26

(88 replies, posted in Balancing)

I would be perfectly happy with option 3, but not if it takes another year to implement. it was back in Feb/March when they were teasing us e with artillery I'm not holding my breath any more for that one. I am just requesting that there be a little balance to the green bot class instead of leaving them in a dark corner while the yellow and blue bots have all the shinny toys.

This imbalance goes beyond just skills and EP, it also has to do with what modules the bots can fit but I'm not concerned with that one just yet. Hopefully we can get this balance issue resolved then move on to the next.

27

(88 replies, posted in Balancing)

Devs:
Here is a skill balancing idea that would make being a green pilot less lonely.

Problem: all turret skills are lumped in to a few skills making it super easy to cross train from yellow to blue and use auto cannons. This is unbalanced to the green pilots as their DPS tree has no skills that transfer over to anything but missiles, where I could train sharp shooting ,  precision firing,  general firing, rapid firing, and the list goes on to have it apply to 3 different types of weapons.

Training missiles does not have any overwhelming advantage over training turrets (LOS is balanced with higher DPS, Range and cycle time of other weapons) and it was made worst with the height increase to mechs made a while back.
Vs.
Training turrets allows you to flip flop with three different types of weapons with little commitment to one type over the other. This encourage no commitment or diversity as every yellow and blue pilot can most likely pilot both colors and produce a decent amount of damage while doing so.

Solution:

Option 1: Refund EP and Nic for current skills trained when the PATCH to remove attributes comes and add in more skills to segment all weapon types ie. General firing for lasers, general firing for Mag weapons, General firing for Autocannons, sharp shooting for lasers, sharp shooting for mag weapons, sharp shooting for Autocannons. This will add more depth to your choice as a pilot on which faction to fly, as it stands now if you choose green you are all alone in your own weapon skill tree. I think this should be the same for all factions.

Option 2: Allow Green bots to share the same base weapon skills as “turrets” and get rid of the launcher classification.

Ide rather see the first option rather then lumping all weapons into one class, but something should be done.

If there is an option for green bots to cross train weapons with new types of launchers of some kind then maybe ill leave this question at rest. But if there is no plan to add to this current skill tree then something should be done as its not balanced from the stand point of there only being one type of weapon that your skill set gives bonuses to if you pilot green and 3 if you pilot blue or yellow.

28

(12 replies, posted in Feature discussion and requests)

just train up your skills more. I dont have problems fitting anything on my MK2's its just a matter of getting reactor expansion and you cpu capacity up to 10. it also helps you get economical weapon usage smile

+1 good idea ... should be easy for devs to implement as its is only a change to code for the icon for the module in the equip window.

30

(6 replies, posted in Feature discussion and requests)

HOPEFULLY if we keep asking for something the DEV's will deliver +1 for this mod.

I think this is a good idea that can be solved with several modifications.
1.    Allow users to change the text size and color of events in the combat log
2.    Change combat log to reflect resists as something like “missed ECM”
3.    Last would rather difficult to do and may not be worth DEV's time at the moment but they could change squad interface the show who is being targeted with a highlight in their name area.
-    I don’t think it would be wise the show which opponent is targeting your squad mate only that they are being targeted.
-    Why? Because your robots sensors are not that adept !!!

Secure Teleport relay:

One unit per POS (outpost) as it it using the main power of the POS any POS can only operate one at any given point in time. 

This item should take about 5 minutes to deploy and have about ~80U in mass. This unit is designed to be deployed within 5Km of POS and act as a two way teleport that has a life span of 30 to 60 min. This item will be designed to be used for Flanking / defense of POS and or logistics.

Could even separate this item in to two items that are direction based one that takes you to the POS and one that takes you away from the POS.

Opinions please do you think the game world is to small for being a "sandbox" game? I have been in every area of the game many times and there is not a lot to see and explore.

Arga wrote:
Beasty wrote:

Incoming wall of text. . . .


I think the plasma transfer Idea is a good one, this could be really useful for NPCers but I think it may not fully solver the risk issue between alpha and beta. On alpha you can still gather way more plasma for no risk. The biggest advantage of beta is the kernels if you could transfer kernels also it would be viable but then where do we stop transfer minerals also?

The rest interesting but off topic.

