51

(5 replies, posted in General discussion)

Since the feasibility is a big issue what is the difference between this death match arena and just player run/funded tournament?

From the experience I have been having just paying NIC for a winner of "shoot others" type of event hasn't been a super hit. You can fault that me in that arkhes are crappy and in order to really count it would need to be consistent and predictably available. What I am saying is that the the gameplay pay off is suspect/unknown while the development time is pretty certain.

Then there is also the issue of who pays for the loss of the bots? If you are stupid/ambitious you can spend your earned NIC however you like including giving them out for arbitrary reasons. However if this island/arena includes stuff like free replacements and/or NIC generation then it will compete with PvE missioing and such which can be a little less straightforward.

One can also argue that this is already in game and called beta. If you don't need any reasons to lose your bots rather than to lose your bots you can already do that. but what woul be the difference. To prevent 2v1? Or have some kind auto-balancing between sides pitted against each other?

Pop-up window regarding private transport assigment posting transpiring before anybody took it because of reaching expiry age is lacking proper nice user exposable text.

53

(41 replies, posted in Bugs)

One can't mission teleport with a flag. If how it now work in that you can activate mission teleport if you get fired upon only what would be the correct behaviour? It does seem taht the mission teleport meshes badly with PvP as you can still teleport to arrive to SAP scan etc. But it would be kinda stupid if the activation of the teleport would be prevented by mearly being seen by another agent. The distinction of activating it before or after being shot for the first time would seem like a lousy option too.

54

(26 replies, posted in Feature discussion and requests)

Even if you would flag, the scanning bot can be a throw away sub half-million bot and the one counter fitted a significantly pricier bot.

55

(47 replies, posted in Balancing)

Doing industrial things on gamma means you need to supervise constantly. Its only semi-afk. Sure its way more annoying than being lazy mode alpha but I don't get how that evasive manuvering blocks the industrials from happening.

What does annoy me is that there is very minor factor of "scratch" escape from them or accumulating damage / need to retreat to repair from them. A red cloud is pretty much guaranteed to have demob and once a single one lands you are pretty much dead.

I don't know which particular players you are referring. I also missed any action and my peace stayd intact so I don't get the reference.

The flipside of not having any meaningful impact if you are not a part of a 10 player band would also be pretty broken.

The reasoning behind 2 and 3 would be essential and I just fail to see why.

8 I can be symphathetic to the idea but I actually disagree that it would be good. I highlight that its the beta hlders that are doing the blocking and not the designers. The role would more properly be filled by colixium but currently its irrelevant to anybody that doesn't want to be in gamma and even then only actually relevant to those that are expanding their bases. Also not everything needs the iron price to be paid for it. Sometimes the gold price is results in interesting things.

9 symphatetic but still disagreeing. Gamma stuff has an exception to the usual prototype paradigm making it super easy to talk/deal your way into gamma start rather than prototyping. I get that its not so bulk goods as the rest of items but its pretty much all or nothing with them. The special case could be handled differently. For example having a version of the item that costs even slightly more than the standard version but can't be reverse engineered could be interesting.

10. Disagree and I hope you don't mean anything higher T than T1. I think the seeding would actually need more structuring that players would actually appriciate (as in NIC price differential) when availability is provided. Or T1 seeding could correspond with taking seeding away from alpha2s. The availability difference could be implemented by seeding price differences also.

Most of the items are not easy or straightforwardly agreeable.

57

(26 replies, posted in Feature discussion and requests)

In a way its stupidly weak as it takes a whole slot and in a way its stupidly powerful as suicide scanning can't really be avoided.

Its also not a good tool to estimate wheter you dare to fight as it requires for you to be in lock range to be used ie already in battle - too late to back out now.

58

(47 replies, posted in Balancing)

Jita, what you are refererencing holds only if the missioners do their missions whole independent with the hardness multipliers or just gang-up on one of the squadmates missions at a time. However for some missions more group focused strategies are available. I am actually worried there might be a fundamental flaw in the other direction that it is too lucrative with no easy fix on it. But given that others don't even acknowledge its possibility I figured I would walk the talk by turning on said NIC faucets to experimentally verify that it indeed is so.

