1

(21 replies, posted in General discussion)

WarBlade wrote:

Wow 5 mins to get from New Virgina to Tellesis thats amazing takes me 5 mins just to get to a terminal thats running t-4 nexus level 8. Even a beacon takes 10 mins and thats not even to the terminal. How are you so fast please let me know so I can tell my new members how to travel island to island in 5 mins.

You said from one island to the next.
That means to me either out of the station or out of any teleport of the island to the next island within teleport connection of the current island. In first case go 1km from the station in any direction, place a mobile tp, wait 3min, jump to the tp which leads to the neighbour island, wait 30 seconds, jump. Not a big (long) deal, is it? In the second case you dont even need to run 1km.

2

(21 replies, posted in General discussion)

WarBlade wrote:

After getting a few new players in our corp, talking with them about the game, why does it take two or three hours to get from one island to the next. If we do a corp op it takes three hours to get everyone from different island to come together and do something, why ??? After almost two year since release this game is still way to slow. Yes they have been improvements lwf, roads, everyone starts off with nav 10 spark teleporting. How hard is it to raise all bots speed 10 or 20 % hell even 30 % ? Why don't we have a single teleport that will take us to two or three different island ( especially alpha ).
Two years and new players get 20,000 ep to start off ? Come on.

1. Increase speed of all bots.
2. New players should start with more ep.


1. 2-3 hrs to a neighbour island? youre doing something wrong there...takes me at most 5 min
2. From which island to which one? According to your statement above it should take almost a day from the alpha core to the outer gamma isles...
3. Robot speeds are fine as they are, especially with auto lvl10 navigation everyone got some time ago.
4. Lets get rid of the EP system and character development then and make a "Mech Warrior Online".

3

(9 replies, posted in Resolved bugs and features)

I have noticed, that sometimes mobs dont drop any loot container, maybe thats a similar issue?

4

(75 replies, posted in Balancing)

damn, you are so smart! How could I ever figure out how it works, if you were not here to teach? fuuu

Do you know how to use a broom? Why dont you sweep streets then? Everyone would benefit of it wink

5

(75 replies, posted in Balancing)

Vehacan wrote:

What we need is to see is the size of the field on the scanner, if that's possible to implement. In that case we know beforehand how large the field is and if it's worthwhile going for.


The problem is, a geoscanner with directional charges doesnt search for "fields", it doesnt even know what a field is. It simply tracks the nearest tile, regardles of the ore amount in it or surrounding it. Further, I can hardly imagine, how scanning could be a real profession, as you can never be sure, that you are the only person paying (or knowing) for/of scan results you buy. Even if you were, it can be so fastpaced, that after a hour the field could look completely different and your accuired scan results are inaccurate. On the other site, if you cant sell your scan data immediately, in a couple of hours its just worthless. At least with current mechanics.

6

(75 replies, posted in Balancing)

Syndic wrote:

"I quote you how you quote me how you whine"
"no I quoted you because you didnt read original post"
"but you didnt because the Pi of Square Nobody Cares is not equivalent to root square of what the f***"

When I played EVE, the first vet player I came across let me in on CCP's policy and that knowledge kept me playing despite many stupidities and inconsistencies that wasted my time.

HTFU. Harden The F*** Up.

Pretty much why CCP still has my money coming in to pay for their earthly habits. smile

Lets all HTFU and play a game where stupidity and inconsistency rules! At fundamental gameplay.

P.S. for how long you´re back this time?

7

(75 replies, posted in Balancing)

Goffer wrote:

I support the initial point to discuss the future of alpha mining, as all improvements with gamma patch will be lost forever, if mineral prices will rise to insane levels just because the  support of alpha minerals dries out.

I think it is a bit early, to gave final conclusions, but my experience is, that the amount of mineral I will mine per week will on long view drop significant. From the experience after path I expect my future mining amount to be ~1/5th than before patch and I bet I'm not the only miner for whom this will stay true. Together with the increased amount of resources needed for T3&T4 Equipment this will have significant effects on long time economy.
For me this is not the big deal, my storages are in good shape but for the game itself it will be quite drastical if equipment prices will rise again drastically due to increased ore prices.

To Dev Alf: I stop mining, when I don't have any more time (either need to log out directly, or have not enough time left to bring further ammo charges/haul additional ore back to terminal/need my miner back in terminal/...)
The amount of minerals left in spot I'm actually on is only weak reason and will only influence the time when I stop mining, when I decide that I don't have the time to change to next mineral spot if the actuall field is empty. No "Code of mining" will keep me online, if I need to go offline.


