101

(17 replies, posted in Balancing)

Somehow I feel we've been here before...


Neoxx wrote:

I was going to respond to each point but I think there is a basic issue here that is harder to cure.

Reducing the effectiveness of the starter bot blocks new players from participating in PVP.

That's not a solution, I know, but any changes to the starter bot needs to continue to allow new players to participate or you may as well just stop accepting new subscriptions.

I'm absolutely against the timed and/or cost idea. It was brought up before and its just too intrusive for the game to make you wait before you can play again and its totally feasible for a player to not have enough NIC to afford another starter bot, making the entire game unplayable.

You could limit how many skill levels can be used by the starter bot, for instance even if you have Nav 10 it will only go faster up to Nav 3. While you could do this, I can see this being an issue later on in the game when players with really advanced skills are able to defeat heavy mechs using castels, and the calls for capping that start. Its a very very slippery slope. This goes for limiting the armamnets too; since again a castel with tier 10 weapons and a driver with 400k EP is going to mop up bots.

102

(14 replies, posted in Feature discussion and requests)

Awesome concept... tooling up factory lines now in hopes this gets added smile

Vorgrim Scout wrote:

Only exceptions that spring to mind being squad mates and assignment objectives.

Those were the two items that I was referrencing.

And asking for LOS is perfectly reasonable if justifiable for game mechanics; just trying to nudge people away from using RL references as arguements for feature changes. RL analogies are fine to help explain how something works though.

commiedic wrote:

That would be awesome. Radar working like it should instead of this god eye radar we currently have now. Radar should be LoS+ which is pretty much what it is in the RL. What you could see is what it does see.

RL comparisons are good when they are used to convey an idea, but fall apart when used as an arguement for a reason why something works in the game.

There really isn't anything that says that the landmark window is 'radar'. Foremost it is a tool and does not need to have any rational to the way it works; it simply provides more information than can be rationalized, but its OK because its a game.

That said your arguements for why things should be different are just fine and don't need the RL reference.

*note: RL radar does not need to be LOS btw. MIMO for wireless uses multiple antennas to reconstruct a signal from reflected surfaces; which is an adaptation from military radars.

Vorgrim Scout wrote:

I think my main problem with light ewars is, while the speed is fine and all, the lack of firepower means a tacklebot intakt will quite easily hold you down by dancing around LoS while a bunch of assaults or mechs slowly saunter over.

This is ever a balancing act and its even more true in coorperative games.

So while the tacklebot can slow you, it can't kill you itself; so 1-1 there isn't an issue. If the Intakt has no assault bots in the wings, its just harrassing you, if there are than it is no longer 1-1 and you should lose. If you add too much firepower to ewar, now you've made it something everyone has to have, because it would be the most useful bot.

There could be a balance issue, I don't use them enough to determine that, but its also human nature to want your chosen bot to do everything.

Roving bands of 3 mechs is about the smallest anyone can expect to go to beta with and be effective. At least at this stage of the game where all the large alliances are on beta Islands, there really isn't room for gurrella war; the Islands are too small and the defending forces too strong.

Snowstyle wrote:

Your missing the point. Automated defenses make it so that the attackers now have to bring a force strong enough to overwhelm both you and your "blobette" repelling NPCs. Attackers should only have to defeat the defenders. Not defenders + handicap.

I didn't miss the point, we were out having coffee without you.

Spending NIC and/or resources on modules is what the game is all about. You're never going to be able to sneak in and solo a POS. If a POS does not have the ability to defend itself no one is going to build one, it would be a waste of resources since a defenseless object would be destroyed 10 mins after being left alone.

Alternately, a POS should never be so powerful that it can't be destroyed by a large enough force; the size of the force being porportional to the cost of the defenses installed.

Snowstyle wrote:

Any automated defense system which could fend of an attack without the aid of other defending players is then impossible to capture when defending players are around.

That would wholly depend on the intensity of the attack.

A tanking POS may easily defend against a blobette (TM Jelan) but fall to a full sized blob.

Oh, hope this doesn't sound too trolly, but ecomomic might would be the ablilty to buy a replacemnet.

POS's should have module slots just like mechs, what you put in them will determine how much offense/defense/industry you get out of it.

Alexander wrote:

Next patch has been delayed to the 22th of December, at 12:00 Server time (CET).


I predict the next patch will be delayed until... the 22nd. But don't quote me on that.

Gremrod wrote:

We already do. You have not seen them?

No, I die too quickly to recognize the mech model type... but I did see a flash of pink once.

Edit: Crush-a-bunny mech was the previous model that had a bug in the Hug strength detection module, but I though all those were recalled.

111

(14 replies, posted in General discussion)

Asuma wrote:

But I guess you might have handful of rich idiots that just don't care and still buy nic to buy the slightly better prototype items...

I could resemble that remark.

On Dec 17th, they will release the Carebear mech. It will come standard with tier 4 Hug-a-bot arms and light green fur; by farming 4,000 tier 1 kernels you will be able to change the fur to pink.

