151

(28 replies, posted in Balancing)

Biggest issues that plague the current balance are:

- Weapon Tunings give Damage, Cycle, Crit for no relevant drawback whatsoever - there's no reason not to use them.
- Robot bonuses are less important then Tunings and number of slots.
- ECM tuning still gives 35% strength for no relevant drawback.
- Ictus Robot Bonuses & Slot Numbers make it impossible to perform it's role of Energy Warfare.
- Armor plates give a large demob resistance which isn't compensated with a drawback (like weight increase) - there's no reason not to slap armor plates on.

TL;DR

Seth has the most head slots, seth is the most used robot because tunings trump everything. Addressing tunings and their stacking should go hand in hand with armor plate rework, because without tunings demob-immune 100kph heavies would be even worse to play with and against.

ALTERNATIVELY:

Revert the balance patch, address ECM tuning (35% strength increase, no drawback) and we will be in a much better place.

30M a week is a one-time payment for someone who's been stockpiling ore, prototypes, and T1 mods to recycle. Put up facilities, do what you need to do at max efficiency and vgg.

How many prototypes/CT's/Commodities can be pumped out in 7 days? 30 mil is CHEAP for max efficiency compared to the requirement of actual Gamma investment.

Limit it to standard buildings only, and limit the number of facility upgrades possible so it's in line with the Alpha/Beta/Gamma differences.

Otherwise 30M to refine/recycle/RR at max facility level in perfect safety is ridiculously cheap.

I honestly don't see the point. Either it's cheap enough where people use max facilities on Alpha, or it's too expensive where it doesn't make sense to use it at all.

Either way it seems to me that it would either be abused to hell and back, or completely ignored.

TL;DR

The new system is good but it won't work without a significant rework (and increase) of the reward aspect.

If it can be destroyed without a reinforce timer, I don't see why not.

Imagine if the reward was 60 mil guaranteed in plasma, with potential of dropping T4+ mods like escalations in EVE.

158

(14 replies, posted in General discussion)

Ville wrote:

Yeah I'm kinda IP banned from the entire server.  I don't know why.

WATCH OUT FOR THE LIGHTS, THEY WILL DEMOB US ONE BY ONE

lol

159

(80 replies, posted in Feature discussion and requests)

Celebro I don't think you realize there's some of us who have to legitimately rent out a separate corp storage for 2,14 stacks of ore otherwise everything crashes.

From what Zoom said the field terminal position is generated (they're not placing them 1 by 1), so once Beta 1 is up and running it should be possible to patch it in for Beta 2 in a week or two (provided no gamebreaking bugs arise).

New content is priority for sure though!

REAL new content, no rehashes of rehashes though.

161

(80 replies, posted in Feature discussion and requests)

It's a question of time more then liking or not liking mining.

If a single 5 minute mission is worth 2 hours of mining, anyone with a brain will do fifteen 5 minute missions and buy 10 hours of mining worth of minerals, and still be ahead.

Jita wrote:

No, they all limit alpha gameplay forcing people on to Beta. The same place you were so concerned about people ganking noobs in. Its a further degradation of the single player experience and of course make the game less attractive to new people.

You know that of course, thats why you support it.

I support it because they're good simple changes that reward people who actively play the game and make an effort to get their corporations somewhere.

Single player experience is not veterans with 2-3 accounts botting a 4 star spawn on Alpha for ~20 hours a day. Single player experience is newbies coming in, doing missions and mining.

After Beta 1 and 2 are implemented with field terminals and taxation, it will be time to move on to NEW content instead of rehashing old stuff.

163

(80 replies, posted in Feature discussion and requests)

Some of your ideas are really great and worth implementing. Time To Mine needs to be significantly reduced because;

-> How long does it take to mine 10M titan ore -> What is 10M titan ore worth -> What amount of NIC would you get from putting that much time into missioning -> end result: Nobody bothers mining.

Mining should be making about ~75-80% of missioning income to be a viable alternative to running missions 24/7.

A lot of suggestions while good, can't function correctly without the foundation in place.

The mission rework coupled with the static NPC removal solves the game's biggest problems - vets botting 4star spawns on Alpha in perfect safety for maximum NIC income in the game. Conveniently, it also moves the game away from static grinding to more involved gameplay.

Field terminal taxation, facility point rebalance, and spark removal; they all incentivize larger corps to own an outpost and cultivate their territory instead of sitting on Alpha or owning islands they never use, while providing opportunity for lesser corps to make the effort and capture their own outpost. Further, if taxation is tied in to stability of the outpost, it will further discourage owning more then you can effectively control and cultivate.

