Annihilator wrote:

nope your doing nothing wrong there,
the accumulator recharge extension has the same effect.

also, i find this not wrong - the extension costs are also escalating, and as missile user, you also have the "missile guidance" extension which determines how often your missiles will miss the target, which is much more expensive as the falloff extension that the turret user get instead

Actually I do feel something is wrong with this view of it and comparisons between weapons systems, nor other skills impact on performance, isn't being covered by this (8 with guidance, 8 with basics and 8 with seismics - so I'm pretty strong with these - not "topped out", just decently trained.).

How I'm looking at it has a feel like the old math joke where "you're doing it wrong" comes into play.

3 guys book hotel rooms and get a discount - $25 off of the $100 per room cost - so $275 vs $300 should be  paid.  When they get there, the clerk doesn't know about it and charges them full amount and each coughs up their $100 - $300 total.

Later the manager comes in, finds the error and has a bellboy go up to refund the money - giving him 5 $5 dollar bills ($25 total).  The bell boy gives each of the 3 guests back a single $5 dollar bill and pockets 2 of them.

So...  Each of the 3 paid $95 -- $285 paid.  The $10 the bellboy kept makes it $295 -- where did that missing $5 go?

Very old math joke showing how breaking rules leads to misinterpretation/bad results that "make sense".  This has a feel to it like that old joke.

I was trying to figure out the applied damage this does so I slapped together a quick sheet on it but I'm not sure if I'm working the data correctly.


It's based upon an assault bot - 4.0 explosion radius -- against the smallest surface area on a bot - 2.75 of a light EW bot.

Example:  (both skills are 3x) 
Basic Ballistics = 3% increase across the board.  100 damage goes to 130 at level 10.
If I'm hitting small targets at 68.75% damage -- with basics at 10 but seismic at 0, I'll hit for 89 damage.
If I'm hitting small targets at 98.21% damage - with basics at 0 but seismic at 10, I 'll hit for 98 damage.

Anything larger than my explosions - I'm better off with basics but looking in this one direction ...

The extension grants a 3% reduction to the explosion area and the formula for applied damage is surface/explosion.

So the formulas I used.
Col 1 = 4 * (1 - (.03 * level)
Col 2 = 2.75 / Col 1
Col 3 = Col 2 - Col 2.(row -1)
sum at bottom of col 3.

Col 4 = Col 3 / Sum
sum of col 4 at 100% was just my "??? am I doing this wrong?" checking.

(some might find the following table skewed around - layout wise.  I adjusted it to look proper based upon my monitor, font choice and the like).

Exp. Vs Surface		App. Dmg	% diff from prev	% of total improve
4			68.75%		
3.88			70.88%		2.13%			7.22%
3.76			73.14%		2.26%			7.68%
3.64			75.55%		2.41%			8.18%
3.52			78.13%		2.58%			8.74%
3.4			80.88%		2.76%			9.36%
3.28			83.84%		2.96%			10.04%
3.16			87.03%		3.18%			10.81%
3.04			90.46%		3.44%			11.66%
2.92			94.18%		3.72%			12.62%
2.8			98.21%		4.04%			13.70%
Totals					29.46%			100.00%

In other words,
At level 1, you are hitting 2.13% harder than at level 0
At level 10, you are hitting 4.04% harder than at level 9. 

The improved performance escalates the farther you get into it - not just improved damage but how much of an improvement.

With the general theme in-game seeming to aim towards less gains for more invested.  ("Optimization" style where you are refining performance the longer you play vs actual bigger gains). It struck me as a bit odd.

This is why my question - Am I doing something wrong?

3

(88 replies, posted in Balancing)

Arga wrote:

Thanks for bringing the thread back to topic of balance.

Balance what exactly?

There's only way two ways to 'balance' the cross trainability; make all faction weapons distinctly different or make them exactly the same. Are either of these really necessary;

How would making all the faction weapon extensions different improve the game?

How would making all the faction weapon extensions interchangable improve the game?

First I was glad to see even the brief info on my last question covered - 1 name followed by "many" for how many actually swap bots around.  Seeing 9 vs 6 bots posted about as "being blobbed"...

