76

(7 replies, posted in Bugs)

Plant growth is supposed to be probabilistic. However it could be diffucult to detect if the spread itself is bugged or not.

It is called "robot cargo".

Would need way way more drawbacks to get me to support your cargo not being left with your corpse.

78

(16 replies, posted in Balancing)

Jasdemis analysis is missing being able to accept also lower level missions to be accomplished in the same walk.

Annihilator wrote:
Rolafen Azec wrote:
Jita wrote:

People have NIC at the moment and don't have tokens and so it's easier to do harvesting missions and solo missions.

Why doesn't this translate into putting up demand orders for chips instead of changing the mission type that you do?

since when did that connection exist? remember "we need more xy kernels" or "we need more xy fragments" together "we are swimming in NIC, but will only pay you 0.4 NIC per titan ore"

That explains why I was able to buy almost a whole research tree in one go. I guess it didn't exist until people like me that like to do somethign other than sit on top of their NIC pile come along. I guess when you can pray to gods for gold the definition of work starts to lose some meaning.

Jita wrote:

Because in order for you to be able to buy someone has to be willing to sell.

This assumes that everybody that missions will use the chips for personal use rather than trading them for NIC. Is the issue that everybody that goes to beta does not skip the chips or that the alpha population is neglible chip producer compared to beta?

If this is so you could nudge the alpha to pay more in chips and less in NIC. That is make it intentionally for alpha to overproduce chips and beta to underproduce them.

Jita wrote:

People have NIC at the moment and don't have tokens and so it's easier to do harvesting missions and solo missions.

Why doesn't this translate into putting up demand orders for chips instead of changing the mission type that you do?

Jita need not agree with Rovoc to find the reaction of relinguishing opinion forming on the face of conflicting advice unadvicable.

In general developers should not need to trust what the players are saying but they kinda need to have idea why they are saying what they are saying. That is listening doesn't equate to unconditional submission. Bring your salt and apply it lots to protect yourself from contradictions while still being in touch.

82

(2 replies, posted in Balancing)

I fail to see what curretnly is hsowingn that balancing around cost does work.

Instead of giving NIC values to equipment each equipment is made from lower tier item + commodities. This guarantees that higher performance module should always cost more (if mass production is in anyway a signifcant factor in the module supply) than a lower one.

The different missions have different properties on whether doing them collectively makes them easier. Its also hard to evaluate how much faster having only occasionally slower walks because the missions happen to spawn near. Ville's points re good but are not a proof of exhaustion.

84

(9 replies, posted in Bugs)

I know aobut big egoes but whne you have to refer with compass directions for parts of yourself....

A single agent can only accept a single level at the time from missions (ie doign combat level 3 prevents you from doing combat level 2s while it is active).

However squads can have one mission active from each member without it locking out other levels of that kind of missions from others to accept. That is agent A can accept combat level 3 and agent B can accept combat level 2 and they can help each other to do their missions.

If the behaviour is intended I find this a little strange and unnatural. It provides a wierd assymetry in favour of squads. While the case was so that a single agent could accept multiple levels it was changed so that only one level could be accepted. Is this a principle that should be continued to expand to the squad level?

It could also be argued that because these are conceptually connected that because/if squad level "double triggers" are okay they should be okay for individual agents too.

86

(5 replies, posted in Feature discussion and requests)

The danger of this would be massive fragmentation, wouldn't it. That is if there becomes three dominant opinons how the server should be that means 1/3 the amount of players in each.

87

(32 replies, posted in Feature discussion and requests)

Make vulnerable to interference and make posisble to shoot interference probes through teles

It is not possible to ask remotely to be let in as such remote door opening doesn't get properly updated with client restarts suspected to be required.

This might be a balance topic but I figured since it proposes new design its more appropriate as feature discussion.

Currently alsmot all production steps take quite a bit of time. Mining takes time, prototyping takes time, reverse engineering takes time, mass production takes time etc. There are also extensions which make these times be less.

However it strikes me as odd one out that refining is instant and doesn't require time. That is going from raw resource to commodity. Occasionally there has been complaints about how it makes more sense to keep materials as raw materials and only commoditise upon starting production.

There is the all looming comparison point of Eve where at least used to work similarly. However I think there is a crucial difference in that in that game there are ore and commodity spesific skills that boost a capsuleer to a particular kind of ore. However this is not the case for perpetuum. One does have resource-blend spesific extensions for collection but not for refining. I don't know about the particlar impact but as this reduces the specialication types one can have for a agent it reduces reasons for trade. If one were to specialise in refining titanium and another HDT it would make sense to conduct trade to move HDT and titan between such players for improved efficency.

Even if we don't tip into giving refining colors having refining would make sense in either having producers to better plan ahead or use market liquidity for current style "only what I actually produce" commodity receiving.

