTW, nice to know you have a file on me.  I have noticed a precipitous decline in argano liquizit mining for missions in my "gank" zone  smile.

61

(1,455 replies, posted in General discussion)

Martha Stuart wrote:

This entire argument revolves around the fact that our alliance has more pilots than yours.  You don't want to have to deal with the full fleet we can field.  I guarantee that if the CIR or Chaos fleet was back, and you were flying with them, we wouldn't be having this discussion.  The evidence for this is that the entire time CIR was back in the game, and you were winning fights and could field more numbers than us, no one ever brought this up.

No!

Firstly, when we were allied with CIR we rarely (I never) used our advantage to spark-gank in on my enemies.  We were an alliance that formed for scheduled SAP defense.

Secondly, once the threat to us was gone, we would NOT have stayed allied with CIR.  We would un-ally them so that there would be more targets/pvp.  Unlike your blue-coalition which is not interested in any REAL pvp.  You guys are only interested in SPARK-10 mechs-bandwagon-killboard.


Martha Stuart wrote:

EVERYONE hates conventional traveling.

I don't, so evidently you are wrong on one account.  Maybe we should take a poll, what do you think?

62

(1,455 replies, posted in General discussion)

Merkle wrote:

We're also deciding on not mentioning HOW the bots get into the station to begin with, someone has to bring them in. Bots do not just magically appear in any station you want.  A spark is only helpful in PVP if you have a bot in said station to do so. 
Thusly, we DO have to travel to a from stations, as we do die, and we do have to restock what we lost. You just don't see it as we take precautions when we do.

So based on your above statement you agree that the act of conventional travel does increase the opportunity for pvp, yes?  Isn't it better to implement those things that increase pvp opportunities (i.e. traditional travel, less sparking, etc.)


Merkle wrote:

Why is your side complaining you get all the PVP when you want, it's just not HOW you want it.

Wait a sec, Martha Stewart in post #16 just said there is very little pvp, now you say above we can get all the pvp we want.

You really should get with your corp mates and decide on a single story before posting lies.

63

(1,455 replies, posted in General discussion)

Burial wrote:

People would travel a lot more with conventional methods....

^^^ This ^^^

Even though Burial is making a case AGAINST traveling with conventional methods (they would rather spark everywhere), that is exactly what this game is missing.

Recently Burial had to bring "kot" in his Castel from Telesis -> ICS Beta and as a result of that travel there was pvp when he was in route.  If instead he sparked "kot" to ICS Beta then no resulting pvp.

Hence, travel = pvp, spark = no/reduced pvp

With more traditional traveling, more pvp cometh.

64

(1,455 replies, posted in General discussion)

Martha Stuart wrote:

does no one realize that this would utterly and completely destroy the little PVP we have?  How many people are going to fight when they know that they have no reinforcements coming?

I have NOT fought precisely BECAUSE of the threat of having 10 mechs spark in on me.  I can attest that I have PvPed LESS because of the spark situation.

DEVs, if you listen to these guys who want to protect the "little PVP we have", then you will never move beyond the current situation of small scale PVP we have now.  Change the spark situation and see if PVP picks up or not (which I believe will pick up).  I know for sure, I would flag up more...

65

(116 replies, posted in Feature discussion and requests)

Lemon wrote:

This is a joke... CIR used to farm level 3 Mech beacons on Beta by the 7's without this level of lag. During this time we had upwards of 20+ of our own bots on the field. Now i am farming 7 with 7 and lagging to the point other zoned islands begin to lag.

Wrecks used to not be a problem.........


You are not lagging because you are running 7 commandos with 7 accounts.  You are lagging because everyone and his brother is doing beacons RIGHT NOW because of the soon-to-be-nerf.

We have been running beacons for the past several weeks and the lag has started since the very recent announcement of the hot-fix.

I had more than the normal lag yesterday (all night) due to the several thousand beacons that were very likely being run all over gamma.

66

(116 replies, posted in Feature discussion and requests)

I fully support a fix (MUCH sooner than later).

I have seen first hand (and participated in) the very broken, "beacon Manhattan project".

67

(15 replies, posted in Balancing)

Ville wrote:

I'm just going to make a suggestion for tutorial mission and low level missions.  Lets add the mission token rewards to both the tutorial and low levels 0 and 1.  I'm not talking serious reward but like 1 or 2.  Then in the tutorial show the player how to setup a buy or sell order for them.  Why would we want to do this?

C.  Drive the price of tokens down.  More supply pushes costs down further providing cheaper pvp ammo or kernels or beacons!


FYI, the price of tokens is not dependent on supply.  Increasing the supply of tokens (as of March 2013) will only devalue NIC, which in turn will hurt noobs.

You can already see the effect that tokens are having on the market on the more rare items (ICE, Mk2 cts, etc.)

68

(116 replies, posted in Feature discussion and requests)

Kokomut wrote:

Right that's one of the only reason people are not doing more than 5-6 at a time.