Goffer explained it just perfectly. Anyone stops mining for different reasons, thats why I said, no "mining codex"
will ever work. To all those, who maybe think, Im trying to get the oldstyle mining back, I got to tell, they´re wrong. I have written it in one of my above posts, but for some lazy people, that didnt read the whole topic, but just the last few posts, I will tell it again in bold: The mining changes in general are good. The idea with random ore spawns non-refilling spots is imo good. BUT... There should also be a mechanic, which can handle the wide fragmentation of ore fields, we most likely will (and partially are now) get.

Any discussions about the possibilities of reaching 100% scanning accuracy are just off-topic. Its not about finding and cleaning fragments (which can be very annoying and time consuming). Its just about two things:

1. Casual miners (I mean not only 2 week newbs on termis with very low mining rates but People that dont have 8hrs a day to spend ingame due to their RL, with quite well-skilled mining toons) will have to deal with either long preparation times (e.g. scanning through the whole island for non-fragmented field), or just cleaning up one fragmented field after another (which is wheter profitable nor fun).

2. Due to the fragmentation and point 1. the overal ore excavation will sink and that will lead to higher prices and poor ore markets.

Again, anyone (except of big "communist" corps, that have almost no external market interference) will suffer from it.

I wont, because I already have enough NIC to support my alpha living for months (years?). Just in case, someone think again that Im whining...

If one day I find that I dont enjoy mining anymore, because of OP, Ill simly stop it and will concentrate on other game aspects. Will be sad, but Ill try to not suicide. Promised.

EDIT: of course, it depends on players in general, how much fragmented the ore will be, but there is no "players in general", just corps and individuals. Some will care, most not.

P.S. Due to my great personal ore stockpiles, I will be one of those, who will profit of rising ore prices.

8

(75 replies, posted in Balancing)

Arga wrote:
Yakapao Doherato wrote:

That is exactly what Im trying to tell, if anyone would read my posts like they are written and not reading just something, they like to. Its always more simple to call one a whiner than to debate with arguments.

You're whining about people not reading your posts as written.

It falls to the author to make their points, not the reader. If your point is being missed continually, then its probably the voice your using to reach your audience.

Please, read my original post (once again). You even may read it twice, or so many times, you like to. Where do you find any attempts for "whining" on the autors side? Further, Im not "whining" about some people, reading not what is written, but only state the fact. Believe me, there are different things in my life, that I "whine about", not a game.

9

(75 replies, posted in Balancing)

Arga wrote:

One thing I missed in my Alpha-Fragmentation calculation was the daily mineral exploitation missions.

The experience I have had is as follows:

Fit up Termis MK II with Geo-scanner and miner modules, Spice to Taste, get daily assignment, undock and directional scan for nearest daily mineral.

Find mineral, tile scan, and mine.

The daily, at least the Tellesis one, requires a low amount of rare material, and with the reduction in fluffyness, I can get complete the mission without needing a can.

A couple caveats then, the Termis has a good Geo-accuracy bonus and I'm using a T4 scanner (I have max geo skill from artifact hunting, but it's not a requirement); but even with a T1 scanner with skills you can get a fairly good scan.

While I'll probably only be doing those missions for another couple days, to get rep up, there should be a whole new batch of miners on A1 and A2 islands that will want to use the closest tiles for the missions, and can still get value from a couple of green tiles.

I haven't looked at the lvl 1,2,3 mineral exploit missions, but if they require 4,8, and 12 rare ions (respectively) to complete, then this can also be done in arkhe's, argano's and termis's very easily without needing to can mine.

Fragmentation is still going to occur on the fields that end up far away from the terminals, especially true for A2 islands. If fragmenation is allowed to continue unchecked for months and months, there will be hundreds of small patches of tiles around the perimiter of the islands; which won't interfere with directional scanning, but would 'lockup' a significant amount of the 'minimum' resource calculation.

I don't think the purpose of this mineral mechanic should be to force a subset of 'do-good' players to run around cleaning up tiles. The mechanic does an excellent job of getting players to be more pro-active in searching for ore, which is good.

I would say, Monitor the fragmentation, and if it becomes an issue where the 'ore-bunnies' pile up in the corners (even if it takes months to happen), implement something to counter that.

