26

(112 replies, posted in Balancing)

When the beta missions started to pay out actually decent money there was an associated NIC inflation. During that there was a sligth period where people were making money but prices had not yet shot up. What we might now be seeing people being excited as they still value ep in the context of old rules without things having settled with the new rules. If there is need to moderate the ep gains its going to be somewhat of a bigger cry than what happened to the moderation of the mission payouts.

I do agree that erring on too much is the rigth side to err in this thing.

27

(112 replies, posted in Balancing)

A week ago I posted that I had 1 million ep. Well now I have 1.3 million ep. That is 20% of my total EP has gone in during the last week. I might be one of those unreasonable edge cases for which it isn't even supposed to be balanced. BUt I haven't super optimised for ep gain but just kept up my habits. This almost feels like a soft removal of extensions as soon everyone and their grandma has all the essential extensions and plenty of luxury ones.

I am most excited for the new roles.

I am assuming that Ikarus will have a better top speed than an empty argano. However in alpha landia it might be easy to it the molecylar instabilty limit of reteleporting. Meant more for outside alpha use? Also arhe vs ikarus top speed would be interseting.

Hermes seems to have atleast 2 weapon slots. Combat scouting or pirate defence?

Daidalos woudl seem that U wise it would be floating around in the higher ends of one and a half hundred U. However will it be "scarab style" or "lithus style" in its other proeprties? Or will we get some other yet unforseen style?

I think it will be nice to read about the answers in future blog posts.

I do worry what will be the differnce between slugs and bullets. Syndicates won't gain movement speed bonuses to the same extent?

29

(12 replies, posted in Q & A)

Dissenting note on possibility. To do it in a sane time you would need a team but for insane its possible.

The building blocks are a tradeable item so being reliant on the seeding prices is not strictly required. But knowing someone who can make them would simply things a ton.

Its possible to do with a scarab, lithus mk2 is not strictly required. Lithus mk2 involves lvl 10 piloting extensions. That alone means f ton of ep. Lithus mk1 is too small and is inapplicable.

A way more easier access mode would be to talk ourself to maintain/expand on somebody elses base. Or band together to make a slightly more exciting timeshare cottage (if one can tolerate "our" instead of "mine").

However a lot of other activites in Nia also have a element that connects to other activities despite the sake of them. That is when you combat missions you can have fun doing them and get NIC and chips! However having bases scratches only the fun of having bases. It doesn't really do anything. (There is a small theorethical chance that labour costs on gamma and overall economic throughpout could be higher. However all other alternatives have very near 0 defence budjet needs while gamma has substantial).

30

(2 replies, posted in General discussion)

There are always thing. completing these wants would not fullfill any particular "packet" of features. Keep on the good work.

31

(12 replies, posted in Q & A)

You can build in gamma and only in gamma. That is in deep PvP land unlike the alpha dwelling you are likely doing now.

32

(14 replies, posted in General discussion)

Info here is before the randomised mission system so can also be misleading (note thread starts at 2011)

33

(112 replies, posted in Balancing)

I get around 1440 ep per artifact mission that I run in light bots in under 5 min. There is some biochemistry and speed nexus which I don't think would overshadow the ep multiplier advantage. And with proper missioning extensions its a okay source of nic. But ep doesn't use those.

34

(112 replies, posted in Balancing)

I thought that I woudl not count as a new player but be heavily hit by the cuts on the bonuses. A new player would make even more EP. And my basic activities don't use much of any advanced extensions. You could copy what I do fresh out of the box basically.

35

(5 replies, posted in Bugs)

I might have a similar issue with items in lost terminals making it appear as {n/a} althought it shoudl be destroyed.

36

(112 replies, posted in Balancing)

DEV Zoom wrote:
Gekko wrote:

New player can make the same EP in a first day

That's quite a stretch. A new player needs to put in about 50 hours of net gameplay to get 300k EP.

To my experience its not that much. Since the patch I have already made 100 000 EP and I don't think I have spent much more than 10 hours on it. And this with 1 million ep already to slow the gains.

37

(112 replies, posted in Balancing)

I have about 1 milion ep. When I run a SINGLE lvl 7 artifact mission I get about a days worth of EP. That to me is a lot more than I expected to be getting.

The mission reward extensions should not affect the EP gains. I don't know whether they are but they are listed alongside mission rewards. If they get applied then it would be super critical to get those up as soon as possible. If it is somehow still thought that this is apporpiate they should be separated into separate extensions away form the "mission color" extensions.