The beacon rework opens the doors to wormholes/instances/whatever down the road.

I partially agree with Altera - NEW content needs to be the focus in the future, after Beta 1 and 2 are seeded with field terminals and mechanics are implemented for taxation and optionally reward differences between them.

Well written logicalNegation!

Vets are an irrelevant variable, catering to their "needs" in hope they "return to the game" is a waste of time.

The Alpha->Beta->Gamma rework with regards to missions, spark removal, teleport & highway rework in favor of highways, facility point differences to discourage large corps living on Alpha and avoiding risk like the plague, artifact rework, static spawn removal.

Those are all VERY important changes that encourage new players to actively play the game, make the effort to start their own corporations and build them up, etc etc.

With that solid foundation in place, it will be much easier to close the book permanently on rehashing Beta content, and focus on brand new content.

Having a correct Alpha->Beta->Gamma progression both in the casual "risk vs reward" concept of things and in the more thorough "mechanic" sense is the FOUNDATION of the whole game, stuff you're talking about is irrelevant compared to sorting out the foundation.

Once the foundation is sorted out, the rest comes in and improves it even more.

When the dust settles the game will be a lot more mission-running oriented.

Realistically your only real "deadline" is the Steam winter sale, so take your time and polish it as much as possible before moving it to live.

It's probably taking them a bit longer since the taxation wasn't originally planned.

169

(30 replies, posted in Feature discussion and requests)

Hunter wrote:
Naismith wrote:

The rules of the sandbox must be equal and clear for everyone...

- This.
So firstone thing that DeVs must do first - make equal rules and conditions for everyone. If old player have 2-3 millions EP, it should be able for newbies too.

Yeah they did that back in 2010 when the game released. 1440 a day, 10,080 a week, 43,200 a month, 525,600 a year.

For 2-3 million EP, the vet had to pay 4-5 years worth of subscription, which rounds out at 480$ - 600$ per account.

Now for 2-3 million EP, the newbie has to pay the same subscription price for 2160 a day, 15,120 a week, 64,800 a month, 788,400 a year. Totals out to 2,5 - 3,8 years meaning rounding out at 300$ - 440$ per account.

TL;DR

Newbies get it 50% faster and cheaper then vets did.

170

(30 replies, posted in Feature discussion and requests)

Hunter wrote:

The problem is that when new players activity increases, old players like a rawen swarm assault and chase them everywhere. Just because of they can. They have a lot of robots, a lot of guns and a lot of EP to be able beat noobs.

I still can't understand the DeVs, when they filmed that video on alsbale. When couple M2S just murdered toons of newbies under Brightstone. That should be a signal for them, but nothing has been done. Lot of ppl leaved just because of such injustice but DeV's still going follow the dead-end EvE-online EP politics.

I remind you. Eve dies. It had good popularity because of it released in the time of lack the good games. There are no inflow the new players. At the same time old players leaves it one by one.

The rules of the sandbox must be equal and clear for everyone, if the Devs step in every time someone stubs their toe then there is no point whatsoever in playing the game in the first place. The solution can NEVER be a Dev intervention into the sandbox, it simply won't work.

The solution, as I've been saying for years, is to give players a legitimate alternative reason to their default behavior. Nothing else has worked, can work, or will work.

171

(30 replies, posted in Feature discussion and requests)

Activity should be encouraged, not forced.

Forcing activity puts an expiration date on it.

Simplicity has its perks - I prefer Perp's landmark system to EVE's system. Perp's can be configured easily, EVE most people rely on overview packs to bypass the tedium of setting it all up.

Having said that, some of the ideas are really good - especially the independent passable terrain indication.

I think you can already have agent-based relation colors and corp-based relation colors.

173

(12 replies, posted in Open discussion)

Scouted and discarded last I checked on our forums.

174

(37 replies, posted in Testing server)

It's worth noting that this is a trivial concern - the new system is better (kudos where kudos is due), slap a disclaimer on artifact charges about variations in accuracy and gg solved. Next!

On the contrary, considering Beta 2 islands will be severed from direct Alpha connections, spark removal will have a much greater impact then it would if teleports stayed the same and a bot could go from Alpha to Gamma without moving a milimeter from the teleport.

Coupled with taxes and the indirect increase in security with distance, Beta 2 islands will gain much in real-estate value.