That is exactly what Im trying to tell, if anyone would read my posts like they are written and not reading just something, they like to. Its always more simple to call one a whiner than to debate with arguments.

As to your giga mining machinery, you are not on all 6 alpha islands to clean anything out 24h a day, are you?
Ill just wait, till the problem gets worse over time (and it will, imho). And noone can really think of getting ALL miners to ALWAYS mine the way you´d like. As it was mentioned above, a noob miner can always get his sequer full, he doesnt care of how he does it....untill there is nothing to mine in a radius of 10km from the terminal...

10

(75 replies, posted in Balancing)

Zortarg Calltar wrote:

al it takes is some clean up from time to time. if you guys are too laszy then that is your problem. you want a clean island? then keep it clean. if there are a lot of lazy guys... well thats your problem. noone asks on gamma what you have to do when the field is largely under impassagble terrain. oh #*$§ i have to terraform...

what you basicly complain about is that you just want to undock and find your fresh fileds and get the nic running form the first minute. well i guess that time is over now and you have to do some other things besides it. ill call this making mining more intresting and less monotone. but i see no real problem, and iven if it only arises if you are lazy enough and dont want to do a thing. if you are on a boat and are aproaching a waterall you can scream "oh my god we are all going to die" or you can start to paddle. guess what happens if you keep screaming...


Well, if you just would spend a minute and look at my char history, you could save your time, writing that bullsh...
Do you really think, Im complaining about my income from mining? I dont loose every day Mk2 t4-fitted bots in pvp.

Words will not help here anymore, we will have to wait a couple of weeks/months....
And (I hope) when the population is a bit more then up to 200 people on WE, we will see.

@ Annihilator: I guess, you mean by "professional miner" some well skilled miner? Who said, they got to have 8-12hrs a day to fill their cargoes with ore?

11

(75 replies, posted in Balancing)

Lemon wrote:
Yakapao Doherato wrote:

who knows? this tread is not about guessing, but fixing a mechanic may lead to new troubles.
What do you think, will the ore prices on alphas do, when mining will be 3/4 moving around?
Oh wait...I forgot, "99% pvp beta megacorps" usually care a @%$§ about alpha markets and casual player troubles. They´re all self-sufficient.

Your right its not about guessing, so let my "mega-corp" ways enlighten you to the bulk vast majority opinion from within instead of a 2 man corp's opinion.

My top Alpha miner has now mined over 120m slig in just under 3 days casually. Why/How? Instead of undocking as he normally would and spend 30-40 mins scanning all his normal fields to find a good field he undocks finds his fresh field (on occasion a fragmented one) and then undocks his fleet and goes to take it out.

Now yes twice he has said he has hit a fragmented field on alpha and simply cleans it up to prevent it giving him issues in the future.

My mining fleet consist of well over 20+ dedicated Riv mk 2 pilots, all of whome with the exception of 1 agree the new system is better. Instead of tracking old fields down with resources you find a new one that has resource and go mop it up.

And no Line you know i don't have a single miner i have 9 combat accounts. i prefer explosions but in order for these explosions my miners have to mine to make bots for me to use to make them explode so there opinion i will argue for.

Yakapao Doherato wrote:

Dear community, dear DEV team,

As mentioned in some other topics and on the test server forum, the problem with depletable ore fields slowly starts to rise over the alphas. Not even a week after the gamma patch, the issue already taking its place, and will get much worse in the future:

Ore field fragmentation. Today I randomly tracked two different ore fields with a directional scanner charge on Shinjalar. My accuracy is above 100%. In both cases the scanner led me to a field with only ONE BLACK tile. I returned back with some mining lasers, mined it out (1.5k stermonit in first case) and the scanner traced for the next field.

That will get even worse, when you look in the future. Mining on alpha will become only viable for big corps where someone is scanning and once found a reasonable field, a mining op will melt it down in no time. Casual miner which would like to mine for an hour or two in the evening, will have no chance.

And then there for sure will be people/corps that leave the field with only one tile, just to let others bump into empty fields.

A self defragmentation mechanic needs to be setup, when we dont want to loose mining as a complete profession on alphas.

Extra highlighted for you...

12

(75 replies, posted in Balancing)

Lemon wrote:
Yakapao Doherato wrote:
Lemon wrote:

T4 Geoscanner 70% accuracy

Termis - 5% bonus to geoscanning (lvl 6=30% bonus) advanced robotics

Giving you a 100% - i know hard right? i bolded it so you could read.