I have no clue how many that might be - from 3 to ??? in the entire game?  It doesn't seem to be a very large quantity that swap around the bots they choose to use, not with any great frequency.

-- on topic:

I don't see why any balance is needed at all.

It's an entirely different slot than a turret.    I see it kind of the same as complaining about utility slots - look how they don't match with turret and missile extensions.  Does that need "balancing"?

So if a turret slot can hold different turrets - sharing extensions across a few types of fittings makes sense and any thing that can fit in a missile slot should share extensions across that type of slot.  If nothing else exists - yet - then wait for it.

Non-pelestial bots do have missile slots.  If you don't have missile skills, you cannot fully fit that bot.  The choice not to do so is not the same as the inability to fit them at all.

Overall, times change and I thought this game was about "the long haul" - not about instant gratification right now, especially not for veteran type players and this seems to be an extremely "veteran" issue that is only an annoyance for a very thin part of the community.  "Envy" comes to mind.

Again, just wondering why different fittings that go in different slot types should match up with extensions?

It really doesn't make much senses.

4

(88 replies, posted in Balancing)

I'm unsure on some of the points here.

- Annihilator:  With 4% miss rate, I've seen 2 flights of 5 missiles where 3 of them "found the heavens" - in a row - damage reduction 60% across 10 missiles for 2 flights. 

Each failure is 100% loss of damage from that weapon.  That can be seen as expensive.

2% for 33 days?  Avoiding that "feeling lucky today?" sense of play may be worth it. 

Yes it averages out to 2% "over time" but a couple bad volleys in a PvP fight...

- Beasty:  Many weapons skills are shared as you point out but how much extra time is involved to actually pilot the proper bots to fit and use those systems?

If I need to focus without distracting options elsewhere, I'm going to focus but if I can climb in different bots and use different tools and effects...  Flexibility of options also usually costs with lower abilities for long-term play if you exercise those options.

A green pilot is quite probably going to focus training on their bot's specific abilities.  The "distraction" potential and time lost vs other areas of enhancement may offset this.  As such - how many actually do cross-train bots and how far up the food chain do they go?

This I do not know.

Just wondering at the reality of the concern over the potential.  I've often seen potential yet it remains just that - never followed through on due to "costs" and the like.

Gremrod wrote:

While I understand what you are talking about coming from EVE etc.

You should also know you can pvp here in a light bot/ewar bot with not much ep invested.

Just like in EVE they would always tell new players they have a role they can do. Like grab a frig and put a warp jammer on it and tackle for us.

Same here get your char set up to run a ewar bot and demob.

Bam! You're in the game doing pvp.

I know a hell of a lot about EVE - more than many "veteran" players with years on me.  I can walk a new player through scenario after scenario where they are of value and use in PvP and explain in terms they can understand exactly why their SP there is of value, makes possible options but also is only 1 part of an equation for success in PvP.

I'll provide an example and perhaps - just perhaps - some of the veterans here can find an equivalent method of explaining it in Perpetuum terms because this I do not see nor understand.

(note: some "EVE jargon" in use here...)

You have a nanocan piloted by a 2 year old char and 2 pilots going after it to tackle. 

1 in an interceptor, piloted by a year old char. 1 a T1 frigate piloted by a 1 month old char.  That nanocane can and will pop either one of these 2 ships in seconds if they aren't careful.

HOW you approach the target, how you line up to keep your angles correct, etc...  this will far more determine your success at get inside those guns and pinning that ship down.  SP, means jack squat here and so does the fact that 1 is in a T2 ship vs the other in a T1.  You'll need hands-on experience to succeed.

(I've seen the above where the inty pilot got his butt shot off yet the frigate got inside and tackled the target...)
------------------------
So - in perp - what is the equivalent?

Instead of just "you can...  you might... experience means..." FIND a scenario, like the above that, with little understanding of the game, players can see that they do add-value and are important for success from early on.. 

(conversely, in EVE, I also explained to a "get in there early!" person that a player can learn how to PvP in 2 weeks easily - doing it 2 weeks in or 2 YEARS into the game.  The difference there:  Sitting in highsec, you learned faster due to implants that the new PvP player cannot afford to use for YEARS of play.  That does NOT exist in this game so no "penalty" for PvP with respect to extensions/skills.)