59

(47 replies, posted in Balancing)

That is more of the effect of adopting the squad mechanic for a purpose I din't think it was originally designed for. Its kinda wierd that players that are not working on related tasks are in the same squad, althought the shared visibility and such are a concrete upside ot the arrangement. One of the solutions would be to provide this needed funcitonality with a feature spesifically taylored for such need. You could for example have a toggle on "show position to congloramate" check box somewhere. Althought I guess if it means implementing congloramates it could be somewhat much work. One could also nuke the megasquads by having a extension of squad member size. However the impact to regular PvP ops could be more negative than the positive impact on missioning.

The issues isn't so much that you have to leave squad but that doing missions as part of a passive mega-squad or genuinely alone means squads of up to 10 already counts as "incentivicing cooperation". However it is right to recognise that this fails to hit what is intended. On the other hand the mission system needs to know at acceptance whether to generate a solo or multiplayer mission. Mission rewards can use the information who actually contributed but the mission handout has not got similar information to exploit.

Inda wrote:

Well, we dont do missions together in corp, that means that is not worth to do together.

End of story.

By this logic, if I am not picking bills from the floor, it means there are none to pick. Its just the case that there are some surface features that discourage you to really test it out and you make the general assumption that if the design has surface of it "broken" its a decent guess that the fundamentals can't be in essentially better shape. But ETHOS isn't exactly a paragon of rational behaviour and perpetuum players in general are not well approximated by homo economicus NIC maximisers. For example if the devs increased PvP area payout to offset the irrational risk-aversion of players the NIC income would be truly lobsided. The standard of "audience acceptance" would be poor there and I claim it would be poor here for similar reasons.

60

(47 replies, posted in Balancing)

With proper management you save quite a lot on walking. Previously it seemed that you cried after explicit multipliers for teamplay. But its better if the benefits come from, you know, actually working as a team. To me its still open question whether the current system supports teams racking in signficantly more than they would individually.

61

(102 replies, posted in General discussion)

Your description of experience is that you want to progress in wealth power and not actually play the game. That is all has to be for progress. This is not neccesarily how sandbox games need to be played. Also your story would want some paragraph breaks for readability. In particular if there is a lower level bot available to boom stuff why the unavailability of the big bot makes you rather wait for the big than use the little on e in the mean while? It hink game design wise the important thing might be how long does the satisfaction of achieving a middle rank makes you actually use and enjoy the goodies achieved before you start to wait for the next goodie level.

One of the very potentially valuable ideas in your posts to me strikes to be having a cap on how much ep can be extracted from play-activity dependence in a day. This is the main factor that increases its admissibility.

I do not think that making the EP items tradeable would destroy them. I view it more that if it survives trading its proof of the rigiourness of the idea.

What people usually dislike about Grind To Win is that if they ever do not put the daily effort or don't feel like playing they will fall behind and mega-grinders can make quantumn leaps in blink of an eye. However if you put a time-limit cap on what grinding can win for you this addresses this complaint quite nicely. If you grind exactly at the cap (say 100 ep per day) you are guaranteed not to fall behind no matter what. If you grind in excess of that you are in effect buying vacation time. If you make 300 "grind points" per day for every day you play you can afford to take 2 vacation days without risking of falling behind. There is already this kind of structure in that loggin in for 1 day covers your to not log in for 2 days. This is like near the theorethical minimum amount of grind possible. But it maybe highlights the flip side of the design too. Logging in 1000 times in a day does not provide you with additional coverage. In order to qualify those logins must be be dispersed in big real time intervals.

Consider a system of 4 EP tiers instead of the 1 we have now:
tier 0 - log in within 3 days  - 1440 EP
tier 1 - consume tier 1 EP item in 3 days, found in alpha, manufactured from mainly cryoperine, 500 EP
tier 2 - consume tier 2 EP item in 2 days, found in beta, manufactured from mainly epriton, 200 EP
tier 3 - consume tier 3 EP item in 1 days, found in gamma, manufactured from mainly colixium, 100 EP

The difference between a pure waiter only doing tier 0 waiting and one that did all 4 ouf them would be 600 EP about +50% from the baseline. The effect of booster would be to allow the premature consumption of the item to go to queue instead of waste and an additional tier $ - 720 EP income (exactly 50% of tier 0).

In reflection to the fact that you can't put loggins "in store" for tomorrow all the EP items would only live for 1 day. If you wish to trade it its very time sensitive.