If you are only doing 5-6 beacons at one time you are way ("waaaay") behind the curve.  You really need to look at your process otherwise how the heck are you supposed to process the thousands of tokens in any given day?


big_smile

69

(10 replies, posted in Balancing)

Zortarg Calltar wrote:
Mongolia Jones wrote:

In EVE (which PO is based off of)

man you get never tired of that.

have you ever thought that if your statement is true then most of all the mmos out there are everquest clones? and that includes the most finacially successfull mmo in history (wow).

every rts game is a command and conquer... or should i say dune2 clone?

so are they? or are they just games of the same genre? even that there are not that many different games in this one...

Dude, your a bit too sensitive on something that's all about nothing.

I simply made the EVE reference because I made a reference to a game mechanic used in EVE (which PO is based off, not WOW, not EQ, not UO) that is relevant to my discussion here, nothing more, no hidden agenda.

70

(10 replies, posted in Balancing)

I believe what happened (I'm just speculating here) is that the falloff bonus was supposed to play a much more important roll to the Numquol when PO was in development.

In EVE (which PO is based off of) the Minmitar very regularly engage in falloff ranges.  Similarly, it was probably decided at one point that Numquol weaponry was to have extremely short optimals and extremely long falloffs (sort of like autocannons/machineguns).

Because that (obviously) never got implemented, the falloff bonus (both the main extension as well as the Numquol combat bot falloff bonuses) has very little effect in game.

Falloff in PO needs to be looked at and fixed before any cost changes to the extension itself.

71

(54 replies, posted in General discussion)

Taken from the original post:

Gremrod wrote:

The T1 standard Lightweight Frame (LWF).

NPC Sell Price: 138K+
Player Sell Price: Ranges from 22k+ to 44k+

If we use the LWF base commodity requirements and then use the market commodity prices a LWF is worth 28k+.

So why are the npc sell orders for this basic item 5x+ more than what they are really worth?

I think you have to take into consideration the *possibility* of future raw material sell/buy price fluctuations. 

There could come a day where all materials are 3x, 4x, or more the price they are today, in which case the 138k NPC price wouldn't be so different (and possible LOWER) than the future build cost.

In my view what is going is not that the NPC seed price is too high, but rather that the raw material prices are TOO LOW.  This is due to a high supply/low demand issue, not necessarily because of low population, but rather, because of the number of high EP, highly teched, multi-account miners able strip mine on a massive scale.  (i.e. 5% of the population can mine/harvest all the materials ever needed for 95% of the population)

72

(54 replies, posted in General discussion)

Gremrod wrote:
Martha Stuart wrote:

I can make over a billion NIC in less than a day running beacons.

Is this plasma only?

Of course what Martha Stewart forgot to mention is the time it requires to accumulate all those beacons.

73

(8 replies, posted in General discussion)

BeastmodeGuNs wrote:

18:15    [TOG]Malkuth    lol
18:16    [TOG]Malkuth    it's all Mongolia fault
18:16    [TOG]Malkuth    Server crash because of him


TBH, I had the same thought...

1. ICE - I am okay with

2. The EP catch-up game - I do NOT agree with.
    a. There is a catch-up mechanic already built in
    b. New players can (and should) specialize
    c. If you allow a mechanic that allows a quick catch up to 25% you will solve nothing and create more of a headache for yourselves
        1. New players will still complain that they don't have enough EP
        2. If you quick-boost noobs to say 400k EP taking (3 months instead of 6), they will complain that they have to "waste" 3 months of game time until they get the "minimum EP required" to be competitive
        3. There will be numerous posts with analysis about how DEVs should increase the boost from 25% to 50% or sumesuch
        4. Newbies will still feel like newbies regardless of EP because of older players' experience and resources

75

(136 replies, posted in News and information)

DEV Zoom wrote:

new tiers and robot variants - that's T5 and Mk3?

We have a new idea for making the tier system less linear and more accessible, it would look like this:

Normal tiered items according to the current system (new name in parentheses):
T0 (T0): stays as it is
T1 (T1): stays as it is
T2 (T1+): stays as it is, requires T1 modules to build like now
T3 (T2): remove current T2 modules from its components
T4 (T2+): stays as it is, requires current T3 modules to build
T5 (T3): brand new tier, no component prerequisites, uses colixum-based commodities
T6 (T3+): brand new tier, requires T5 to build

So the system would be built up of tier pairs, one normal variant that needs more “exotic” commodities as we go up in tiers, and one “+” variant that needs the normal as a component. The common trait of + variants would be lower fitting requirements than their normal variant. The important thing to note here is that higher tiers wouldn’t have cascading requirements anymore.

In the new system, tier designations for factional items would be:
T2+ -> T1F
T3- -> T2F
T4+ -> T3F

As for robot variants, the naming is yet undecided.

Personally I don't like this idea at all.  The system we have now is pretty good most items are "accessible" as almost everything can be purchased off the market.

I would rather see T5 as a more powerful item than the T4 (using gamma minerals to manufacture) and T6 as the same as T5 but lower weight and fitting requirements.