1

(16 replies, posted in Feature discussion and requests)

I like the idea of the ingame vc feature, but I would hate if it absorbed money from other more pressing issues: content development and marketing. I want more players in here, stat. :-)

@Arga,

The reward can be cash and standing. Please keep in mind that most characters do not have high refining and high standing, most would be taking a loss refining with low skills compared to selling the ores directly. However, it expands the number of different skills used from the industrial tree -- IMO a good thing.

Also, if you take the shortcut of buying the ores and refining them just for doing the mission, you would be taking a loss particularly in level 1 facility.

I find myself kind of agreeing with Segreto's fundamental point: working on expanding actual gameplay, coupled with active marketing would help grow the community. Having a low player base to begin with is a dangerous position to be in.

While I applaud the continuing efforts to improve Perp, I would be more interested in seeing marketing being done as opposed to 3.0 shaders.

4

(40 replies, posted in Balancing)

@Annihilator,

Harvesting and then transporting 1M of triandlus is quite painless. Harvesting and then transporting 1M of helioptris is literally nearly 3x harder. For instance, when I harvest I usually use 3-4 gargoyles in an area, then run 1-2 sequers at a time to collect the field cans. Doing so with helioptris creates a situation wherein even with two sequers I can't catch up.

Now I understand that your concern is primarily with the manufacturing costs, and from that perspective gathering a smaller amount of helio for direct use is no big deal. My concern is with the "marketability" of helio. To compare: I not only can get a better price for triandlus on average, but I can do so with far less effort.
Thus, given the current volume of helio, and a price range historically on a par or less than triandlus, I can't imagine ever gathering it for sale to the market.

The volume on helioptris is bad for the game economy. It takes an important raw resource and makes it fundamentally problematic to the market. This is my complaint. At the moment, this is my complaint because I am primarily a "gathering" type set of characters while slowly working on expanding the prototype techbase...

@Arga,

Thanks for the information on the history of helio ;-). I understand the background of why it was done, but my complaint stands as outlined above: the volume of helio is not reasonable. Its lower demand per creation of key commodities (i.e., previous posts outlining it) coupled with its volume create a situation where it never makes sense to sell the raw plants to the market. When you create a situation where it "makes no sense" to sell something to the market, by definition it is not balanced in terms of the game economy.

My recommended solution is to simply change the volume to make it equivalent to triandlus. Other options exist, but definitely do not prefer them. :-)

5

(2 replies, posted in Bugs)

Hey all,

I have failed this mission in several different ways, first the most glaring problem:

1) After creating the CT, and retrieving the two objects necessary to manufacture the 2x required win-condition-object, I queued the manufacturing to do 1 production run of 2 cycles. That is, using the skill "Intensive Mass Prod", not Programmed.
a) All the inputs were absorbed by the factory, but producing only one output of the required 2 win-condition-objects.
b) Now I'm screwed out of some standing on my Refining Inc character :-)

Can anyone confirm that this is in fact the case? I am reluctant to throw another batch of standing down the drain. :-)

2) The mission appears to be somewhat-fault intolerant... which could be okay if that is the desired outcome. I managed to "deliver" the mission without actually manufacturing the items, forcing an abort of the mission. My blunder clearly, but in other missions it stops you from handing in prematurely. In this case it takes the required CT leaving you unable to manufacture the items after doing the reverse-engineering.

Thanks in advance!

6

(6 replies, posted in Bugs)

Not sure I get the connection.. :-)

7

(6 replies, posted in Bugs)

Never got around to buying the 4th 4gb memory stick. ;-) Planning on it, and the memory slippage is starting to motivate me to do it. ;-)

I know they care about the game... and I'm sure they'll look into it. I wouldn't mind a response but I'm very optimistic that they have read the msg and will check into it.

Hey all,

To break the monotony I would like to see a mission that uses one of the most important skills in the industrial tree: Refining.