Also:

Deleting cargo will be removed from the game.
Effect of skills on the Arkhe will be limited to basic skills only and capped at level 4 (no more nav 10).
Heavy haulers will be released with a capacity of 120U (triggering a QQ heard around the world).
Players will be able to delete 1 alt at no charge, and an escalted EP fee for each addtional deletion.
There will be no ability to respec.
The range of the landmark system will increase to 1200 meters.

M2S will embrace the new Carebear mech and require all members to own and operate said mech at all times.

113

(25 replies, posted in General discussion)

The only people caught off guard by this tactic or those that don't know about. Simply by making players aware this tactic exists they can find counters and counter-counters, which is exactly what combat is all about. Login tactics also either require a spy or a lookout, so if you see that Arkhe hanging around the gate, expect there are troops in the area.

This is only an issue on Beta, and as I was recently schooled, beta is risky. This tactic is just another risk you need to counter.

If it has to be changed, add a non-agression timer after login. You can not target or be targeted for 20 seconds after logging in. This eliminates the surprise volley factor but not the tactical advantage of suddenly having addtional troops in an area.

Edit: Removed a grammer thing that irritated me

I have a specil text-speech module that reads all of Neoxx's posts in a sexy female voice, that way I tell the *** to shut the hell up!

(Carebare messaging service - This character does not support or recommend the useage of said module, it is presented here wholly for entertainment and recreational value)

Might makes right.

Even now, no one really 'owns' the beta Islands. The corporations that hold outposts get a very slight advantage on the Island because they can use it as a base of operations, but technically anyone can dock there and make it thier home.

Only by forming alliances are corps maintaining even the illusion of control, and there are still roams, spies, and mining ops by non-alliance members happening continually on beta.

It would be very very difficult for a non-allied group to effectively use a POS on a beta Island, even if the structure itself was sheilded. Any alliance would make it thier priority to remove said POS and/or make it impossible for you to reach it or use it if the POS itself was immune.

That said, I think I agree with you that ANYONE should be able to create a POS, but offering any kind of NPC protection status would be useless and counter to the beta Islands being open.

116

(31 replies, posted in Balancing)

Neoxx wrote:

I'm not exactly looking forward to there being billionaires left right and center in a few short months just because they can spend massive amounts of time farming the easiest spawns in the game.


In beta, how long did it take for the majority of industry players to out grow these kernels?

I would think that it would have to level out to the point where only new players would need these kernels, and they simply won't have the NIC to buy them if they are too expensive.

This doesn't stop billionaires being produced in the mean time, unless players simply stop buying T1 kernels.

(Carebear messaging service: Not a troll, genuinely interested if the market can correct for this or if its a real issue)

117

(13 replies, posted in Q & A)

M2S sacrifices puppies and kittens to generate prototypes as well as the item being prototyed.

(Carebear clarification: The item you use in prototyping is consumed)

My ram useage maxes out at 1.3GB too with a single client running, I have 8GB so like you its not really an issue, but it does seem to be an odd coincidence.

I was doing transport runs last night and was in/out terminals about 30 times over 5 hours, I didn't notice any CPU increase and Ram didn't exceed 1.3GB.

Edit: But I wasn't looking for CPU Spikes while in terminals specifically, so it could have.

119

(93 replies, posted in Balancing)

He was probably just hard of hearing from all the sawing and free wine.

Siddy wrote:

Set home to your station, suddendly, we get 1241421 free arkes and its OUR station.

lololol

your logic fail.

Incorrect. You can only be in 1 arkhe at a time, so you would need 1241421 alts docked and homed to the station to make it yours. In which case there's nothing stopping us from doing the same to your station. Which results in everyone running around each other's stations with nothing to fight.... not too exciting.

The best you can do is 'harass' a station with a single arhke homed, which we've already seen done. In general that person usually gets bored with it after a while; and when we deploy a single Termis with remote repp at the station, we don't even bother shooting said arkhe which runs out of ammo and is then totally worthless until you run off and suicide.

As for the rest of the arguement about actually using Arkhe's and thier OPness, I don't really care, now that I have enough EP and NIC to get and insure other bots, screw the newbs (<--- Sarcastic Trolling again because everyone keeps suggesting that the Devs put MORE controls on the game to handle crap that we can deal with internally, let them deal with things that are really broken, adding more content and features).

Cookie bake sale optional but delicous! *bump*

122

(13 replies, posted in Q & A)

For modules its not an issue as the run size is 1 unit, but if they add named ammo to the game you'll need a full production run worth of the item to create a CT. For example you need to have 1000 missiles and the decoder to create (1) CT. When you prototype ammo, you do get a full production run output, just don't use any of them smile

Damn my carebearness, sometimes I just want to strangle the crap out of it when it makes me Fail... but its just to cute and furry!!!:/

Btw... Wet paint is wet, just saying.

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