The assumption here is not that you are going to beta to gather plasma. You're going there to get the kernels and additional drops. The plasma transfer is a way to hedge your loses, not to increase your gains. If you go to beta and come back with nothing, you're not likely to try it again. If you offset your loses with some plasma, then there's some incentive to try again. This is basically the SLOT MACHINE scenerio. The longer you sit at a slot machine, the more money are you are going to lose, the slot machine encourages you to sit there longer by giving you some of your money back occasionally, and sometimes you will even pull ahead for a time.

The risk of loss is still the same, your bot and all its modules, so there's no need to decrease reward. Its simply a way to 'bank' some profit as you go.

@ Arga My post was directed at the OP, and coming up with alternate ways that beta could seem “further” away from alpha and agreeing with him that going to beta should be a journey not some 20 to 30 minute exercise to do every day. The section you pulled from my post was a comment on the post Ruka made, I missed where Ruka announced a topic change. 

@ Yohey , I agree beta is to accessible and to small the current map could stay that same with no changes to teleport paths but we need new islands that connect and expand out from the existing ones. I think this will help encourage people to live on beta.

Nice post and that’s for the descriptions. A lot fo this sounds cool and would work awesome for large scale battles. Although the Devs would have to build an entirely new game engine to make it all work because of the air, sea, and collision you have requested, but still a good list of features for the devs to comb over.

Incoming wall of text. . . .


I think the plasma transfer Idea is a good one, this could be really useful for NPCers but I think it may not fully solver the risk issue between alpha and beta. On alpha you can still gather way more plasma for no risk. The biggest advantage of beta is the kernels if you could transfer kernels also it would be viable but then where do we stop transfer minerals also?

I think there is several solutions for the low player population and I have been on both sides of the fence on this dilemma. Either the islands are too crowded making it to easy for roaming groups to find mining or npc farming ops or there too empty and the pvp crowd complain that there is no targets because no one wants to go to beta because the risk is to high for the reward.

I have come to think that the best option at this point is to have an explosion of new islands I think there should be 30 to 40 islands (beta) total with 10 total or so alpha islands many of the new beta islands would be passage ways to the others but I really think the size of our play space is chocking the population. Even at the influx a few months back there was 500~ ish people online, if evenly spread through all islands that’s still 40 is people on each island and I think for a beta that is to much. Beta should be more of a “wilderness” than a populated city. 

For corps big and small esp. small to grow we all need breathing room. I think a small corp should have a chance to move/sneak out to a beta island and build a small presence in an “unknown” location and maybe by chance be caught by a roaming patrol. As it stands right now small corps and new players must cow tow or at least have some loose connection to larger corps if they want to realize their potential on beta because space is so limited.

I do understand that the pvp crowd will say “ wtf I don’t want to spend 4+ hours roaming to find one target” I say tough pvp should not be shooting fish in a barrel, it should be a real hunt.

Sundial wrote:

My opinion is do A or B:

A. Make highways systems all interconnect and be far more extensive, covering all common routes between islands / outposts etc and leave Nav in the game. Have a travelling system like in stEVE, where you can automatically send your bot to a location.
B. Remove Nav from the game, buff all base speeds by the same as Nav 10.

IMO the right and better choice is A.

Fix A, and Navigation won't be such a blaring problem as it is now. Its only 12K for a combat toon and close to 20K for an industrial.

If travelling around Nia was better, Nav 10 would not be such a requirement for PvE (although still very important for PvP, but less game breaking)


If you set your attributes correctly your EP cost for robot control skills will cost less for a industrial than a combat character because when making a combat character most will skill in to tactics and and other combat related attributes, where as robot control which is the tree of Navigation is befitted by research and development skills which at attributes you gain when making a industrial character so  industrial characters will take less time to learn all robot control skills over combat characters.

** i dont have access to my client to state the specific skills / attributes that effect this but i will edit this post later today when i do have access. **

Ydyp Ieva wrote:

I don't think that navigation is the problem, the problem is that the most effective way of combat is kiting and that requires high speeds to do or to counter. Once this is solved and there are more viable options for effective combat then navigation will become a flavour if you want that type of combat but it wouldn't be mandatory to get.

why do you think we have terrain? to Kite and avoid in coming damage. kiting will never be fixed because is not a problem its a tactic. There are ways to counter this tactic such as the long range Demob and ECM. Many battles are won by maneuvering and superior tactics other than speed. its situational, though many (i will agree) when out numbered or out flanked many will kite or kite just to get easy kills. But kiting is not the problem either.

I think the main problem with PVP is people QQ when they lose. . or do not understand how to counter a specific tactic.