6

(131 replies, posted in General discussion)

Omen wrote:

Curious where i can learn more about the topic since im unfamiliar with it

When you are in a player run corporation, you can place items up for sale on the market that only fellow corporation members can buy.  This moves much of the load of transactions on the market from public availability to private only.

Anything that can be sold, can be sold in this fashion - restricting items to only your fellow members.  So things like commodities and minerals, through T4 fittings are often bought and sold ONLY to and from fellow members of a corporation - why sell a gun to someone who may/will shoot you with it?  That's their logic.

The downside is that it removes all that stuff from the general market, making it look very lean and prices "open to the public" tend to be a lot higher than internal prices.  This can and does cripple up newer player's abilities to participate in a more competitive fashion.  It takes months to build up the ability to make many of the higher tier items and it is difficult to get some of the materials, as well as access to the kernels to learn how to make things.  Being as more senior players are in player corporations, they don't make nor sell much on the open market.

That's his point. 

"Over time" it may adjust but it will take time and many new gamers don't have much patience.  6 months working up to build what is in demand, I hit this in a convo in eve on the topic "either join or go without... thanks but I'm not into being forced to join groups I don't know anything about.  Maybe I'll try it later..."

Again, it is slowly being addressed but it will take time.

7

(7 replies, posted in Q & A)

I did run this interview through the translator and I was wondering if a dev can expand on the details a bit more.  Some is covered in blogs but a good deal isn't.

3 types of assault bots?  Range rings showing on the Radar?  Area defense assignments?  hmmm...

http://translate.googleusercontent.com/ … AvvO-lYETA

8

(11 replies, posted in Feature discussion and requests)

Alexadar wrote:

+1
+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option+smaller icons option

Not without the opposite too.  Full font/text, full icon sizing controls - a resize function.  Shrinking down stuff when I have a large screen kind of sucks.  The same with a small screen with big icons tends to suck so both ways, not just 1.

As for OP:  Good idea.  I still try and ctrl+A from time to time. big_smile

9

(21 replies, posted in General discussion)

There are reasons for getting the ratings but as has been stated, they don't apply so much here.

Example: Sony PS mandated an ESRB rating for their games.  It's one reason why the costs can be higher for a Playstation than the equivalent iPhone app and the like.

You also have certain groups/sites that won't publish/carry titles without such ratings available to reference.  (kind of like "system requirements" to some sites - what it says is less important than its inclusion.)

Both ESRB and PEGI do cost - a few thousand each and the advantages are slim for a digital distribution medium that caters to a more adult user base than the rating systems would provide access to.

Some of the legal ramblings and bills out and about may mandate ratings in the future but, for now, it doesn't appear worth their $$$ to get a rating.

10

(52 replies, posted in General discussion)

Doek wrote:

In the meanwhile, I've asked one of their admins to userfy the page, but it needs more citations. I'd also like to add a public reception page (the game needs to be 'notable'), so that means insurance fraud, duplication exploits, and the EVE exodus, but from a neutral point of view. If someone like to help me out and pull some sources and put some facts down, thanks a lot.

edit: Here's the draft: http://en.wikipedia.org/wiki/User:Doek/Perpetuum

I like what you did there so I kind of got involved.

tl;dr -- I contacted a member of the video games review team and asked them to take a look at it.

I put a note on the discussion page with some more details.  Hopefully I'll hear back from him within the next couple of days.

Again, nicely done (and yes, there is a stub already on wikipedia - the FRENCH wikipedia version).

11

(18 replies, posted in Resolved bugs and features)

http://i131.photobucket.com/albums/p301 … erview.png

Closer view of the names.  The photo place resizes and converts images so I clipped that chunk out to see it better.

12

(18 replies, posted in Resolved bugs and features)

http://i131.photobucket.com/albums/p301 … ue-PvP.png

That is a screenshot of what I saw.

I started a conversation with a GM about it and he told me it was some kind of glitch that shows some NPC"s as being players - flagged for PvP.

