101

(80 replies, posted in Feature discussion and requests)

I would rather see new content vs polishing (yet again) the current stuff.

DEVs time is too limited, they need to work on new stuff.

------------------
Bottom Line:
Miners will always mine
non-miners will always hate mining

If the game has new players, it will bring in both types. All are happy smile

If we spend time overhauling mining, we will have a few players who will like mining a little more, but the game will still be dead, so they will leave anyway.

Work on new content to bring in (or retain) players.  Tweaking mining will not accomplish this

102

(74 replies, posted in Balancing)

You guys are funny.  Its like watching a divorced couple fight over the junk in the garage.

What Ville was asking for is a balance in the roaming red mobs, you say 'he wants this to bot', he responds and tells you it is just a balance and that he doesn't want to bot.  You then go on to show how you could bot on gamma without addressing Vile's request and then say he is too lazy to use that exploit for his botting (which he said wasn't the reason for the NPC rebalance request, but maybe he does want to.. I don't know what goes on in most places).

Bottom line is, if Vile wants to bot on gamma, he can use your trick, but I would like to keep the request, cause again, its not about botting on gamma, its about living on gamma.

Try to live on gamma and find out how stupid hard it is w/o any real benefit.  This is a small tweak that may make gamma more useable.  These are simple ideas that the devs can think about and decide.

103

(74 replies, posted in Balancing)

Jita wrote:

Building a structure moves a mining spot 3km from any structure.

This would make it very hard to mine collixum wink  Come out to gamma and actually play the game, you might figure it out!

Illiathos wrote:

As it is now, when we're mining liquids, we only need to mine one tile. As such, directional charges are the only ones that are actively used. When you get the X, you just drop a can under it and start mining that tile. For the liquids, other tiles are obviously unnecessary. So we need to find a new purpose for them.

My recommendation: if the tile charge finds a field, on top of finding the tiles of that field (current function), it says how much of a certain resource is in that field (for example, epriton goes around 25-30million per field)

The current tile scan will show the heat map. From that you can 'determine' how much is in a mine field (ore or liquid).  Do you want a tile scan to tell the total pulls available from a field? I don't see this feature adding to the use of tile charges for liquid fields or not.  You will still either just use a directional and live worth the field you find or run a tile scan and look at the size and color of the field to decide if it is worth bringing your 11 miners out.

105

(28 replies, posted in Balancing)

just move your neut Seth into the same hanger as all my ictus bots ;(

106

(25 replies, posted in Feature discussion and requests)

BadAss wrote:

up
DEV, doing it now, not wait. stp no need now

DEV Zoom said this would happen end of Aug. (Assume 2015)

Man Gan wrote:

Like in subject.
Sometimes I wish to talk with everybody outside of the game.
Tried once to connect, but no response... sad

I feel the same way about GC wink

108

(27 replies, posted in Q & A)

Annihilator wrote:

Zoom, while you are seeding all the islands with generic "question mark npcs" , or "field terminals" how you call them.

can you explain the reasoning behind that system, instead of giving agents the equivalent of "smartphones" to request new missions while on terrain,
or the equivalent to like firefalls dynamic missions that you can simply join in ad-hoc ?

This has been announced for; I don't know, maybe half a year or is it a year or more.  Why do you ask this question now?  The only question should be when is the next update happening.

BTW: When is the next patch gonna hit the test server and/or live??

109

(44 replies, posted in Balancing)

Ludlow Bursar wrote:

I think we need to be more radical in our thinking to balance this one.

Something along the lines of introducing different factory lines for different tech levels would help balance more than just industry.

Alpha's only have T1 and T2 factory lines.
NPC Betas have T1, T2 and T3
Player owned Betas have T3 and T4 only (no T1 and T2)
No T4 on Gamma until Advanced Factory.

I'm also think we should think about not having infinite factory lines and introduce some sort of queuing system for a limited number of public factory lines* and have a separate set of factory lines for a Corp. to rent for 30 days at a time.

* similar to a space based MMO I've heard about. That MMO has many many more facilities game-wide, though, so not exactly the same.

That is a radical concept indeed!

This would change the dynamic of the game like no other change currently proposed.  Unfortunately, it would buck the status-quo too much to be palatable for most players.

110

(44 replies, posted in Balancing)

Perpetuum wrote:

Altera.

Whats your favorite Color?

blue..and I like long walks and sunsets.
my turn-offs are rude people and traffic.

111

(44 replies, posted in Balancing)

Ville wrote:
Celebro wrote:
Altera wrote:

Why do you think this is so?  lazy players/Alliances who want easy mode, will still not play even with open terminals (just like the open terminals we already have that are not used)


Nothing new to me, I have defended unlocked outpost long before you started. You are the one who want lazy by defending locked OPs. With the Spark gone it becomes quite appealing to have B1 unlocked. Give more chances for other players to enjoy the new missions instead of having to deal with diplomacy and be someone else pet.
.
Devs free up more content, new players don't need to deal with political ultimatums , from someone butt hurt years ago for being banned for account sharing.

Altera how olds your account?

2212-02-26

112

(44 replies, posted in Balancing)

Celebro wrote:
Ville wrote:
Perpetuum wrote:

Only the important people listen to my ideas.

This breaks the natural progression of what one would think...is natural.

As you and "other" losers keep pushing for open beta's the "work" of holding a B1 is nothing.  Thus, open and less.

With the system we have now, you never "own" a B1 as it is open.  Thus less, then B2.

I can go on, but my Lunch is ready.


