Altera wrote:
Illiathos wrote:

As it is now, when we're mining liquids, we only need to mine one tile. As such, directional charges are the only ones that are actively used. When you get the X, you just drop a can under it and start mining that tile. For the liquids, other tiles are obviously unnecessary. So we need to find a new purpose for them.

My recommendation: if the tile charge finds a field, on top of finding the tiles of that field (current function), it says how much of a certain resource is in that field (for example, epriton goes around 25-30million per field)

The current tile scan will show the heat map. From that you can 'determine' how much is in a mine field (ore or liquid).  Do you want a tile scan to tell the total pulls available from a field? I don't see this feature adding to the use of tile charges for liquid fields or not.  You will still either just use a directional and live worth the field you find or run a tile scan and look at the size and color of the field to decide if it is worth bringing your 11 miners out.

Any field is worth bringing 11 miners out. tongue
I'm just saying that all epi fields if not mined are around 20-30 million big. I would use a tile scanner if it showed me an exact number, but i cant determine that from heat maps. From those, you can find out if the field is massive or small, but anything between is hard to say.

52

(1 replies, posted in Feature discussion and requests)

Hello folks. Seeing as any beacon can easily be done in a group of 3-5 players, I have a preposition. How about adding a raid-like beacon. Requiring at least 10-15 players working together (pretty much the whole corp). The beacon would be acquired by either some world event (like those SSD) or purchased with tokens (5-10k minimum). It would function similar to normal beacons with waves of enemies.

As the current aggro mechanics and relatively low tanking ability of the seths are inappropriate for 20-30 mobs, i recommend a different tactic: spawn a small number of highly advanced DPS and EWar.

3 DPS and 2 EWar for example.
The 2 Ewars would have a massive shield tank and extreme neuting/ECMing abilities. The ECM bot could easily ECM 2-3 bots, while the neuter could drain a seth's accumulator in half a minute. They could be jammed (with low %) and would regain locks after only a couple seconds.

The DPS mobs would pretty much melt the heavies. You would need to cycle aggro between the heavies. Repairers would die within a couple volleys, so it would be vital to never get the logi bots aggroed.

There would be 3-5 waves from the beacon with a super spawning in the last wave (not alone). The waves would be timed (you would need to kill all the mobs in fast enough). This is to prevent fully repairing all the heavies and regaining energy on the logi bots.

The loot would be either massive amounts of kernels/indy stuff/cores. Basically a lot of rare stuff. OR you could code in something exclusive that is yet to be announced (T4 building BP or so on).

The people required:
At least 7-10 players. That does not mean accounts. Players.

Why make it so hard?
So a single multi multi boxer (like me, 15 accounts) cant solo it.
It provides a hard, group-only activity. For players to be invested in.
"I've been invited to do beacons, but i can solo 3 stripe mech beacons, so i declined the invitation" <- this would no longer be a problem.
And most importantly, bots would blow up. A LOT. Provides the market a bit of movement again.


In PVE bot vs bot scale, I always found the game easy when you get to high EP levels. Seeing as Jita can do one stripe mech beacons in one bot, i can do 3 striped mech beacons in 3 bots, we have pretty much reached the pinnacle of PVE. Now I'm not going to be talking about how players have the ultimate advantage if they just simply multibox. But as it is now, PVE doesnt provide so much a challenge any more.

I personally love PVE and hate PVP. As such, I believe having a high risk, high reward combat opportunity is much needed. Without any PVP involved.

TL/DR: Something in the lines of pocket incursions in EVE.

53

(28 replies, posted in Balancing)

DEV Zoom wrote:

Again, we didn't take anything away. What you saw in those combat logs were not true numbers. Though I admit I didn't know that this bug has been fixed.

Critical hits are only those where the combat log clearly states "critical hit".

I have to disagree, at least on repairs. Sometimes i repaired my seths for 20%, the other times by as much as 35-40%. I could be a display bug for enwar, but it definitely isnt for repairs.

54

(0 replies, posted in Buying Items)

Buying millions of common kernels. PM me ingame.

55

(28 replies, posted in Balancing)

Ville wrote:

For everything: heals, damage and enwar

Seconded. Everything should have a crit chance.

