201

(9 replies, posted in Feature discussion and requests)

Oh look at how delicate the Noralgis plant is. You just mention it on the forums and it withers. It's almost as if somebody saw it it would catch fire...

The super annoyance of having to get to that termianl and post the job with identical conditnos makes me care enough to read those yes. Just because smoeone didn't bother to read the conditions before accpeting.

203

(27 replies, posted in Feature discussion and requests)

Yesw this is the percnetage theory which was refernced/statede above already. However I have veteran saying that a 99% scan is never more than 1 minute off. This is way more acurate than what the percentage theory would suggest. I a taking that if I have a +-12 minitues then the sap is going to be equally likely to be in any moment within that fork. But it seems the probabilty isn't "flat" the time near the prediction seems to be weighted (be more probable then the outshirts). If the probability were flat I woudl have a 50%/50% chance taht the SAP happens within +-6 minute4s than in the outer 6 minutes still beyond it. But it seems the "inner window" is favoured over the outer window.

204

(27 replies, posted in Feature discussion and requests)

Exact or approximate probability distribution of when the SAP is opening given a scan and an accuracy. I have moderate reasons to think the models I curretnly have don't match the actual behaviour.

205

(27 replies, posted in Feature discussion and requests)

I would be content with hard if the puzzle would be solvable

206

(9 replies, posted in Feature discussion and requests)

It would be nice to have the PvP portion but to my surprise I am almost defeate4d by the PvE portion sad.

207

(21 replies, posted in Feature discussion and requests)

No Jita you need to actually start arguing your positon instead of repeating it. An echochamber will only make your perception of reality match your thoughts not let your thought affect the world.

208

(9 replies, posted in Feature discussion and requests)

There are some parts of the game where you keep to need your attention level up for extended periods of time. I was just wondering how much of taht is itentional obstacle setting and how much just plain old not having a handy implementation.

Now I sometimes drive into reds because I didn't see them. I dontt mean that my bots signal detection would have been to low. NPC just spend so muc time in my landmarks and radar that it takes some amount of cognitive effort so parse whether or not to worry about them. This can be lessened a bit by choosing route that doesn't go throught known places where reds are.

I was piloting someof my faster bots I ended up running into reds but the locking sound they make made me wake up enough to run away from them. It would have been a fair outcome if I woudl ahve lost the bot. But then it was formed into a huge step on whether or not my bot is fast enough to get locked and still escape. What I have been left wishign is that the sound up would come sooner. So suggestion: have a toggle on radar setting where anything red or agenty inside the set range causes a sound. This trigger need not be slaveable to other actions but just a simple heads up that something is happening now. Another method would be to have a range filter for NPC on the landmarks as there is now for teleports and terminals (why not in the same push enable it for all?).

Another thing is harvesting plants. I would so so want for there to be a sound effect when the next harvesting cycle would kill the plant. Noralgis is supposed to be the risky / need protection plant but to me it is aborderline infeasibillity because I lose so many nora plants to boredom. I would not mind my effective harvesting rate going down if my bot idles while I don't switch plant lock. But does it really have to kill the plant if I am not constantly watching?

Please improve attention control ques on the game.

One of the good things about ligth bots is "agility" which tends to be under represnted and kinda hard to convey. However big big and powerful is eaisly relevant in a fight. The recent patch has brought that making assaults and mech too much alike they almost become the same class.

I giving up for bashing a method of introducing addiotional dimensions to separate bots on. What I kinda like but is kinda stargith forward now is what I call "deployment" ie everything in setting up the situation before robots enter into each others firing range.


This is a nerf to heavies and buff to lights.

Light bots -50% instability from teleporting. Light bots cause teleport beacons to -50% less cooldown. Protection exceed instability.
Assaults: as is
Mechs: the only mobile beacon usable is the interzone teleport
Heavy mechs: NO mobile beacon teleport usable

This would actually involve spatial formations more and no just the pin point location where battles are going to take place.

210

(27 replies, posted in Feature discussion and requests)

Is the probabilty distirbution uniform within the margins? If it is some kind of a bell curve then having a percent represent the accuracy is misleading. I have a reports of 99% scans almost always be within 1 minute of the SAP time, way more accurate that the presented % math would give basis for.

211

(27 replies, posted in Feature discussion and requests)

Okay what I meant was to question that if I have a 96,25% percent scanner and use an intrusion charge to figure out a sap time, when can the SAP be open. I get told that 99% scans can't be off more than 1 minute but if I use the same logic as in the artifact scanning early scans can be almost 10 minutes wide.

Can somebody elaborate what it means to have a 96,25% accuracy? When can the scan be up?. Is the error bigger if the scan was made earlier?

213

(32 replies, posted in General discussion)

How exactly do you measure "listening to feedback"?

