601

(14 replies, posted in Testing server)

An interesting read Zortag, from a corp that certainly built an impressive gamma base. Energy transfer structures is one of the bits of PBS I tested and your point about number of connections I completely agree with. Not really in a position to comment on your other points.

I was able to wander around and dock up in REMEDY HQ when the zones were frozen and your huge array of turrets didn't vapourise me and I was truly impressed, good work. I think there was one thing missing, however ...

... flower beds. If you'd left a strip of non-concrete on either side of your walkways you could have had created some lovely avenues of colour. smile

602

(34 replies, posted in Q & A)

-1. Full account reset is too much. There is a case to be made for mineral extraction and industry reset (which I also happen to think isn't necessary) but not a full reset - that's just greedy.

603

(14 replies, posted in Q & A)

It suddenly leapt out at me when i noticed that at 250 points the ratio was 1.1428571 which (as everyone knows) is the decimal equivalent of 1/7 - formula is:

ME = 1+(1/( (p/50) +2) ))

Where ME=material efficiency and p=points. This applies to prototype, factory and refining.

I knew it was a simple smile

Implications:

To two decimal places 100% efficiency is not achieved until 9901 point (clearly unachievable).
With a 325 point factory, max skills and a 200 point CT (only achievable with a good calllibration lab and a high-tech factory with upgrades on gamma you will only achieve an ME of 1.067114.

Methinks that the curve is a little to shallow at the high end.

604

(2 replies, posted in Testing server)

Another really minor one but ...

The mass of all commodities is either 10, 15 or 20kg. Plasteosine's mass is 0.0005kg.

It could, of course, be a gas. big_smile

605

(0 replies, posted in Testing server)

Advanced turrets require 50 Bochilium and 0 Coalmin
High-tech turrets require 0 Bochilium and 100 Coalmin.

Is this correct?

Having built a spreadsheet that works out materials and commodities required for structures this doesn't fit the pattern I have found on all other structures.

I'm guessing it should be either 50 (Adv)/100 (HT) Bochilium or 50 (Adv)/100 (HT) Coalmin.

606

(14 replies, posted in Q & A)

Has anyone worked this out yet? I've been messing about with convergent series, natrual logarithms and all sorts but my maths isn't good enough to "see" it yet. Here are some key numbers in case it leaps out at anybody. Numbers in brackets I'm pretty sure are correct but I can't test them since they involve fractions of ME points.

Points: %
0: 150%
25: 140%
(33.3333: 137.5%)
50: 133.3333%
(66.6666: 130%)
100: 125%
150: 120%
200: 116.6666%
300: 112.5%

607

(8 replies, posted in Feature discussion and requests)

Obi Wan Kenobi wrote:

+1 more terrain based effects would be great.

Yay to this - just for the added dimension it would add to PvP and bot choice. Thinking in particular about speed bonus/penalty depending on bot's locomotive mechanism (tracks, wheels, legs, hover etc) and terrain type (rock, grass, sand, dirt, concrete etc). Would also add an obvious differentiation for new bot types. "Do I take my assault with tracks or my assault with legs ... hmm?"

Celebro wrote:

Also commodities take up more volume as you can never get perfect refine rates, why?

Yep, you are correct - that statement is nonsense, I now feel slightly silly.

Commodities will of course always be less in volume than the raw materials required to make them since, due to diminishing returns 100% efficient refine can never be reached.

However, point I was trying to make is that relative to situation now (pre-patch), commodities will be greater in volume because of they now equal the volume of all materials required at 100% efficient refine.

The volume of all the raw materials in the game have been reduced:

some by half (e.g. Titan & HDT were 0.05U per 1000 and are now 0.025U per 1000)
some by less than half (e.g. Liquizit and Stermonit were 0.075U per 1000 and are now 0.05U per 1000).
Noralgis has reduced by an astonishing 10 times (was 0.5U per 1000 and is now 0.05U per 1000)

... but poor old Helioptris seems to have been overlooked and still takes up a HUGE amount of space. Is this an oversight or intended?

If intended it's rather hard on those living on yellow islands where the stuff doesn't grow and have to haul a raw material which is 5 times the volume of any other in the game.

This volume of refined commodities are now equal to the volume of their constituent raw materials at perfect refine level. This means that (since one can't ever reach 100%) that refined commodities will always take up more space than raw materials. imo this is a bit daft. I can understand that a plant takes up a lot of space and a pile of mined material too to a lesser extent (think wheat and iron ore here). But when they are refined down to just the bits we need (the iron and the grain) then they become very much smaller. What sort of crazy physics exists on Nia?

.. not to distract from the main question though ... Should the volume of Helioptris have been reduced as well as all the other raw materials?

610

(50 replies, posted in Feature discussion and requests)

+1

... and another thing. I'm sure the db behind atrefact scanning gives each artefact a uniqueID of some sort. Can we please see that in the GUI? An un-necessary level of frustration is introduced to artefacting when you have two, three or even four artefacts with exactly the same description.

611

(3 replies, posted in Q & A)

Will PBS structures generate killmails? I'd like to think so.