38

(21 replies, posted in General discussion)

The extra space would probably not give such a "soft pvp" effect.

In a way alpha is safer than highsec as you can't have suicide ganking.

Actually from a theotehical standpoint its very cost effective to operate on the beta side of things and lose bots than slow grind in alpha. But peoples behaviour doesn't follow well on expected NIC optimization.

there migth be room for a "limited engagement" PvP mechanic to make dabling inot PvP easier. Previous suggestions of it are limiting bot classes able to enter islands. Eve has it by having proper lag before the "wtf pwn" law enforcers arrive. Having a good design for it is not a trivial matter.

39

(28 replies, posted in Bugs)

So the sphere defined the area where stopped bullets would be considered hitting that building but it would not itself stop bullets.

I do wonder what the "game-breaking things could be" but it sounds a lot like it woudl end up working a lot like the plants. Edge-cases what I think might cause trouble would be to lock something other than the building, fire a shot and have it still collide with a building. Sometimes missile and etc can be seen to launch somewhere far-off and if with tricky targeting they could be consistently be made fly beyond their max range and hit stuff that migth be bad.

Thr greens didn't want me so I decided myself to try the blues.

Prismotris Bazaar is also now buying colixium at what shoudl be more than reasonable price.

41

(3 replies, posted in Feature discussion and requests)

"teamplates" sprang to my mind licence plates with the corp logo on them. That could be cool too.

So far both the the Bazaar and its customers have enjoyed peace. If I don't bother the other bases they don't bother me.

Not giving freebie beta missiong area is not that cruel. But off course if one can't stand it being taken by force its not that good a long term line either.

Come experience the lush fauna of Chandylor. Prismotris Bazaar has today added a Aura emitter that every one can benefit from. Just feed it with fuel.

While Shadow of the Lotus provides a bulk of demand orders in the bazaar, I don't provide any security services.

I have done some experimenting on trying to get good PR among newbies or ativate them somehow. But it ends up being charity that costs me personally. Game design wise the incentives for established players to provide content for newer players could be looked into. In a way this is a porblem in that a lot of players have accumulated enough of stuff that they don't look forward to gathering more. This makes things like demand for titan ore drop drastically.

However it could be arguerd this is a structural problem of all MORPGs. In general they require a greater number of staring player vs estabilshed players. That makes their economy stable as long as the player base is growing. But it is hard to make sustainable if the rate fo leasivng playetr is equal to the amount of starting players.

46

(14 replies, posted in Feature discussion and requests)

For alpha terminals, sure, less loading.

However for beta it raises the issue on whether people who are locked out of the terminal should still be able to use it as a field terminal.

Also for gamma I would like to build field terminals. Having field terminals in a network that has also main terminals could be seen as shooting for this exact convenience. Or for extreme measure make field terminals able to teleport/tube their inventories to the main terminal with the cost of power usage.

I secondary-clicked on a prototype and expected to find a "reverse-engineer this" shortcut. This could be something that might be easy to add. Clicking such an option would open up the reverse engineering window and place the item in its item slot.

There is the question on whether items that are reverse-egineerable as t1 items should work in the same way. For regular modules this might just add context menu clutter. However for things like MPC strctures it might be more relevant.

Could also use a "reverse engineer with this" option for the decoders. It would open the window and put the decoder in the decoder slot.

48

(12 replies, posted in Bugs)

Repeating relevant suggestion of introducing a new artifact charge that pops a artifact from far away. Possible downsides: -Can't collect the artifact even theorethically -High seeding cost and no craft option -have to hit the location of the artifact pretty dead on

Or more generally make it a per player option to have (partial) rerolls on your artifacts for some cost instead of the environment giving out natural free rerolls.

49

(0 replies, posted in Bugs)

Sap winner had a yellow (%WINNER%) instead of the proper winner which according to the news intrusion feed would have been ethos

50

(7 replies, posted in Feature discussion and requests)

Hey know how farming for those kernels is such a big grind. How about we try infinite kernel drops to see how it goes?[/hyperbole] If you want to avoid the logistic of shuffling around stuff you pay for the transport assignments. If you don't want to pay you just want to get rid of an obstacle for 0 cost. The other option woudl be to accept a trade off of removing one obstacle but adding another. Such as central location no PvP terminal but unavoidable tax and no other station services. That way those that want to play the economic game can do the three alpha shuffle supported by the difference between tax vs untaxed and those that want to onestep shop can do so.

But if you are not willing to pay on average more on the onestop shop there is no point.