Another model would be that each category of activity would generate EP applicaple to that category of skill. So for example first 100 shots fired in a day would generate 1 EP to be used int he category Weapon usage. First 100 resource units processed in industrial process would generate 100 EP spendable in Industry etc. This is similar in FF "slay monsters to get EXP"  put it has a daily cap. Maybe it would be more proper to have small daily activity generate some base level but having bigger activity "beyond the cap" still generate more EP with diminishing returns with a finite limit?

In an effect its a compromise between making the gap between the "haves" and "have nots" smaller while still allowing action to make a difference to "have more". Grind to Win allows the gap to be arbitrarily big. Wait to Win allows the difference to be 0.

62

(21 replies, posted in Feature discussion and requests)

I think going on for only artifacts with a certain level/name should be a viable strategy. You can kinda already do this by just not collecting the loot that drops if the drop is bad (saving U and logistic time by not carrying trash around).

The charges could have cool down and could still neeed to be targeted. That is if you can't get close to that one that you want to pop you just have to spend several to hit it by accident (because you know the place only approximately).

63

(0 replies, posted in Bugs)

I had my game crash with the perpetuum crash reporter popping up when deploying to hersfield from main. However before I could submit it the perpetuum application became unresponsive and I had to force it closed before I could submit my crash report.

64

(21 replies, posted in General discussion)

Emperth and Solarfield are essentially one island because of the teleport connection choke pointing on norhoop. Or atleast people can play politics as if they were one.

65

(13 replies, posted in Feature discussion and requests)

account number is arbitrary and is easily circumvented by puring money into the game.

66

(54 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

The primary problem I see with your proposal is this:

Line wrote:
  • increases weapon optimal range in 2 times

  • increases lock range in 2 times

Because that means you can rain down fire pretty much undetected and there is no counter for that, other than some lucky scout squad.

A building being attacked by seemingly nothing means that there is a sieger nearby. This lessens the luck needed by the scout party by a lot.

There might be also be the problem that a siege is essentially whether the gamma stand or not. The attacker is bound to lose more material. So if you miss one reinforcement timer it has all been for nothing.

If one could for example setup a building efficency decreaser nearby, the siege could be meanigful on how it effects the usability of the base while it lasts.

67

(25 replies, posted in Balancing)

If Chalydor is broken then Solarfield must be double broken. Rhaoshan also has a unique feature teleport connection-wise.

68

(5 replies, posted in Events)

Results of the Sixth Arkhe Tournament

Matlan:0

Matlan received 50 million NIC and a heavy mech cortex for most kills.

The price for kills would have been 2 million per kill.

69

(21 replies, posted in Balancing)

If a demob can catch someone with less than optinmal range, in the next shot its going to be pretty guaranteed to be able to land a optimal range shot if the shot has any effect on speed.

70

(21 replies, posted in Balancing)

I think there is pressure from travel time mitigation to keep speeds of all bots up. For actual battle the speed differences could be larger but the line on what is manuvering the formation and what is commuting to the battle site can be a hazy one. Could commuting speed be made seprate from battle speed. Two minute cooldown for changing modes?

I think the option of having a "cryoframe" that doesn't add hp but adds demob resistance could be added. And the demob resistance taken away from plates. Maybe make it so that plate + cryo frame is comparable to two plates as of now?

I don't think the combination of cryo + lightframe is super bad if it results in the demob modifiers canceling out.

Also other dimensions could be explored. For example gain hp for losing damage resistance on one or two types?

71

(10 replies, posted in Bugs)

Then its the case that you get behaviour A (respawn to latest visited) if you never set a home base, behaviour B if you set a home base and behaviour C (respawn to newbie terminal) if you set to none from B.

All while I understood it is only supposed to work in two ways and not three.

72

(27 replies, posted in News and information)

Its not an even spread over all of them. A single account can only find a limited kind of them. The rest are forced to be obtained by trading or buying.

73

(14 replies, posted in Bugs)

I know of behaviour where if the mission acceptor is on the field when the harvesting fullfills so the log pops out but isn't anymore when the person near it picks it up it makes it miss the trigger. This can happen by accident if a mission holder moves indoors while others do the lifting part of the missions.

74

(12 replies, posted in Feature discussion and requests)

I thought the whole point of beta2s was that there was no NPC support on them

Automaticly public gamma information wouldn't exactly be natural. However having no way of having that info isn't forced either.

If I could hostilely or clandestinely get economic information on others I would be very interested in what people have in their stores and what they are producing in alpha. Now this is up to social engineering which might not be a bad place to leave it be.