That doesn't even make sense in the slightest bit, how is something that is completely open easier to defend then something that is completely closed off?

Ville, B2 will become more valuable and no one will give a *** about who owns an unlocked OP. Those who live there will live there because they are there actively playing, not AFK playing something else waiting for those darn SAPs.

Why do you think this is so?  lazy players/Alliances who want easy mode, will still not play even with open terminals (just like the open terminals we already have that are not used)

113

(73 replies, posted in Balancing)

Celebro wrote:
Ville wrote:

All you people QQing on the forums!  Please login the game and see how it's played.

   


I logged in this morning betas were EMPTY!!

wow, you actually logged on. nice job

114

(73 replies, posted in Balancing)

Jita wrote:
Ville wrote:

If you think no ones on beta, your missing time zones because trust me there's a lot of people on beta.

Stop.pretending everything is fine. There's thirty *** people playing ville at this stage we should be prepared to put on a dress and let badass *** us for more people.

Try it. If it sucks,, change it back.

DEVs should get what they are working on done first.  Remove sparks and see what happens.  I think that will be a significant change which should be assessed.

It is you that keeps posting in EVERY topic that beta needs to be changed to YOUR point of view.  It is your propaganda campaign that is pushing for these changes without knowing what the previous changes will do.

115

(73 replies, posted in Balancing)

Its funny how a very small group of very vocal ppl who don't play this game can effect so much change.

SAP times are almost the only PVP times. By grouping then up into one time, less PVP will happen.  It will cut content for some players and cause less players to log in.  Maybe there will be a pop boost during these super sap times, but the overall effect will be less to do and less ppl logging into the game, which will erode what little playerbase this game has.
You guys really just want to play World of Tanks with robots, I get it. But if this game wants to be a "player-driven persistent-world ", it will need more then a login for instant pvp, log out population.

116

(73 replies, posted in Balancing)

Jita wrote:
DEV Zoom wrote:

Well personally I like the idea. Though I understand the concerns about reduced PvP, I think this would create the case of quality>quantity regarding beta PvP events as they could be more organized.

Exactly. Less opportunity sometimes means more reality.

And sometimes less opportunity means less opportunity.

organized PVP will come down to both sides verifying equal numbers, equal skills, equal chance to win.  Most of the time it will not be, so organized pvp will end in someone leaving the field.  Spontaneous pvp will be more likely to lead to actual engagements.
Of course this requires people to actual play the game, which Joke does not seem to want to do.  They only want instant log in action and then log off.  I think they want perp to become a WoT type game.
They don't want to mine, they don't want to own and fight for stations, they just want to log on, get a fight they are guaranteed to win then go away until they can repeat.
Don't look to Zoom to provide 'organization' for you.  You should look at a leader within your alliance and actually organize yourselves.

117

(73 replies, posted in Balancing)

Jita wrote:

With the change to sparks (yay) can we also alter sap timers to encourage those effects.

I propose linking SAP times on opposite beta's so that there are five SAP times total and as they go off they impact all three islands at once.

This would

a) reduce the sap timer gaining PITA
b) promote PvP as there are more known sap times
c) force people doing saps to pick an island to defend / attack or split their force
d) reduce the total number of timers to one every four or so hours making fights more likely

-1

a) reduces chances of PVP, a detector needs to risk going to beta to scan it
b) reduces chances of pvp, by making multiple SAPs happen at the same time
c) reduces chances of pvp, same as b)
d) reduces chances of pvp, players will login in for this set SAP time and then be gone. this real reduces play time.

Ville wrote:

Fresh group of players who haven't pissed off the entire server yet could venture out there?

No such thing.  Every new player is a alt spy fuuu

The DEV team has not told us of their business plan or their development plan for the game (maybe they should, maybe they shouldn't).
I do recall a post that alluded to the fact that the 3d coding is done on an outdated development standard. So I am not sure if AC wants to dump more work into bots on the old engine or what until a new game engine is done (which at the rate of other development, that could be a very long time away).
Either way, I think their time is consumed already with trying to get the over due Alpha 2 PvE update out, then beta PvE updates, then maybe the syndicate shop and pink bots for all who can afford them??

120

(64 replies, posted in Bugs)

Ville wrote:

It's very frustrating on an attackers side because the incoming combat log says : {N/A}: damage 350..

Which reminds me:  Zoom how are players supposed to attack sensor boasted turrets?  Considering EM turrets are locking and shooting at 1000 M, and the base range optimal for the Longest bot in the game is 1050 w/ 120 falloff?

The only robot in the game that can attack a base is a Seth. Grophos and Mesmer are under turret fire without boast and if someone cuts on a (1) boaster the turrets can completely outrange and out dps every bot in the game,

Because this whole game is slanted towards yellow bots

121

(18 replies, posted in Feature discussion and requests)

Any new  player that thinks they can't PvP without tons of EP is being foolish.  There has always been ways for low EP players to PV (at least in group PVP).  detectors, demobbers, support.  NOT meat shields, so don't troll wink

P2W is always bad.

Well, we have to go somewhere when we die.

Do we all regen into the last terminal we were docked in, the alpha 1 island we were born in, the tutorial island or just regen in any random terminal?

123

(1,455 replies, posted in General discussion)

I say at page 60 of this post, we shut it down.  If we cant come to a clear finish in 60 pages of postings, I don't think it ever will (plus I am officially outta popcorn now) big_smile

124

(25 replies, posted in Balancing)

I think the intent is to stop the Perputumm hording. 

+1 to some form of tax mechanism for horders.

125

(9 replies, posted in Balancing)

+1 to real corp production