612

(17 replies, posted in Testing server)

Annihilator wrote:

rounding bug? guess the scan overlay is still 8bit?

my next questions would have been: "have you actually tried an universal scan on those marked tiles, or even mining them?"

I tried both. The "rounding bug" also applied to universal charges and mining charges.

Arga wrote:
Obi Wan Kenobi wrote:

IMO after PBS the first multi tile bot to come out should be a freighter smile

Pleaseeeee!!!  big_smile

and/or a compression module working on raw materials/commodities only. One thing though, make haulers a separate bot group with 9x EP multiplier. We don't want everyone doing it, we want it to be a career choice.

614

(18 replies, posted in Testing server)

DEV Zoom wrote:

Terrain is only updated when you actually go there though, not with the freecam.

Nice one. You DEVs think of everything. smile

615

(18 replies, posted in Testing server)

Nor does it hide PBSs. You can't actually see the buildings but since the terrain is flat with a building shaped footprint of impassable hatch its pretty obvious where the things are. I'm guessing that different sized footprints will also be some indication of where defenses are placed.

Also possible to scout attack routes by examining where your enemies might have dug ditches, built mounds since you last came to the island ... and all from the moment you jump in to the teleporter.

I would prefer a 1000m limit on slope capability visibility on the free camera; that should be plenty for using the terraforming tool for what it was intended.

616

(17 replies, posted in Testing server)

I can find ore quite easily but.

1. http://www.rccb.co.uk/images/no_titan.jpg - In this image you can see that the directional scan gives me the cross but the tile scanner for titan shows absolutely nothing, not even one little green cube anywhere near

2. I have also found many many large patches of tiny green cubes which I thought wasn't supposed to happen.

3. Once you change from direction scan (with the nice map) to tile scan there is no way to choose to view directional scans again on the scanner interface. From my hour or so of scanning so far i wouold say this is pretty essential.

EDIT: I've found the situation described in point one a good number of times now with multiple ores ores and on alpha and beta islands. Anyone else, or is it just me?

617

(24 replies, posted in General discussion)

Here are some more stats for April 2012. Apologies for the zero-filling but tables are turned off in the bbcode so this was the best way to make things readable on the forum (believe me its much worse without the zeros). Once again feel free to make nice graphs and charts from the numbers.

I was quite suprised by these numbers so I had to check them to make sure...

Damage Dealt/Bot Type Total - Num of Dealers (Avg per kill): Bot Type
646,623.06 - 472 (1,369.96): Artemis
272,267.89 - 255 (1,067.72): Kain
251,103.81 - 244 (1,029.11): Tyrannos
135,438.65 - 092 (1,472.16): Kain Mk2
127,171.48 - 050 (2,543.43): Mesmer Mk2
111,612.09 - 092 (1,213.17): Waspish Mk2
105,546.20 - 059 (1,788.92): Mesmer
095,038.55 - 069 (1,377.37): Seth
084,497.83 - 156 (0,541.65): Waspish
082,887.75 - 067 (1,237.13): Gropho
080,817.66 - 108 (0,748.31): Baphomet
062,346.52 - 082 (0,760.32): Arbalest
060,386.25 - 059 (1,023.50): Tyrannos Mk2
045,486.81 - 023 (1,977.69): Seth Mk2
035,102.77 - 040 (0,877.57): Prometheus
031,321.24 - 041 (0,763.93): Baphomet Mk2
031,270.26 - 020 (1,563.51): Gropho Mk2
027,655.21 - 054 (0,512.13): Intakt Mk2
020,592.56 - 082 (0,251.13): Cameleon Mk2
017,419.63 - 041 (0,424.87): Cameleon
016,997.62 - 026 (0,653.75): Castel
012,919.31 - 011 (1,174.48): Artemis Mk2
011,314.31 - 018 (0,628.57): Zenith
008,127.63 - 005 (1,625.53): Yagel Mk2
007,904.76 - 013 (0,608.06): Arkhe
006,436.16 - 008 (0,804.52): Vagabond
004,935.83 - 014 (0,352.56): Yagel
004,526.46 - 004 (1,131.61): Castel Mk2
003,608.44 - 016 (0,225.53): Troiar Mk2
002,728.40 - 007 (0,389.77): Prometheus Mk2
002,342.14 - 012 (0,195.18): Troiar
002,188.93 - 009 (0,243.21): Intakt
001,878.31 - 032 (0,058.70): Ictus
001,468.61 - 002 (0,734.30): Zenith Mk2
001,257.07 - 008 (0,157.13): Ictus Mk2
001,037.46 - 003 (0,345.82): Termis
000,927.54 - 002 (0,463.77): Argano
000,249.56 - 005 (0,049.91): Symbiont

618

(11 replies, posted in Testing server)

30 miles from London on 14MBps connection at peak time for UK (20:12). 14m21s.

Did stick a bit at 194MB-202MB and again at 296MB but that could be due to a whole plethora of reasons.

619

(24 replies, posted in General discussion)

Grazskin wrote:

instead of a pie chart for bot kills I think a bar graph would work better and easier to read.