And to Zoom, if i gained a cent every time i crit on repairs, I would probably have so many accounts i wouldnt be able to fit em in a corp.

DEV Zoom wrote:
Illiathos wrote:

As it is now, when we're mining liquids, we only need to mine one tile. As such, directional charges are the only ones that are actively used. When you get the X, you just drop a can under it and start mining that tile.

That's not quite true because you'll get an X even if you're only near the field. (5 tiles I think?)

But you can randomly select a couple tiles and hit it anyways. With 100% accuracy, i never fail to find a field within 10 seconds of the X.

As it is now, when we're mining liquids, we only need to mine one tile. As such, directional charges are the only ones that are actively used. When you get the X, you just drop a can under it and start mining that tile. For the liquids, other tiles are obviously unnecessary. So we need to find a new purpose for them.

My recommendation: if the tile charge finds a field, on top of finding the tiles of that field (current function), it says how much of a certain resource is in that field (for example, epriton goes around 25-30million per field)

So in all essence, we are going to have to run around and search for the anomaly spots? That seems and feels like a lot of wasted time, im against it. With removal of beacon farming, the corporations are going to have to go through extreme pains to get kernels. Which isnt fine. Remember, you still need squads of heavies for the beacons, its painful, tedius and inefficient to move half the map for 10 min of action.

Burial wrote:

@Illiathos: Of course, I understand what you mean. Zoom said in the roadmap the repair cost is getting increased after every death, so I imagine 1-2 deaths before it's cheaper to just get a new bot.

Why I suggested it to be a NIC only thing is because the game currently gets NIC off the grid only by service costs, teleport beacons, proximity probes, terraforming charges and other items not manufacturable.. what else is there? The whole market circulates around NIC. If it's ballooning on agents with no real purpose beyond that, there's no point trading anything for NIC instead of just hoarding/bartering them.

Personally, I'm already at the point of bartering items. I don't need any more NIC.

I personally cant get enough NIC, i have the materials. And i could always use a lot more ICE. So i guess I'm just at the opposite side of NIC/res usability.

Burial wrote:

Miners will always be useful. Someone needs to get the minerals to build the bots and equipment in the first place, and there's always a drop in all the minerals circulating as bots and equipment gets destroyed.

Now think about all the NIC people will start bringing into the circulation from the assignments. 30m/h on Alpha 2, 100m/h on Betas.

How will the NIC exit the circulation?

There is a fine line between robot repairs stopping inflation and being so cheap to repair that indies almost run out of business.

And damn, i need to start playing this game fulltime again!

Burial wrote:

Make the robot repair about NIC only. NIC inflation is a beautiful disaster you should try to avoid.

I'm against it, as this would make miners and industrialists less useful.

What is this M2S reinventing the wheel you are speaking of?

64

(148 replies, posted in General discussion)

Ville wrote:
Illiathos wrote:
Jita wrote:

Were you not the guy who said the amount of pvp on beta is fine?

No. Also, your comment is irrelevant to my reply.

Dude, stop.  Your level of *** posting is insane.  The question was directed at me not you so please kindly stop replying to questions directed at me.  And yes.  It has it spurts and lulls but for population it is Fine.

Whoops, i misread the posters, my bad. Didnt mean to talk instead of you ville.

65

(148 replies, posted in General discussion)

@ Zoom: just because JOKE is too lazy to fight for saps, dont allow them to influence you changing the mechanics. They still havent answered me about the npc terminal, they just evade that question. It's quite obvious - the new corps have the npc, the corps that play the game have outposts and the rest are forum fighters.

66

(148 replies, posted in General discussion)

Jita wrote:
Ville wrote:
Jita wrote:

I think i'm done arguing anyway. The case is very clear for locking removal. The case against can be summed up in 'because its mine' or ' because someone I don't like might possibly benefit.

You get others arguing 'but you can be griefed' yet the same people are advocating using the open betas. Apparently the irony is lost on them.

If the game ever wants to be more than two sides one of which is weaker and the other of which controls all the games pvp area then you need to address what brings corps together. Fear.

Umm... Betas are getting ready to be filled with unlockable field terminals that offer missions, storage and equipment changing.  What contents being locked away??

Were you not the guy who said the amount of pvp on beta is fine?

No. Also, your comment is irrelevant to my reply.