39

(26 replies, posted in News and information)

Devs,
A few questions on timelines . .
Is the timeline for the new intrusion system more like 2 months or 6?
Is the timeline for larger islands (continents) more like 2 months or 6?
Is the timeline for new robots (new assaults) more like 2 months or 6?

I understand that you do not want to disrupt the current economics of the game by giving specific dates but many are wondering how far along the Dev team is in making this additions a reality.

Navigation is an important skill to train. Just because many people feel it could be removed from the game and it will balance everyone down to slower speeds does not justify removing it from the game. All of my accounts have Nav 10, pvp and miner alike. If Nav gets removed from the game it will hurt the game not improve it.

There are a whole host of skills that are not in the game that would benefit the game such as:
Skill to enhance signal detection: (with out detector module)
Skill to enhance masking: (with out masker module)
Skill to carry more cargo: (we have skills to increase number of locked targets, armor amount, reactor capacity and accumulator capacity why not cargo capacity)

More depth and complexity please not less…

Ville wrote:

I stopped readin after gate campers.  So.. Beasty... How many times during the defending your Beta Island days do you get that annoying gate jumper who spends HOURS waiting for you to get bored with them jumping around gates before you just get frustrated dock up your miners and go play minecraft?  I going to assume none. 

I don't mind not being able to shoot them until the protection wears off.  Were I think this is dumb is because we can't lock them.  Theres absolutely no chance at killing someone getting over the gate.  So they jump in, print screen the force, go get a cup of coffee, Bio, Take out the trash, wash some dishes, play some tetris on their phones, and then leisurely walk back to the gate and jump out.

Beta is for pvpers.  Not for people who have too much sentimental value over their bots.  If you get a popup on your screen before you jump into beta saying " Your getting ready to die."  You should atleast use it.


LOLZ .. I feel for you if your notion of PVP is gate camping. If you are worried about a scout jumping into beta and seeing your squad sitting on the other side then move it off the gate to a distance that isn’t in spotting range, its simple. And yes hundreds of hours across many games protecting space. A little lesson for you . . . knowing how to draw in your opponent is more important that poping their scout at the gate. Scouts are a dime a dozen.

PVP and Beta is about fighting player vs player NOT player vs target dummy, if that’s what you want go shoot NPC’s. I would agree to remove all protection from teleports if the servers could load clients faster but until then its not even particle. I know all of you who hate the protection timers would love to get blown up as you load into an area but where is the fun in that? Activating a gate and you client loads your home base ? really ?

I could care less about losing bots in PVP, REAL PVP where I see my opponent not a black screen, where is my chance to shoot back?

I fully agree that we need to be able to lock them once they load into the terrain but shooting the opponent before his client loads is not pvp. I understand that the DEVs made this change to give real protection because people were complaining about getting drained, jammed, demobed and rendered pretty much useless before they even loaded. That I don’t have a problem with lock down the intruders !!! but being able to kill your opponent before he has a chance to even see you is garbage and wont help the game advance.

DEV Alf wrote:

We recently talked about the attributes with the team, and we have similar feelings about the attributes. Do we really need them? I personally say that they are more likely in the way, instead of having any use. This is what Zoom mentioned as groundbreaking change, and will definitely call for a free character reset for everyone IF we decide to go this way.

Why not just refund all EP? I have not reset any of my Industrial accounts because of loss of tech knowledge and standings, if there is another EP reset option please just refund EP this makes more sense in a more balanced fair way.

The author is obviously wanting mechanics in game that allow gate campers to be successful against even the well trained, this is a garbage request and is not what beta is about. Load timers are for network issues to flow from client to server. This is normal in any online game currently worth a ****.

I would be perfectly happy with no outposts on any of the beta islands for players to camp in but there needs to be some functionality for the beta islands such as factories, and reprocessing plants or all your targets go away. The current outposts are useful as they are, are they 2x or 4x better than alpha ? NO but they don’t need to be. There will be more and better outposts later on with more reward for more risk. I’m sure when you have to run over 7.5Km from a teleport with no highway to the only outpost on an island the risk reward will be worth level 4 or 5 services at outposts. 

You may think you want an area in game to only PVP but you don’t. If they made an island with no minerals (something care bares/targets are attracted to ) you would have a whole lot of empty game space that would do nothing. This works in other games like eve because these places are designed as in-between routes. This game does not have enough islands for there to be a grievers paradise island yet.   

Making it easy to gank people does nothing to advance the game.

Come up with something original . . . or at least worthwhile.