Today, earlier, there was a rather heated discussion in the Help! channel on this topic.  Someone said they had been blown up by a player named "Exiled Grunt" and targeting that player had flagged THEM for PvP.  They were killed by "2 players" - the named one -AND- another who joined in.

If this is just a video glitch, that's one thing - confusing as hell to trials and other new players perhaps but just a video glitch.

If the client sees them as being involved in PvP - that is a different matter -- griefer material against those who may not even know HOW to "fire all guns" yet.

In either case, being as this happened just outside of a starter terminal - I think it should be reviewed with some haste to see what the problem is.

Not for those like myself, that don't panic and understand at least the basics of PvP in this game, but for those trying this game out for the first time.  Those trials need a bit of protection.

This isn't about the Extensions that adjust gains and losses.  Those I know about.  It's about the raw effects over time.

You start doing L2 assignments with 1.25 standings to all corporations.

L2 done:  CorpA + .05 -- CorpB - .05
Result:  CorpA = 1.30  -- CorpB = 1.20

L2 done:  CorpA + .04 -- CorpB - .04 -- or is it - .05?
Result:  CorpA = 1.34 -- CorpB = 1.16 or 1.15
...
L2 done:  CorpA + .01 -- CorpB - .05 ...
CorpA = 2.06 -- CorpB = -1.00 ??

There is a slowing of relation gains.  Is there also a slowing of losses?

Another point on it:

L2 failed:  CorpA - .02 -- CorpB +/- ???

----------
My idea is to see if I can raise up the corp standings.  I can get them all over 2.00 but beyond that is where the question comes into play.

Annihilator wrote:

marak:
http://forums.perpetuum-online.com/post/33227/#p33227

that post and the third one after that. wink

Yeah - it was handy info.  I simply tested it against the damage types - primarily due to the resist plates dropping.  I wanted to see what would happen -- as in: do they use the stuff or is it just drops? (in EVE, you had NPC's drop stuff that had nothing to do with what they used...  Here - the NPC's actually use what they drop/drop what they use. -- VERY nice difference.)

Neoxx wrote:

I'm fairly certain the NPC's dont actually have the hardeners active.  They will gain the passive resistance of the item, but not nearly the full effect possible.  This generally doesnt change what type of damage you should do to them.  I still do massive damage to thelodica bots that fit a seismic plate, instead of seismic becoming its best resist and me doing crap.

And yes, you are an idiot for trying to kill Nuimqol bots in your waspish.  You just have to accept that Nuimqol can still be fairly effective against Thelodica, and Thelodica can still do something to Pelistal, but Pelistal will forever be complete sh*t against Nuimqol.  I think its the perfect sh*t storm between passive resists, speed, and armor repair bonus.

They also probably didnt "fill the resist hole" as much as you'd think.  Smite does more damage as a whole (45), so what more was being resisted by its other higher resists didnt make up for the extra 10 damage it was doing over doublecore (35).

Your results do not surprise me in the least, but thanks for sharing.  Although I do consider using Smite missiles more often because they are damn cheap because of all of the mission runners get them and they're not needed for pvp so much.

Well, after killing several hundred of them - I'd say "idiot" doesn't quite fit - zip losses and a whole bunch of kernels, a few T2 fittings, etc.  tongue  (besides, it's a lot easier to see how resists work when your main damage type is weak - you can then see how things stack up.)

On the smites - yes, that's shown -- and so are the other damage types from missiles which show more specific damage focus - "primary" + 1 other type.  When all resists, outside of focused damage, are within about 10 points of each other, "generic" - at higher base damage- is going to do the best.

On the passive vs active - it shows.  If it were active, the thermal damage missiles would have been much worse/taken more missiles to kill the mechs.  They took little more than what the chem did vs a lot more if it were +100 vs +25.

I honestly doubt my tests will surprise any of the more veteran players but the general "use x damage" - is not necessarily the best way to go.  Mixing damage types of ammo may do better in some situations - especially against "off mech" opponents.