So I suggest a mission template along the lines of:

Refine X amount of Y commodity. Mission parameters become more difficult and more rewarding. Level 0 mission: Refine 100 titan, Level 1: Refine 500 prilum, Level 2: Refine 2500 Plasteosine, etc.

Delivery destination can vary for more rewards...

9

(40 replies, posted in Balancing)

@Arga,

The balance issue is the volume when, for instance,  comparing triandlus and helio. Both are used in key manufacturing commodities; why is one nearly 3x as hard to move around? The price for helio, as I understand it, is reflecting the sad state of affairs of a DIY economy -- do-it-yourself as much as possible.

10

(40 replies, posted in Balancing)

@Hugh.

Understood ;-). My issue with helio is solely its volume. I find it intensely annoying. ;-)

11

(6 replies, posted in Bugs)

Yeah. It really was working perfectly before.. now its definitely client-restart required every 3-4 hours. Running 12gb RAM, slightly low for 7.. but it was working nicely. ;-)

12

(6 replies, posted in Bugs)

Hey all,

First of all I understand completely if this is a low priority issue, I know the game is not really designed to be run using a large number of clients on same box. However, I would like to report that there appears to have been a change in recent patch that has effectively reduced the stability when running 6+ clients.

Prior to recent patch my machine was running 7 clients with perfect stability (i.e., no increase in system resources after 6+ hours), but now there seems to be a gradual but steady consumption of system resources. It would be really unnoticeable running 1-3 clients, but at 7 every little bit counts :-).

I am not sure what could be causing it. I have noticed that now when I am scanning for minerals the system freezes when doing the "upload and show", perhaps due to the accumulation of old scans.. but perhaps completely unrelated.

13

(40 replies, posted in Balancing)

@Kaldenines,

Good point. However, still end up in a logistical trap unless its sold out of that same outpost; end up in the same opprtunity-cost analysis (why transport helio when I can....[insert more profitable thing here].)
For the most part I'm resigned to collecting whatever I need at the time I need it, even on beta I would not consider selling it to market unless it was at the same outpost.

14

(40 replies, posted in Balancing)

@Hugh and Annihi:
The process for gathering any material in this game seems to include at least two processes (three for noralgis)... mine or harvest, then transport it. With noralgis there is a host of other problems, so setting that aside.

Given the similarities, lets just compare triandlus and helioptris. Given the volume disparity, it seems that a gathering-focused character would never in his right mind gather heliop for sale to the market -- because of the logistical problems.

Translating this into multi-role characters (or multi-account obsessed fanatics like myself ;-) ) it produces a dynamic wherein it never makes sense to sell helioptris on the market; I need it for my stuff and my Corp's stuff. Because I am certain I am not the only gathering/miner who has made this calculation, there is seldom much helio on the market at the scale needed for producing say... Lithus robots.

Demand-side is one factor of the pricing equation, the other is supply-side (what I feel it would be fair to sell at given my time/work/effort in gathering the material....). I would argue that given its volume it makes no sense to sell it at any of the price ranges I've seen. Adjusting its volume to make it comparable to triandlus would help enourmously IMO.

My $0.02. :-)

15

(40 replies, posted in Balancing)

Although I've only been playing the game for a bit over 2 weeks, in that time I've noticed that the price of helioptris in the player market makes no sense compared to the other minerals. In terms of volume hauled, even humble titanium becomes more efficient in terms of nic/volume transported (i.e., current buy offer of titanium ore at 0.46 earns more in 80 U than 80U of helio...)

This reflects in my opinion a pretty unbalanced reality when it comes to helio....

Very interesting discussion. The barriers for becoming a competent proto-type industrialist are pretty damn steep at the moment, its really kind of daunting. However, I understand Lucius' points about not devaluing the effort already invested; if I had a maxxed knowledge base I'd be reluctant as well.

A research point system with selecting the exact items to be researched sounds very appealing, but adjusted so that the overall "difficulty" in acquiring knowledge base tech is consistent with the current system. I believe Arga's proposed system is a good one.