214

(32 replies, posted in General discussion)

Gwyndor wrote:

For example, when I played eve online I was a destroyer specialist and was working on destroyers 5 before the skill went from being universal for all 4 races to having gallente dessie, minni dessie, etc. I loved destroyers and since I already had the skill to 5 when the skill was split I was allowed to mirror the level to all the factions so all faction dessie were 5. people that had lvl 4 had all to 4.

I think that is overtly generous. You should have only be allowed to choose which skill you wanted to preserve. I fyou want to have EP be timeslved you can't have too much events where you suddenly quadruple some portion of your EP.

215

(32 replies, posted in General discussion)

At the point were you don't give enough to boot the game once in 3 days or pay in advance to have proper EP pot cooking I fail to see how you should have EP to play around with. Failing to give a d in 3 day is hardly investment. And even if you were to have the you should be USING them to something instead of being happy to sit in a little picker pile of NIC. It's a game not a screensaver.

There are plenty of positive expected NIC outcome activities yet most people think it's the devs job to keep those that are risk challenged afloat in the economy. To keep a man alive you teach him how to fish, not spoonfeed him to his 30s.

As handled elsewhere you are not entitled to keep absolute progress between patches. Now if you wanted a % of  how much bigger the new skill tree is compared to the old one then maybe. But still I expect that this would be peanuts compared to the outrageous greed.

217

(21 replies, posted in Q & A)

lectron wrote:

Guys, this is wrong from the most basic level.
If you have achieved the ability to pilot a bot. Any changes made should not remove an existing ability.
That is simply not fair for any pilot that has the existing ability.

Guys it's glaringly obvious that this is not  fair or correct.

I leave it up to you how you will correct this injustice.

I challnege this. You stay the same while everybody else loses, you gain relative powerdness. Beside it's invalid to compare before and after patch in the way suggested. To do so is an elementary error.

CIR has a polarising effect yes. however if that poliriing effect were not there a whole lot of now supressed dynamics would rear their head (instead of lack of action as proposed).

A little naive and narrow conception of the situation. But a whole lot of better than most of the players miing half a year on alpha to start PvPing. Note that this stance gives the emotinal tools to HAVE A FUN EXPERIENCE.

Correspondingly there should not be anything to screw up about vet EP.

So you owuld rather have no devs than incompetent devs?

You can't fix veterans eing able to tank EP by keeping the skill sthe same or increasing them. Only maybe by having a skill that would make sens eofr anew bie but a vetran woudl not put EP in. Bu taht kind of skill would cause separate griefs.

The only way the patch woudl be "good" in this way woudl be if the skills were merged and more EP would flow to the EP dams. But that qould cause a lot more qq than this. Thus it is hypocritical to count this fact alone as being a flaw in the patch.

223

(8 replies, posted in Open discussion)

You are saying it like ninja SAPs are a bad thing

As an inheritor let me comment:
*Indy decapitation: There is nothing but indy carebarea around for 50% of the server. Doesn't seem to be dying but rather thriving.
*Faction rating seemed easy to grind. You just complaining about your sudden state drop rather than system improvement (in case the rating used to be global then I guess I am perfectly fine using only rating of one color)
* walls and probes: the little i have seen probes they seem like okay thing to do. If I would encounter more waves if there were less probes the siutaiton would be sillier.
* the wide selection of modules seemed to me like most served a purpose and were natural fits. I have a little hard time believing not everyting was in form the start (such as having some tunings but not others).

ERP I can't say about because I haven't touched them that lot

A NERF is not a tool and not an error state in itself. You can get equivalaent effect by buffing everything else than by nerfing a single thing. You just interpreted as if you somehow lost something when 1) the nerfs were universal everybody lost the same amount so no relative potential level change 2) You evaluate goods in a economy/mechanics that nolonger exist. If every hp and damage number were divided bv 10 you don't get 10 times worse goods. You have to evaluate within the new context. To my tally most of the NERF were succesful and the you compaining that everything is gettign nerfed is emotional incompetency of being irrationally attached to numbers regardless of their meaning.

And if changing numbers is easy so should have this. And it feels taht a bigger number shuffle around would have required strictly greater effort. There is no new art or engine functionality added with this change either. Jita you also suggest making new equipment roles, that is a form of specailization. Thus your argument that what you would suggest should be the course of action would be stirctly less effort falls short and it is kinda tempting to draw the opposite conlusion taht it would be strictly more effort.

225

(32 replies, posted in General discussion)

I know that newbs have a very backwards understadnign of a lot of mechanics. I know this because I run contarary to them and make millions of NIC with it. What players want is not always what the players will need. This patch improved the impact newbies actions have but  in the same time required them to actually do actions and not just passively recieve a benefit. The EP gap migth seem like it worsened because the veterans could tank the new EP requirements. But this means actually that their future ability to tank such changes is lessened. Saying that the veteran EP should be damned up in not having any extensions to use it on would be artifical and move the game to a unhealthy direction. You can't hodl the EP useage model hostage and slave to the current amount of EP people have.