Celebro, I loathe the idea of deployed can limits ... However, I slightly agree.  sad  Though ... Would there be a can for mining and one for farming?  Where x% of the cans U volume is partitioned for that specific task?  A Corp mining session can fill a limited capacity deployable can relatively quick I'm assuming.  Without static spawns, I suppose there ain't npc farming unless it's beacons.

The flat nic payouts for npcs helps everyone.  Imho, as I stated previously, we can just retask the plasma use.  Maybe it can be for PvP and PvE challenges.  Or ... Used in conjunction with tokens to purchase stuff from the syndicate store. 

Let's try to think outside the box!

-Ensi

Anni, I have never seen npcs with more then one spawn aggro without being locked (as I mentioned the above new mechanic). 

My hopes are to make the other npcs in the area get involved without provocation beyond normal targeting, to assist their brethren of which whom are already in combat and taking losses.

By what you replied with, I know you understood what I said prior, however, I wanted to also clarify for people whom didn't grasp what I exactly meant previously.

-Ensi

I am not against a risk vs reward system, surely we need one.  What i am against is unbalanced pay for the risk vs reward system we currently have.  Though, I do wish I'd have been farming a long time ago.  Lol

Honestly, the static spawns aren't the real problem.  It's the lack of a challenge at the locations that make it too easy.  Imagine if you had a double or triple spawn ... When you sufficiently angered its brethren, the other spawns would have a % chance to aggro you, increasing the chance % per npc unit destroyed.  You can see how this could get interesting or much harder solo ... Even with buff and rep bots.

-Ensi

The other thing to consider is, if my plasma system were utilized, the plasma drops would have to be reworked. 

I understand that plasma is dropping from certain assaults that drop more then a mech.  Though I personally do not know of the npcs in regards to this, however, that should never be the case unless its an Tier 4 / 5 assault and the mech was a Tier 1.  However, I understand that the Tier levels were the same.

Therfore, above all else ... please, adjust plasma drops off a modifier that is more realistic to bot size, abilities, Tier level and section (thunderstrike, earthquake, havoc, smasher, blastwave ... ect)

-Ensi

Tonnik wrote:
Chemist wrote:

Make a pets that will crawl and collect the loot. lol

You could call them 'decepticons'

Funny guy Tonnic!  Lol

I'm personally shocked I love something that Ville does ... That was an amazing movie.  Still freaking awesome!  Though, I'd love a robot like 'Iron Giant'.

-Ensi

Aye Pod wrote:

No matter how you square it, Syndic is right. Beta/Gamma needs more reward for the risk. Killing the same group of people over and over and over and over again simply doesn't cut it. 

Before you make the vein pop in your forehead, I spend 98% of my time on alpha.

If Beta/Gamma doesn't get additional rewards then alpha needs a considerable amount of additional risk.

I strongly agree with this.  I await the reintroduction of the npcs hunting the players on Alpha!

The problem really comes into nic value of plasma.  Maybe plasma could have levels, or a purity Content.  So, Alpha Plasma purity level bronze would be worth 150, silver 175 and gold 200.  Beta bronze 175, silver 225 and gold 275.  Gamma bronze 275, silver 325, gold 375. 

Risk vs reward. 

Or ... Flat nic payout like EvE rats.  Where plasma is used to raise standings which slowly decrease, but you can buy buffs, ammo or items.  Ammo like ... Frost ... Adds the demob effect. 

Perhaps the latter is a bad idea.  But could prove interesting.  ;)

In both scenarios, you would be able to sell all current plasma for typical prices placed before the change came out, whether you saved it or just weren't in-game, no need to be punished.

-Ensi

DEV Zoom wrote:

Reds could be abused by luring them away on top of other players and leave them there (by being fast enough or simply logging out), and since they aggro on sight, they locked onto the nearest new target. Oranges don't do that.

Couldn't we have them not lock on to a new target until they have reached their last / original aggro position, or were aggressed in some way.  Like how artifacting npcs don't target other bystanders in the area unless they draw the aggression with some hostile action?  You changed that for artifacting, would it be a simple change for the reds otherwise? 

I dunno, just offering some input.  smile

-Ensi

Then what am I missing about the reds being removed from Alpha?  I remember how reds kept you active and paying very close attention ... but people have mentioned reds being drug over to others and being kill by them ... if that's so ... then only a mechanic had to be repaired, not the removal of a great idea!  sad

Guess I need a hair more research into this.  Sorry if i'm jumping the gun on that.

-Ensi

Ville, the only reason they are doing is is because whiners.  Example : Red on Alphas.  Removed because whiners.  Just had to make them NOT target other players till they were locked, supporting the target or had reached their original spawn point / last patrol poimt(reset themself) at which they would then become hostile to players within their range.

Tailoring a game for a select few is unwise.

-Ensi

removed : trash talk

Sadly Illiathos, that again forces players to do what they don't feel like they should be forced to do.  That goes against what I said previously.  sad 

Forcing players to play a specific way is only a hindrance to the game and to the players enjoyment.  That's why I can't stand D3. 

You are somewhat right though, however I have no idea how to solve the issue of abusing game mechanics ... unless you made the plasma bombs too big for anything but an hauler and couldn't fit med plates on lights / assaults.