PS: You may feel like tossing 100k+ per kernel at someone else for their farming but I've a young industrialist too and he has a LONG way to go to learn how to make many things so my combat fellow here will do a good deal of that farming - AND I get to learn how to fight these "you can't beat them" guys.  big_smile

tl;dr - pay attention to what the NPC's you fight are dropping for loot.  If they are dropping resist plates, that resist is buffered.   Also pay attention to the ammo they drop - that is what they are using against you. 

--------------------------------------

I've been working a pack of T3 blues assault mechs near Radholme using my Waspish.  This is a fairly bad mix - they do damage to my weakest resist and are most resistant to my strongest damage type - good for testing out different ammo usage.

I've tried a few different types of ammo with them and here's what I've seen.

Small 'Smite' ballistic Missiles - best results - average of 9 volleys to kill them (45 missiles).
Damage Types:  8 therm, 8 kin, 8 chem, 21 seismic  (45 total damage)

Small doublecore ballistic Missiles - average 15 volleys to kill them. (75 missiles)
Damage Types:  15 therm, 20 seismic (35 total damage)

Small chemical ballistic Missiles - 14-15 volleys to kill them. (70-75 missiles)
Damage Types:  15 chem, 20 seismic (35 total damage)

Small armor piercing ballistic missiles - 16 volleys to kill them (80 missiles)
Damage Types: 15 kinetic, 20 seismic (35 total)

Small sonic ballistic Missiles - worst tested - 20-21 volleys to kill them.  (100-105 missiles)
Damage Types:  40 Seismic.

---------------------------------------------------

The reason doublecore (therm damage) didn't come out on top is these blue mechs were dropping thermal armor on a regular basis.  As such, they had "filled the resist hole".

By fitting the thermal plates, chemical then became their weakest resist but it also doesn't look as if they activated the plates.

If the plates had been activated, that would have been +100 points to thermal, putting it at the second highest and that would have shown with the number of volleys that I fired to drop them.

Overall - the end resists on these guys:
Seismic highest
Kinetic second
Thermal third
Chemical weakest
-- with the 3 lowest within 5-10 points of each other.

----------------------------

Just some interesting findings I thought I'd share.

Annihilator wrote:

oh, thank you for the breakdown, but its exactly wha i meant -> the lvl1's are reflecting the nine possible attribute choices before spark.

if you look at it - theres only a single corp that has 3 combat missions - and you dont have to do a single on of it to raise standing with that corp. You simply do the industrial or logistic assignments of the sister corp (each mission gives you 1 primary and two secondary positive standings)

this works up to a standing of 4.0 with all of them

Exactly.  Here's some additional details (as you may gather from my previous post - I *DID* do combat missions for the "3 combat only" group - the recon mission):

Low level combat missions were joke easy to do for rep "grinding".  I don't recall exactly how many but maybe 24 missions across all 3 factions.  I stacked them with others.

The mech and fittings I used: 
Argano
- Head:  geoscanner - chassis scanner
- Chassis:  3 mining lasers
- Legs:  lwf - armor repairer

Extensions I used:
Parallel Assignments 5 (allows stacking of 6 missions)
Long Range Targeting 2 (get a bit more range for chassis scanning)
Jamming Electronics 3 (needed for full chassis scanner - 300m + 100m scan range)

I did them with "single target" basic skills and no points in faster locking.

The armor repairer was for mining missions - you get some of the little drones on you while doing them -- NOT for combat missions.

Stacking missions via Parallel Assignments let me run them quickly and easily - if relations is an issue - don't whine about this extension being needed.

Types of missions favored: 
- combat: Recon - they "finish" in the field -- scan 5-10 mechs.  You don't need guns for this, just scan the target mechs so it's run in range, scan, run out.  I even did a couple L1's of these to give some space and the L1's had you getting hit with demobs and the like - no big deal if you know how to run in, scan, back out - repeat.

- mining: survey scanning:  "finishes" in the filed, run in, toss a scan, run out.  Mining ops also but they take more time.

- transport:  the "golden triangle".

Very fast and easy if you stack the assignments.  Any "combat are HARD" comments are a joke.  Not a single gun on that mech and doing them was very easy even if 3 others were killing mechs - it didn't matter, I just scanned any of them to complete my assignment.