In some respects I think that would be helpful. However, the pie does reveal quite neatly that half of all the bots destroyed are one of 6 types. Useful info for Indy corps.

I'm going to write a script to rip some other stats that might be interesting:
Damage dealt by bot type.
Bot types doing the killing.

... of course, if I had the raw data I could do it in a heartbeat. As it is it'll have to wait until I finish doing paid work.

620

(24 replies, posted in General discussion)

Interesting stuff. Thought this might be interesting too although it hasn't produced many suprises. If you want to change it into a nice looking chart and include on the blog then please feel free.

Numbers are from April 2012 and the source is perp-kill.

Bot Types destroyed
89: Artemis
88: Kain
67: Tyrannos
50: Arkhe
41: Castel
39: Waspish
36: Baphomet
34: Arbalest
32: Prometheus
28: Cameleon
24: Termis
23: Troiar
20: Argano
19: Sequer
18: Ictus
16: Cameleon Mk2
16: Yagel
12: Intakt
10: Troiar Mk2
08: Intakt Mk2
07: Kain Mk2
07: Mesmer
07: Waspish Mk2
06: Castel Mk2
06: Seth
05: Artemis Mk2
05: Riveler
04: Gargoyle
04: Gropho
04: Symbiont
04: Zenith
03: Baphomet Mk2
03: Ictus Mk2
03: Vagabond
02: Laird
02: Zenith Mk2
01: Gropho Mk2
01: Lithus
01: Mesmer Mk2
01: Sequer Mk2
01: Termis Mk2
01: Tyrannos Mk2
01: Yagel Mk2

Hour of Kills (server time)
26: 00:00 to 00:59
29: 01:00 to 01:59
59: 02:00 to 02:59
48: 03:00 to 03:59
24: 04:00 to 04:59
32: 05:00 to 05:59
61: 06:00 to 06:59
14: 07:00 to 07:59
15: 08:00 to 08:59
03: 09:00 to 09:59
05: 10:00 to 10:59
07: 11:00 to 11:59
07: 12:00 to 12:59
04: 13:00 to 13:59
11: 14:00 to 14:59
20: 15:00 to 15:59
09: 16:00 to 16:59
50: 17:00 to 17:59
35: 18:00 to 18:59
29: 19:00 to 19:59
71: 20:00 to 20:59
51: 21:00 to 21:59
56: 22:00 to 22:59
83: 23:00 to 23:59

621

(11 replies, posted in Q & A)

Anyone else noticed something similar with cortexes? I've got only one cortex in the last couple of weeks and I must have popped about 100 artefacts in that time.

Tough to tell whether its rotten luck or something more sinister. After all, I did get 9 consecutive rabid supreme mechs/heavies on Shinj two days ago and I just accepted that. I guess there's something very human about attributing bad luck to things beyond our control and good luck to our own brilliance.

622

(9 replies, posted in General discussion)

CrepitusGoldenGoose wrote:

Decent article, it could have been a bit more detailed in the political arena as it glosses over quite a lot.

I thought that too but then they're hardly going to reveal much that would hinder their future plans such us "we've mined all the ore out of Hershfield to build an army for a massive onslaught" or reveal much that could hinder their current position such as "it turns out that RG are a bunch of knob-gobblers and we should have chosen more wisely".

One thing for sure though, STC are here to have fun and don't take it all too seriously. Seems like a good philosophy to me.

623

(40 replies, posted in Feature discussion and requests)

It'll all shake itself level quickly enough and then no-one will remember. Heck, no-one even noticed until you brought it up. tongue

624

(40 replies, posted in General discussion)

Nemo wrote:

I am one of those that enjoys PvP, but would think it a great waste to only do PvP in a sandbox game that gives you 20 different sorts of activities to do.

1. PvP
2. PvE missions
3. PvE farming
4. Mining/Harvesting
5. Manufacturing
6. Hauling (not really viable until we get seperate class of hauling bots and or compression mods)
7. Trading (not really viable until we get remote buy/sell extensions)
8. Artefacting
9. err...

I realise that by "20 differnet sorts of activity" you were speaking figuratively and I not trying to be churlish but I just wondered how many different activities there actually are in Perp. PvP should probably be split too since tackle/DPS are different and roam/defence are different but even so, there aren't many.

I'd love to see 6 and 7 become viable professions for starters.

625

(109 replies, posted in News and information)

Arga wrote:

Heck. Make raw ore volume reduction an extension even, or a module, or something.

I like the idea of a compression module which works for raw materials only. If this new module is a head slot and "fit one module only" type AND accompanied by an expensive extension (lvl 9) that improves effectiveness of the module then hauling would become a profession because players would have to choose to invest EP in it.

A maxed extension and T4 module could have a compression ratio of (say) 0.2 meaning a scarab mkII could haul 4500U. Extension lvl 5 and a T1 module a ratio of (say) 0.8 meaning a scarab mkII could haul 1125U. Heck, if its a module you could elect to fit one to your Riveler instead of a tuner and go Ninja mine on someone elses island for a mineral you don't have.

... but never mind the details the point is if hauling is to become a profession the players need to choose to do it and an extension or two is the way to make it a choice.