Then you get in your termis get your proper scan, then if you want to mine at top efficiencies you go get your big bad rivler to mine at your best rate with your accurate scan.

You don't see me hunting observers down and killing them with my detecting castel... i go get my mesmer mk 2 after i have found it and use my best bot to mop it up.

SO YES it is about easy mining.... if i leave 1 mob in a caravan it doesn't respawn does it?

Of course its easy mining mode I try to get, Im so lazy that I just dont want to scan 2hrs every time before Id like to go mining! But I didnt ever think of some "99% pvp beta megacorps" to give another response on such topics. They are the last ones having issues with that problems.

I wonder if those "Pvp beta megacorps" leave tiles on purpose when alpha mining to mess with people

who knows? this tread is not about guessing, but fixing a mechanic may lead to new troubles.
What do you think, will the ore prices on alphas do, when mining will be 3/4 moving around?
Oh wait...I forgot, "99% pvp beta megacorps" usually care a @%$§ about alpha markets and casual player troubles. They´re all self-sufficient.

13

(2 replies, posted in Resolved bugs and features)

Line wrote:

TM Mining sparks have picture of Silgium but named Stermonit

and add % to imentium? lol

14

(75 replies, posted in Balancing)

Lemon wrote:
Line wrote:

Already two CIR who don't know how to read haha oh wow.

No Lemon, thats not about easy mining.

T4 Geoscanner 70% accuracy

Termis - 5% bonus to geoscanning (lvl 6=30% bonus) advanced robotics

Giving you a 100% - i know hard right? i bolded it so you could read.

Then you get in your termis get your proper scan, then if you want to mine at top efficiencies you go get your big bad rivler to mine at your best rate with your accurate scan.

You don't see me hunting observers down and killing them with my detecting castel... i go get my mesmer mk 2 after i have found it and use my best bot to mop it up.

SO YES it is about easy mining.... if i leave 1 mob in a caravan it doesn't respawn does it?

Of course its easy mining mode I try to get, Im so lazy that I just dont want to scan 2hrs every time before Id like to go mining! But I didnt ever think of some "99% pvp beta megacorps" to give another response on such topics. They are the last ones having issues with that problems.

15

(75 replies, posted in Balancing)

Crepitus wrote:
Lucius Marcellus wrote:

Even if a few miners are honourable enough to follow this "code", it becomes a big problem as long as many people do not. Also, it's not always selfishness. If someone only has 1h to play, he might not finish to complete field.

Seriously though, I think we need a serious solution to this of some sort.

True, and don't forget that they have to have 100% scanner accuracy to see some of those like black tiles and *** too...

^
this.

Any attempts to get EVERY miner following a "miner code" a just laughable. Even if we assume, anyone around is mining with a 100% effective geoscanner, (yeah now you have to first train it to lvl10, and equip a t4 geoscanner, if you like to mine on a riveler), and (lets dare to assume) following the "mine it completely out then leave" code
(which will never happen), even then there are always tiles left, that one easily oversee, as it might be dark, or a greenish-black tile is on a grass tile, or whatever....

Unlike some people might think, Im anything but whining about less profit/efort for myself. All Im trying to figure is, that the fragmentation problem WILL get worse and something should be done about it. But if devs and the majority of the alpha-miners think, its great the way it is, lets just the future tell us...

EDIT: I never said, I dislike the new field mechanics, its just the opposite: I like to not have to return to the same place over and over again. I like to go out and find something new. But how its currently setup, it will become a real pita for every alpha miner out there.

16

(75 replies, posted in Balancing)

Line wrote:

One of the possible solutions can be self-degrading of the whole spawn or just single tile - when the amount will drop lower than some predefined value, tile/spawn start to degrade slowly till fully depleted.

There should be an system, that checks once in a while the amount of tiles left and the overal ore quantity in a field. Once both amounts are below a certain percentage of the initial quantities, the field will be deleted, if the overal ore amount has not change for a certain time.

17

(75 replies, posted in Balancing)

Dear community, dear DEV team,

As mentioned in some other topics and on the test server forum, the problem with depletable ore fields slowly starts to rise over the alphas. Not even a week after the gamma patch, the issue already taking its place, and will get much worse in the future:

Ore field fragmentation. Today I randomly tracked two different ore fields with a directional scanner charge on Shinjalar. My accuracy is above 100%. In both cases the scanner led me to a field with only ONE BLACK tile. I returned back with some mining lasers, mined it out (1.5k stermonit in first case) and the scanner traced for the next field.