--------------
With this - getting standings to 2.0 is not a major challenge.  Beyond that is hard because of the loss of recon missions but, then again, the L2 missions for scanning via mining are very nasty.  3 spots to scan, all 3 at different points at T2/T3 mech sites, most with EW mechs...  Not something all that easy to pull off.  If there were recon missions, it would be EASY for non-combat types.

IMO this "removal of combat" wasn't needed.  All that was needed is a full "map" by the community of how to do them and - from the dev side - *ADD* some recon missions for higher level assignments.

The rest would have been easy to document and fairly quick to complete.

* (why did I do this?  that "golden triangle" is the most boring activity in the game and I decided to figure this stuff out to keep my brain from going to mush running in circles. - I also have a full mapping of which corporations give increases to what other corporations but that data will be outdated with the patch so it's worthless to publish it right now.)

Annihilator wrote:

facility specific storages - +1

That I like.

Allow specification of an input container.  You put in as much as you feel is needed.  If THAT goes empty due to degradation... That is their issue - it won't hunt through their entire inventory looking for stuff.

Also allow specification of a DESTINATION container.  Final output goes into that container.

Default both to the current settings for new types of production runs but allow the values to be changed.  Store these "container" values in some fashion so the defaults change with that type of product at that location. 

In other words it "remembers" what you set as a source container and destination on a job-by-job basis (store this info "hidden" with the transaction log for facilities).

An "automated factory" with delivery.

Annihilator wrote:

if im not wrong, the current mission type distribution is exactly the same as your character creation attribute choice:

9 possible combinations, 9 possible corps to get as "starter corp"

1 that offers 3x combat missions   (3x combat choice)
1 that offers 3x industrial missions (3x industrial choice)
1 that offers 3x transport missions (3x political choice)
...

It's not quite so easy.  Here's a quick breakdown.

Level 0's - 9 corporations - 1 mission each.
-- each mission "somewhat" specific to the corp's functions.

Level 1's - 9 corporations - 3 missions each. (I'll cover 1 set out of TM real quick)
-- Corp 1: Mine - Find minerals - Transport (2 indy, 1 logistics)
-- Corp 2: 3 Transport (3 logistics)
-- Corp 3: Mine - Destroy - Transport (1 of each)
-- Corp 4: Transport - Destroy - Recon (2 combat, 1 logistics)
-- Corp 5: 2 Mine - Find minerals  (3 indy)
-- Corp 6: Destroy - Mine - Find minerals (1 combat, 2 indy)
-- Corp 7: Recon - Transport - Bounty  (2 combat, 1 logistics)
-- Corp 8: Destroy - Bounty - Recon (3 combat)
-- Corp 9: Mine - Find minerals - Transport (2 indy, 1 logistics)

Breakdown:
Industry - 10
Logistics -  8
Combat  -  9
----------- 27

Now I'm not certain which counts as industry vs logistics but combat is pretty easy to spot.  In any case, it makes no difference if you're going for relations building - all 9 being raised up helps the most.  So who offers what that you can do is of far more importance and this "general relations building" is changing.

Level 2's gets to be even more fun being as sub-types change a bit.  So on and so forth.

I had a plan to map it out and show a "best approach" on building relations quickly but I canned that until the changes come out.  I don't know how it will all balance out.

The sub-types of assignments are rather important.  Scanning for deposits is fast and tends to be safer - sitting there mining, not so fast and safe for assignments - plus cargo needed...  Scanning 10 target NPCs - quick and easy, zero cargo needed and an industrial mech can do it.  Collect 10 items from them and return in time... A bit trickier and you'll need cargo space plus weapons to pull it off.

So on and so forth...

---------------
It's not just 3 corps offering 3 of a type.  There is a mix of types for other corporations and how all those different offerings will mix in is the question.

I have a lot of questions about this right now but it's "wait and see".

Right now relations are across the sub-corporations.  The average across all 9 sub-corps is what determines costs/benefits across all that mega-corps facilities.

This change adjusts that in some fashion which then will be balanced differently - but how?

--------------------

I raised all 27 corporations up to 1.06+ relations so far.  I would put out how to do this but it's quite probably going to be antiquated info with the changes and I have no clue what the final results will be.

