Annihilator wrote:

i give them max 6 weeks before they start dropping the game...

I was going to say 1 month, maybe 2, but figured it's too salty thing to say, but I'm pleased our predictions are in the same ballpark. lol

102

(132 replies, posted in Testing server)

DEV Zoom wrote:

You know what? Screw you, you agreeing with me brings out my worst paranoias lol

You say one but do another. You said you want the game more casual and you said you want the affairs toned down to a corporation-level that'd be more vibrant and easier to get into.

People talk about resetting the servers all the time and you should take it as a wake-up call. You've *** up the balance and it's too hard for new entities to emerge. Focus on giving new entities the tools to compete and have fun instead of giving even more tools and power to the old entities or the new will never be grown-up enough to provide the old with the meaningful content they need to keep playing.

Instead of humoring the idea of a legit pet system in the form of the assignment tax that only increases the need and density of blobs, focus on making Beta outpost ownership mechanics more forgiving to smaller and newer corporations, so more entities have a chance of emerging.

Instead of thinking about daisy-chaining Betas even further, so the one with the most scouts available has the easiest time keeping everything secure and danger scouted for, focus on making PVP more accessible to solo players and newer corporations, so every time they go out doesn't keep defaulting to suicide by blobs.

It's frustrating. You know what to do, but when it comes to making the right decisions, you go with some terrible ideas as long as they're wrapped in a nice narrative without thinking about the fun elements of your game and the current issues dwarfing the growth.


TL;DR: BUFF NEW ENTITIES, NERF THE BLOBS AND WE MIGHT HAVE AN ENTERTAINING GAME WORTH PLAYING...
... or let's continue talking about resetting and enjoying 20 players online. big_smile

103

(56 replies, posted in General discussion)

Bengal cat, or else.

104

(56 replies, posted in General discussion)

Ville, did you also try XIV? My Lalafell looked adorable. big_smile

105

(56 replies, posted in General discussion)

This is a bengal cat: http://animalia-life.com/data_images/be … l-cat4.jpg

106

(56 replies, posted in General discussion)

Perpetuum died years ago.

107

(132 replies, posted in Testing server)

Ville wrote:

then do what ever the *** you want too and stop asking us for input.

I agree with Zoom here, some variety is good.

108

(78 replies, posted in Balancing)

That's still passive income for the owner. The game should discourage station hoarding instead of adding more reasons to it.

109

(78 replies, posted in Balancing)

How many points would the lvl 10 facility have? 550?

Naismith wrote:

taxes from the field terminals..

Any form of passive income from owning a station is a bad idea.

110

(78 replies, posted in Balancing)

@Altera: I was ranting more about the two-sidedness.

111

(78 replies, posted in Balancing)

Lemon wrote:
Celebro wrote:
Jita wrote:

I think the numbers are about right. People still won't do industry in the stations though.


Yeah, for the simple reason of the risks getting your stuff locked in.

Side conversation but this requires inactivity on the station owners part, locking is a  3+ day process.

Problem is, locks force everyone looking to live on Betas into an alliance. Be the 60% or get kicked off by the 60%. Even if everything works on paper, it's still a problem because there's not enough players interested in that type of play. No amount of Beta reward is going to make players play more in the way they don't enjoy or want to.

Give people options to enjoy the game without being forced into an alliance and there's a small chance the game might grow.

Everyone isn't out there to get you all the time. Everyone isn't out there to trigger your fee-fees all the time. You don't need to be so obnoxious and defensive over every little thing. We all want a fun game to play.

Why do you keep running suggestions into *** over who of the 10 remaining players it'd benefit the most? ***.


---

@Anni: It's too complex. One change alone won't have enough of an effect on the population and we're not getting anywhere if each change takes a year to develop. We should be finding ways to tweak the existing mechanics to make the game more entertaining for the masses instead, like something as simple as removing locks from half of the Betas even on a trial-basis.

You're so obnoxious. Are you like that for real or is it some charade you do online?

Like, yesterday. ++

Goffer wrote:

Quite delicate to balance, but atm it is for agent with 2-4 weeks ep easier to get Riveler cap stable with 5 med miner, than Termis with 4 med miner.

They are mining/harvesting bots primarily and ^ is their main issue.

116

(7 replies, posted in Events)

No creeps.

Good part without beacon terraforming is that sieges are a lot shorter. Used to be a competition around who's willing to stay up longer to terraform ramps up and turrets in, or stop the attacker from doing it, but nowadays it's more about actually shooting the base when the structures are vulnerable.

The freedom beacon terraforming gave for building a base was awesome, but as a siege tool it was a major pita.

118

(58 replies, posted in Open discussion)

I don't really see a reason to throw money around mediocre games when there's completely free&good games up for grabs. Nowadays I rarely buy anything that's not battle-tested by my brosefs.. there's just too much crap around I'd only play for an hour.

119

(58 replies, posted in Open discussion)

Will it be worth the 50€ now? Seems to mainly be about some planetary landing shiz.

120

(24 replies, posted in Balancing)

You blame the balance change on us? You're a ***.

6 pages of how to make the balancing patch better, but how much actually got done.. ?

Honestly, the best possible changes right now are to go over the robot class speeds, implement the stacking pentalties and remove some neut slots from heavies. The damage output between what a heavy with all tuners brings versys a heavy with a more balanced fit is way too distinct.

121

(24 replies, posted in Balancing)

Syndic, the game was never balanced and if they plan on balancing the game only by flipping everything upside down every couple of years without any tweaking, it never will be.

Gradual changes, devs plz.

DEV Zoom wrote:
Ville wrote:

I hate RNG items.

That's fine, you'll still be able to use all the other tiers.

That's you right now. hmm

DEV Zoom wrote:
Jita wrote:

Randomised stats is dumb because it won't really be randomised. You will just produce enough so you get the good ***. All your doing is filling a hanger with crap when you could do the same thing by making the cost more expensive.

Do you really think to fit a mesmer you would make six and then go 'oh well, three suck'. Of course not. You just make enough so that they are all good.

The point is that we're still a full loot game where you can't just build the "best" module and be done with it. Unless you don't intend to ever use and risk them. And getting max on everything will be near impossible anyway, so yes, you will go with "good enough". But more importantly it will generate a lot more demand for gamma minerals than a simple fixed tier would, without making the modules crazy expensive to build.

CCP said the same about Titans.

Balancing tiers through cost coupled with mass production only increases the gap between the poor and the rich.

You know your playerbase. big_smile

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