One current upside is that there is less waiting. It could still be made to be instant for small amounts but take longer for bigger amounts. You could for example have 10000 "commodity capacity" and creating 5000 titanium would use up 5000 such units. It would recharge again to 10000 over time but if you tried to refine more than what you have charges for it would only allow you to do up to that amount. There would be two relevant new extensions "Refining: Time efficiency" that would fasten the time the charges recharge and "Refining: Volumetised Reactions" that would raise the cap on how much you can accumulate the charges (comparable to "Factory: Programmed mass-production"). The current refining skill would be changed to "Refining: Material efficency"

Giving fixes to the ecnomy to make it more healthy can be pretty multifaceted issue but I think this would be clearly to its health.

There are some stray industiral processes that also don't take time, namely repair, recycling and research. The need to address these is less but could be given a similar treatment. The need for refining is more urgent because it is part of the mass production chain and much more used than the others.

90

(44 replies, posted in General discussion)

While it is more ingame politics the public gamma is as far I know to be intended to be open to people neutral to Ethos.

With market that is properly player run there is the issue that if it is not in anybody particular agents interest to provide for newbies people might not provide. There is a chance of having actual transport convoys with actual player-owned stuff but it seems I am paying too low fees for truckers to dliver my parcels with haste...

91

(21 replies, posted in Feature discussion and requests)

Khetar wrote:

He means that you use a charge which "activates" an artifact that's way out of range (example 2000m away) which you can't reach for example because a hostile base is on top. This way you wouldn't get the loot, but a new artifact would spawn, if I got that correctly Rolafen?

Yes that is what I mean, but it is a technical solution to counteract a downside on how it curretnly works. There is no good connect on how it is supposed to work in the game world. You can scour it empty and sudddenly there are 10 artifacts more? I know that if it would be done how arkelogy really works it would be really playable (first everythign is generated and then the arkelogists slowly consume the heap). But like if you tracked down one particular artifact and decided that even if you know where it is it is not possible/economical to extract it (like with oil fields which are too small to pick up) you would like tune your scanner to look for some other kind of signature, wouldn't you? You could also have like tectonic plates movements or something that rerolls all your artifacts. But again the fit is not super in that because artifacts are private the reroll would be private too which would not really make sense. But I guess it would be an acceptable break from reality

92

(17 replies, posted in Balancing)

Denying plants by harvesting them seems like it should be a legit game move. It matters that you still have attalica and even 2 green alpha islands on top of that.

93

(21 replies, posted in Feature discussion and requests)

Any kind of special charge that costs high nic and can pop but not make collectible artifacts far away?

94

(2 replies, posted in General discussion)

I didn't find the advice that super stellar quality.

There was some minor pointers about how lack of focus on finishining things is more important than trying enough things, but it wasn't that clear this could be predicted in advance. Some things you find about in trial and behold you find out that you were in error.

95

(5 replies, posted in Feature discussion and requests)

Somewhat cheapens them. I like the idea that they are generated by events which happen for a steady pace.

Like 1 per month boosted would be more to that line of thinking.

96

(5 replies, posted in Events)

Results of the Fifth Akrhe Tournament

Trepoleth:1

Honorable mentions: Generic guy number 31, Jasdemi

Trepoleth received 30 million NIC and a mech ocrtex for his win.
Additionally 1 million was awarded for the kill.

The tournament site might or might not have things take place that did not count towards the tournament.

Well I had two ideas.

One would be liquidity freeze. If you had a lot of assets that had not touched for a while some of it would enter "deep storage". The thing with deep storage is that it takes time to retrieve stuff from it. You would still have those thousand T4 heavy mechs but you could only retrieve them at a rate of 1 per hour. In general some sort of "storage speed" that is only relevevant for mid and big corporations migth be needed.

The other would be some kind of redistribution scheme. Take some portion of things sotred in a terminal and distribute it according to some activity criteria. With all parties playing it should amount to no net transfer. I didn't find any good criteria. It could be time spent in terminal, times entered terminal, missions completed in terminal etc. This could however be made so that storing stuff in alpha makes them sweep much while having a beta station that is left for ruin and not claimed by anyone would still store the resources. You could balance loss rate in alpha vs being locked out in beta.

98

(9 replies, posted in Feature discussion and requests)

You can already plant the required plants in beta. Most of the time this isn't even neccesary with good selection of field terminal.

I would also be content as the station owner put up NIC to be handed to agents that make kills in the gamma island that happen to be in the wrong corporations. That is private combat missions.

Collection misison could also make sense in having minimum volumes and incentive strcture to provide bigger volumes. Just have the ore they collect be deposited into my storage instead of vanishing into air.

Even transport type mission could make sense by keeping the reactors topped (receive "energy storage cell", deposit "energy storage cell")

If people never play those goods are already as good as dead.

100

(56 replies, posted in Balancing)

Ville wrote:

They can't make a role only dedicated to one class of bots.

Where are the assault and heavy mech ewars?