That will get even worse, when you look in the future. Mining on alpha will become only viable for big corps where someone is scanning and once found a reasonable field, a mining op will melt it down in no time. Casual miner which would like to mine for an hour or two in the evening, will have no chance.

And then there for sure will be people/corps that leave the field with only one tile, just to let others bump into empty fields.

A self defragmentation mechanic needs to be setup, when we dont want to loose mining as a complete profession on alphas.

18

(13 replies, posted in Testing server)

Arga wrote:

An important distinction to make here, is the concept of 'yeild' no longer applies to resource gathering.

The change from 750 to 1000 units per cycle, using titan as an example, does not yield more ore per tile. The amount of ore per tile is fixed, the 250 unit increase simply speeds up the recovery of the ore; this same principal applies to the bot bonus, tuners, and extensive extensions.

If a tile has 385,000 units of ore, that is the maximum amount that tile can yeild. If that was titan, with no bonuses, it would take 385 cycles @ 1000 units per cycle to mine the tile empty.

If your robot has 200% yeild, then you'll mine 3000 units per cycle, and empty the tile in 129 (rounded up) cycles.

With no bonus and 10s cycle times, 385 cycles / 5 modules = 770 s.

With bonus and 10s cycle times, 129 cycles / 5 modules = 258 s.

But, since you really can't get 200% yields without also getting faster cycle times, typically around 5 s at that % range, a Riv MK II can empty a 385,000 unit tile in a little over 2 mins.

(Maxed out, 234% @ 4s would be about a 1.5 min)

Without the reduction in vlume, 385,000 units of titan would have been 19.25U, but as C has said, it's been reduced in half, so it's only 9.63 (ish).

tl;dr - Mining is about time now, not yeild.


thats somewhat self explaining. the problem will most likely be that after some time passes, and the fields will get more and more fragmented, your red tile example will be utopia, at least on alphas. You either will need to scan alot, finding a field with some red tiles to at least have something to mine for an hour or two, or you will have to dance on your keyboard switching every couple of seconds. Now that all is bearable when you mine on only one account, but when you got 2 and more....(skilled I mean). Thats where skilling the last bit up to lvls 8-10 where the amount of EP starts being insane due to the sheer number of skills, doesnt make any sense. Neither mining sparks, if you ask me.

Thats where I say, a defragmentation tool needs to be set up, that wipes any ore fields when they get fragmented to a certain extent.

Still, the plant question is unanswered...

19

(13 replies, posted in Testing server)

Celebro wrote:

Yakapao its seems balanced to boost mining:

Bots will require more materials to build.

Random ore spawn leads to fragmentation, hence more time scanning moving.

*Colixum updated


we will see...

the only thing I still cant get - plants yield has been nerfed quite a bit, but why do they still have max 50 cycles (on alpha)? given that there arent much places where you can harvest 5 fully grown plants at once (symbiont mk2) for a reasonable amount of time, thers almost no point in spending much EP in the harvesting cycle reduction, since you are more moving around, searching and locking/switching, than actually harvesting. Why not convert Plants from cycles to actual amount of units per plant (like the ore) and boost the amount at least to double of current?

20

(13 replies, posted in Testing server)

Celebro wrote:

Checked all on alpha , will check Epitron and plants tomorrow:

-Figures are units per cycle with 0% mining amonut increase.
- (volume changes)

Titan ore: 1000 (0.000025U)

HDT: 1000 (0.000025U)

Stermonit: 650 (0.000050U)

Immentium: 650 (0.000050U)

Siligium: 650 (0.000050U)

Liquizit: 300 (0.000050U)

Epitron: 300 (0.000050U)

Colixum: ?? Soon (maybe)

All natural growing plants: 200

Conclusion: Mining buff on next patch, though most fields seems considerably smaller in size and prone to fragmentation. Some volumes have been halved and all have reduced.

alpha ore has been boosted  again?
Last time I checked it on test server, it was

titan/hdt 750 (same as live)
imentium/stermonit 500 (boosted from 300/450)
liquizit 250 (same as live)
all plants around 200 (nerfed quite to half and more)

whats the sence of that changes? different commodities redistribution?

Clearly spoken: everyone who got a stockpile of raw ores/scrap should refine/reprocess anything he got @ best possible rates before patch, to get the most benefit from the conversion?