There will always be ways around it.  I just don't know how to curb the explosion damage / can loss on Beta's and Gamma's ... unless cans had an Armor value and a can would not drop unless a player did over 50% damage to the npc ...

-Ensi

Syndic wrote:

1. Remove ALL static spawns from Alpha.
2. Remove NPC explosion-damage destroying loot.
3. Implement kernel-buy orders that activate when corp-owned Beta outpost (nothing in NPC terminals!) is at 100
4. Adjust plasma price to 275 Alpha/325 Beta NPC and Gamma/375 owned Beta outpost at 100 stability.

Less incentives for botting and hiding on Alpha, more incentives for playing the game and competing.


I see what you did there ... you just want to hinder Alpha players and provide bonus's to Beta and Gamma players to do the beacon farming with plasma bombs and arkhe's again ... go figure. 

Perhaps you would prefer 'God' mode  too? 

Do you feel that if a player wants and ONLY desires to play on Alpha doing w/e they want you should punish them for their play style?  (I am NOT referring to botting being acceptable by any means) 

The way YOU play is NOT for EVERYONE.  Quit trying to force players that want NOTHING to do with the other islands to be on them.  That will surely lower the already low population.  If / When they are ready, they'll go there.

-Ensi

T3xasp3t3 wrote:

  ... example of a way to farm on gamma (This is very very very inefficient but its doable) 

Have someone in a light bot with t4 light weight frame and a t4 speed nexus. This guy will go out and find said spawns and aggro them. once he has the aggro he will kite them to the farming team made of your typical beacon heavies. they will attack garbing the aggro and proceed to kill the. the light bot will go back out and find more. With the almost insta  re-spawn this is something doable and a way to farm gamma mobs.

Yes i know they tele witch makes them hard to kite (Mob Tele glitch needs to be fixed)
Yes i know a lot of lights would die in doing this but it would take practice to learn
No i don't know how efficient this is (Could be awesome or it could be the worst thing ever)
Yes i know there are holes in the plan this is something i cooked up on five mins. It is just an example of how to possibly use the re-spawns to your advantage instead of crying about it.

Guys just once look at the good that can come from something instead of only the bad.

That is a novel idea, however, I wonder if the payout for all the extra work is worthwhile.  I understand the point about assignments ... I strongly disagree that if someone wants to just hang around and kill npcs they should be forced to run assignments. 

As I mentioned previously ... Put down reds that hunt players On each island.  Not just random patrolling and pathing pawns.

-Ensi

DEV Zoom wrote:

There is a change for mining liquid minerals that's not in the patch notes, that should still allow you to deplete a liquid field from one point (most of the time, depends also on the shape of the field), but it a different way than before.

However, we're getting some reports that it may not exactly work like we intended, so we're still doing more testing on that.

I believe, that liquids should only pull from the 9 tiles directly surrounding it.  If you want to stop afk mining, then don't make liquids any easier to afk and or macro Successfully.

I like the idea, but it's seriously the wrong direction imho Mr. Dev. Zoom.

-Ensi

Gwyndor wrote:

Not when you can still make more farming a static spawn on alpha that you can running around trying to find observers on gamma. Observers need to drop more or just be more common. A static observer spawn would be amazing


So, remove static spawns on alpha, but create them on gamma? 

Do you whiners not realize the impact removing static spawns will have on everything actual PLAYERS that aren't cheating do?  I wonder how it'll effect research, fragment farming, module farming ... Ect.  You're tired of botters?  Put down reds that hunt players On each island.  Not just random patrolling and pathing pawns.

These are the same places you used to farm with friends.  Maybe they just need to be harder ... aggro them all!

They'll change the spawns and you whiney beatches will be whining about something else related to it before long. 

Why do whiners get their way?

-Ensi

It's like EvE, I like that part of combat.  The distance rings around your ship were quite helpful.

I promote this idea.

No, I just wasn't thinking of it in a spy PvP way.  My bad.  Still like the idea.  Don't afk online if you're going to be away for extended periods or HOURS.  Duh!

-Ensi

Ps it does NOT promote inactivity.  If it did then the game and most the people online wild be active by that reasoning.  But they aren't, they are just for SHOW.

Maybe I missed something.  How does this promote inactivity?  They way I read it, it lets others know you are afk.  Your comprehension is terrible.

-Ensi

When you talk about observers, how hard you talking about?  Will they Chase you till you're dead?  Will try hunt players down who have been on the map for an extended period of time?

I'm not against, I just want more info!  Therefore ... I need more details!  Feed me!

-Ensi

Might as well make geoscanners cost nic to use.  Choose the charge and pay each user w/o a text box appearing to confirm.  :B

-Ensi

Logging in and plants dying can be loud too.  Same with repper bot effects ... Terribly annoying.

-Ensi

Don't people have Nora farms near bases?  Saw some older videos and screenies of Nora farms.  How would this effect this?  Deployable structures like walls protect em?

-Ensi

147

(25 replies, posted in Feature discussion and requests)

Double post.  Sorry.

-Ensi

148

(25 replies, posted in Feature discussion and requests)

I'm excited to see this develop!  I wonder how the tumors Will be worked out!

Fantastic idea Zortarg

-Ensi

Would this be per Corp, Alliance, self or all?

-Ensi

Volume controls for everything would be ideal.

-Ensi