To put this in perspective:
There are 8 transport missions from the 3 starting terminals known as "the golden triangle" - not 5 and not 7.  Doing just transport missions from the start, you'll see 5.  If you do some mining missions, 2 more open up - thus 7.  If you do some combat missions, another transport mission opens up, bringing the total to 8 -- per terminal.

The industrial corps also have some combat missions, so do the mining groups...

As such, there's a mix of TYPES of missions from each of they 27 corporations across the 3 megacorps. 

Will this change with the update or will the types now apply towards the services in a different fashion? ...

21

(10 replies, posted in Q & A)

Annihilator wrote:

1.
lvl1 kernels only research tier 1 items
lvl2 kenrels research up to tier 2 items
....
lvl5 kernels research up to tier 4 items with higher % then lvl4
observer kernels same as lvl5 but even higher bonus

2,
no, each kernels will be rolled seperately, no matter how many you research at once.

True down to the last part -  Which is "kind of".

If you research far enough, small quantities of kernels will not yield any visible results - you will get a message saying this. 

Using a large body of kernels will show results yet you cannot use more than the max knowledge you would gain.

Example:  Using 5 kernels when you are near the top won't show any gains.  Using 500 when you are 50 out from maxing that level's knowledge will only use 50, leaving 450 in your storage, which you cannot use (the game prevents this waste).

I imagine this is similar to gaining standings.  0.00 showing doesn't mean you gained nothing - it means you gained too small to be shown even as a 0.01 increase.  It applied "somewhere" but you don't know how much nor what it was applied to.

It would be nice. 

As an extension - as you select items, it will highlight/show the volume selected  - perhaps on the bottom or top status bars of the window.  So you pick 4 stacks of stuff, it tallies it and shows just what you have selected.

(yes it's lazy but having a computer show values vs manually figuring out totals... That kind of makes sense to me.)

BugSplat wrote:

Simple fix...  have the calculated maximum materials drawn from storage when the job is initiated, factoring in the highest probable CT degradation through the entire job process.  Once the job is complete all remaining materials are discharged with the finished goods back into storage.  If the job is canceled all unallocated resources are returned to storage (those not already consumed by the current cycle but claimed for subsequent job cycles) along with completed products, if any.

As you say - degradation = 3% max.  Each run 3% worse than the last for what it pulls. 

So 5 runs starting at 75%
75%
72%
69%
66%
61%

So it would pull all materials for each run at those levels - not good.

Your solution is to hurt those who don't have vast stores of stuff - helping only the most overstocked types by letting them be lazier.  Right now, players can collect the stuff while the jobs are queued up but your "fix" ...

Leave it the way it is.

24

(18 replies, posted in General discussion)

Your an "EVE vet" - that hurt you at the start-up screen.

This game, unlike most any other MMO I've ever played, has a useful and functional online help system.  When creating a character, those little blue backed "i" squares?  Click it.

Lower left of the creation screen, as you pick the corporations, sparks, etc...  Sits a list of links to the extensions you get - and that blue "i" will explain what those distinctions are about.

All you had to do is look and click to get the details you didn't have jammed in your face at the start.

Every window in the game has that (i) on it near the close-window "x".  Click it for details on that window.

So on and so forth.

Just because this game has a similar EP vs SP system and a landmarks window that looks a lot like EVE's overview...  Massive differences in how this plays and what is and is not possible to do here. 

No "jita" with more ships killed in a day than most major nullsec fleet ops, no "can baiters" at newbie stations, no can flippers, no ninja looters...  Mechs explode in PvP, causing damage to anyone nearby, PvE NPC's that you can't "AFK domi" tank-fit, very little differrences in how you fit for PvE vs PvP, spawn points vs "deadspace"...

yada... yada... yada...

There are a huge amount of differences and I'm still running into them as I learn more about this game.

I was just doing batches of assignments and noticed this - out of TM terminal.

Why do combat assignments give bullets vs missiles and why do non-combat assignments give missiles?

For "use" - combat pilots will be going for missiles.  Few industrial types invest points into combat skills so bullets would be better:  So why give the superior combat rewards to industrial types?