22

(17 replies, posted in Testing server)

DEV Crm wrote:

No the liquid is still not one single entity... sorry.


thens it seems to not deplete at all. tested it with HDT: mined a couple of cycles then scanned again with uni charges. the value doesnt change. tried it a couple of times.

@Arga: it can already be quite a time effort, finding some ore you need, why make it even more time consuming?

@DEVs: when the ore fields currently on test server (telesis) are representative, I guess, we will get in trouble, when times will come, with more than 100-150 ppl online. The ore deposits that I found so far, I could mine in less then a day alone....Arga will mine them in 3 hrs tongue

And when the fragmentation starts, a vet miner (or just a well skilled one on riv MK2) will have troubles finding a deposit worth mining, while some unskilled miners (e.g the actual trial termis problem) will benefit from the new system, as they can mine longer from a single tile what makes mining less of an effort.

Another problem is, now time will come where skilling a miner above certain levels (7?) will make no sense, as you can always mine the same amount out of a tile, where high levels are more a curse than a bless. I think, there should be done something, to encourage dedicated miners to skill their characters towards perfection...

Another thing, Id like to mention, are plants.
Since we have only universal plant charges, the effective percentage showed in the harvester info, doesnt envolve exploitation skills of specific plants. Why not show the effectiveness for every single plant in the info window then?

Well, the main trouble about harvesting plants still exists: you cannot effectively harvest it without a hauler account or another player, just following you on a hauler, since there are never that much plants an a "small" area, where you could place a single container to mine a reasonable volume of plants (for later hauling).

While harvesting plants is a kind of "exploration adventure job" where you need to travel and harvest and travel again....you should be able to harvest a reasonable amount without a hauler to be needed. Drastically decreasing the volume of plants (to like 5-10% of current volume, helio even more) should solve the problem.
Or make the plants having like 200-250 cycles with a 4-5 times the current regrowth rate.

23

(17 replies, posted in Testing server)

It seems, the directional scanner always lead to some ore (at least I never had missleading again).
I did some tests around mining on telesis and thats the results:

- Base yield/cycle are now: 250 liquizit, 750 titanium and HDT, 500 stermonit and imentium (quite a boost for imentium)
- A single red tile contains around 350k ore (didnt scan with universal charge but mined)
- Mission related minerals (allacrit etc.) are VERY rare now. e.g. I got 1 for a million HDT mined. So are compressed ores (PL-10 - PL90 stuff)
- Liquids seem to not deplete at all. E.g. I mined over a million HDT from a single red tile and it didnt even change the colour. neighboar ones didnt either.
I guess, its either limitless, or the liquids run VERY fast from the neighboar tiles to the one is mined. And the radius of affected neighboar tiles is not small. Working as intended here?

Since you never know how far away is the ore field, a directional scan will lead you to, it would be really helpful to at least show the distance (not too accurate, e.g. <3000m or >5000m)

24

(17 replies, posted in Testing server)

Ludlow Bursar wrote:

I can find ore quite easily but.

1. http://www.rccb.co.uk/images/no_titan.jpg - In this image you can see that the directional scan gives me the cross but the tile scanner for titan shows absolutely nothing, not even one little green cube anywhere near

2. I have also found many many large patches of tiny green cubes which I thought wasn't supposed to happen.

3. Once you change from direction scan (with the nice map) to tile scan there is no way to choose to view directional scans again on the scanner interface. From my hour or so of scanning so far i wouold say this is pretty essential.

EDIT: I've found the situation described in point one a good number of times now with multiple ores ores and on alpha and beta islands. Anyone else, or is it just me?


Same here, found quite a few "spots" where directional scanner led me to, but there was absolutely nothing. I scanned with the area scan, and it showed me in one case almost 20% (imentium). But not a single tile contained minerals.

All scans I did, were on Telesis.

25

(26 replies, posted in Balancing)

Ville wrote:

Really not seeing what's wrong here my trial based termis mining fleet on hersh makes for a refreshing turn  around.


You're not seeing? Then you either trolling or should open up your eyes. PP isn't starcraft and co. There are character advancement mechanics set in the game core, which are very time/money consuming. Why bother with such stuff then? Simply make an online strategy game of it and let people control as many robots as they want for whatever purpouse they want. Why bother with 10 trial accs, renewing every 2 weeks?
You will never negate the multiaccounting benefits down to zero, but then at least people should sub to have that advantages. Or make it FTP.