67

(7 replies, posted in Feature discussion and requests)

Jita wrote:

Can Beta saps cause the spawning of a roaming spawn sized rat party? Preferably tier 3

Why?

Stop saps getting done by bots that don't cost anything thereby increasing risk vs reward

Also gives Beta residents regular PVE opportunities and from them the common kernals they are requesting

Gives PvP people targets of opportunity rather than a mk1 castel sat on a sap

"Saps are done by bots that don't cost anything" because our enemies are too lazy to pvp with us. That's it.

68

(148 replies, posted in General discussion)

There are unlocked npc terminals in beta. I dont know what you guys are smoking.

69

(25 replies, posted in Balancing)

Celebro wrote:
SunnyJester wrote:
Celebro wrote:

Ok, I know for those who have vast amounts of assets gathering dust might not be happy about this change, the market would surely improve and the gap between new and old players would be reduced.

Proposal:

NPCs take a small fee in NIC value per month per U stored. A cap of around the first 1000U would be free of tax globally on all terminals.

Storage tax would apply to all Terminals including field terminals, but not gamma (player made terminals)

This would need to include Corporation storage if not there is no point really.

Improvement to the game:

Having items gathering dust will not be good investment, players will start pulling out to the market to make liquidity, and mitigate huge tax bills.

Having large stocks on the open market will make stuff cheaper, helping those starting out, and improving NIC value.

Deciding what is worth storing, what is worth selling or not make for more in depth game play. Including making the decisions of keeping it on gamma, who knows.

If I dare give a price per month I would say around 1000NIC/unit/month.

What would you guys think?

This is the dumbest thing I have ever heard

To complex for you to understand I guess.

I smell the "i-no-longer-have-the-most-assets" butthurt variation. Also, this idea is just plain stupid. A resource sink like that makes people broke and pissed. Also, what if you went awol for a year? Would your assets disappear? ........ UGH .........

70

(52 replies, posted in Q & A)

Annihilator wrote:
Jita wrote:
Annihilator wrote:

how much common kernels did you get there?

no idea, didn't loot it big_smile

doh... thats the most important part of the discussion here.

same as

Illiathos wrote:

... Anything below mech beacons imo isnt worth it, as the loot is a joke. ...

on one hand, you complain that its hard to farm common kernels (loot), on the other hand you say the loot isn't worth it??
can you please make up your mind before posting such a stupidity?

Because you might as well farm mech spawns, assault drop *** loot. Saying that its hard to farm kernels and the loot from assaults isnt worth it isnt exactly contradicting itself. Havent you ever taken a class of statistics or phylosophy? Stop sharing your stupidity around.

71

(1,455 replies, posted in General discussion)

Naismith wrote:

Unlocked stations only benefit entities that are

a) Not interested in fighting for it, just leeching when nobody is looking
b) Only interested in trying to grief people who put in the effort to secure their station/island.

Basically what i was trying to say the whole time.

Also, did you notice how they failed to give me a reason why 1 free npc outpost wouldnt be enough for the newbie corps? Yes, they couldnt answer. That's because it is enough for newbies.

72

(148 replies, posted in General discussion)

And lets not forget, jita has trillions. So in that aspect, its sad really that you have to hide behind game mechanics and not just go out in a gank with a couple people where you either win or lose. If this game had more pvp and if joke and the rest of the guys actually went after the saps, then old players might be coming back and newbies wouldnt be like "hey, general chat has 20 people, this game is empty".

73

(148 replies, posted in General discussion)

Burial wrote:

This helplessness here is the result of your corporation growing up with such a low population.

Nope, its the result of you abusing the game mechanics.

74

(148 replies, posted in General discussion)

Jita wrote:
Illiathos wrote:
Annihilator wrote:

use lithuses then.

So you would go as far as to force players to use lithuses as a game mechanic to force the stations to unlock, because you're too lazy to assault nse and ethos's greens?

Jesus your dumb. Its not about two alliances you ***. It's about creating an environment where six or seven entities can be none aligned and live.

And where entities like your alliance cant harass the s h i t out of everyone.

75

(148 replies, posted in General discussion)

And even scarabs are small when it comes to their cargo, lithuses are just stupid in terms of cargo they can carry.