Bring the sparks inn!

2

(26 replies, posted in General discussion)

Hello,
I had a refiner as support character; definetlly interesting mostlly if u make a lot of pve as the drops will give you a nice cut on mats. With recent changes in rare yields seems valuable for both main careers. Relation has big influence in % lost.

<3 simple

simple > complicated

Do not ,. pls, do not nerf more existing skills.
Or want to revamp all game, tweak lwf, extensions, nexus etc.,.,
Or navigation extension its just "Train inmediatlly", hence usless... (my guess)
Or its working as intended and no much else to see.,.,


Every tweak in speed should be related, as its has been mostlly, to mas and weight of bots and modules.

Since we are not able to agree in the useless of navigation extension i doubt this subject can be called urgent. I certanlly agree helping newplayers its primordial, requesting them to invest their first k´s of ep in a single extension does not seem a warm welcome.
Another option might be to give combat characters (those who choosed combat atributes) some lvl´s in navigation as startup.
Many players surelly have stayed at lvl 9 or 8 in nav untill they have felt was the good moment, what i doubt its that any player deployed (no market alts) does not rises to lvl 5 asap, it makes it a must then hence broken imo.

suDndEth wrote:
Line wrote:

Careful here, there is alots of skills which are should be raised to %level_number% as a RULE. Why can't we then just start with basic robotics at 4 on al chars? or combat skills at 5 on combats?

There are and if you remove Nav from the picture completely then you'll find another extension turn into the must have 10. I know a few that I've found from changing pvp fits around that really could turn into must have skills at 10. Just ppl don't put emphasis on them as much but that would probably change when you get rid of Nav.

Then they are not must, are good or relevant or important, no same.
No need to have a penalization in Nav, u alrrdy have penalty with lwf & extensions dont have a penalty, why should nav?.

Do not enter endless tweaks pls, if nav its broken remove it (again, or give everybody enough ep at the start to rise it), if not leave it that way as there are plenty of more urgent things.

Imo, take out nav 10. As folks said its a must and draws newbies out of the game in its firs week as they realize they need at least 12K ep to rise Nav. (other simple fix might be give everybody the cost of that extension at start so they can decide if worth or not).
Don get crazy changing everything, balanace can be endless and no one will be happy, so pls unles something its broken leave it the way it is.
No same as getting to basic robotics lvl 4, that might be a interesting choice for fighter but its up to player to set his preferences and priorities (skill very needed along the game).

Alty McAlty wrote:

if you really want o help out new players remove the Navigation skill and move the base movement speed to what it would be at Nav 10 for all the bots.

that its so true.

9

(86 replies, posted in General discussion)

Syndic wrote:

It's always a CIR special effect. The moment the ADD crowd sees those CIR tags, the butthurt level reaches implosion-levels...

Ah well, forget I said anything. I'll just keep killing this Pelistal Superior Observer, for the 17th time... Should get a good 100 kernels by tonight. Gonna be hilarious when new tech gets added in-game. ZOOM! lol

u no fun

There its  a issue with all caravans, no just observers true. What i didnt know its that theres alrrdy 1 or more corp exploiting this thing. Gratz¿^^
lol

10

(15 replies, posted in General discussion)

i play 3 acounts myslef, i would make the following setup now:
- A) fighter, but still have to choose from pure fighter, ew, nexus, ,depending on playerstyle and preferences.
- B) industrial that i would mainlly have docked; with market and refining extensions (or alts), research and production. The character with the industrial and refining extensions should grind relations.
- C) miner/harvester, pvp/pve support
I made recycler, marketeer, and refiner the C) acount althou im pretty sure i could have concentrated some more roles on the B) acount wich atm its producer and miner.

Nordec; that aint true mate; arkhe nerf was due to ppl exploiting them and causing a imbalance between then low cost and cero repair of service bots like arkhes and the rest of bots.
I dont see the similitude here, HGR its only a option to get some espitium in alpha, no the raw material for Beta only (so no broken epi beta only rule), just one out of 3 top tier comodities, the most insignificant one, and no in huge numbers but sufficient for a independent player.
There its a dedicated extension path, need to improve reputation and so, so it seems more like a bend towards the bloodthirsty megacorps than a way to improve the acces to industry and market for new industrialists.
We dont talk about me, i dont need that extension any more, and that EP will be very welcome when HGR goes to hell. But i know positevilly this aint helping the newplayers and that upsets me enough to get vocal in this subject, as i want PO to get better, no just more kilmails.
And i never player EVE, so can´t say much about that.

-Well, most of big corps are not "mad" pretty good hint who will beneffit the most; "much easier and competitive entry to the industrialist career" 100% false.

-Sandbox argument its used so mecanics dont narrow gameplay, have u even readed part of the thread by any chance? supporting diversity its good for sanbox games T1 only market aint diversity, forcing independent idustrials to stick to T1 aint diversitiy, making recycle a useless path aint diversity. What im sure sandbox does not mean its bring more noobs/independants to my target computer pls, in real sanboxes that its your bussines.

this its way out of topic,

- Gate camping its a bad thing, if i where Dev team i would act in that direction before hurting >T1 modules maket (research also less interesting etc etc,).

- KOS to neutrals its responsability of beta corporations, i dont rlly give a fun about this since i have found my way to sneack into beta when i wanted but i see why some ppl complaint about; you want more ppl to go beta but dont support with acts.

- Again, each person jumps to pvp zones when they feel like, even the most carebearish will go there when his time comes, just dont force them as this its, so far, just a game.

- lol Big nerf for indy new industrial (who fking feed the >T1 public market) and buff the Beta megacorps , i get it ,. very sanboxy.

- Old mmo story to my ears; pvp sharks need the carebars to have easy kills as they are afraid to fight themselves => DEV team caters to big paying coprs and game bleeds "carebears" who hate to be forced to play the game some brats wish => Game enters new "golden" era.:lol:

- If you want to drag ppl to beta, put more incentives ,. make it more alpha friendlly (you beta corps gatecamping ftl, kos, mining deals lol?), but changing things that are not issue and DO not help new producers and as pointed here before only a small bunch of T1 items dont come from drop (oh yeah  , sensor amps!!, they are very expensive and i want use them all time QQ; Sr. also are T4 tunnings and i dont come here begging for a change in others ppl playstyle i just dont use them allways or farm some cash to afford it).

-HGR just gives espitium!, damn, that aint that fking hard. Alpha producers want that espitium so they can effectivelly use their research and produce their fking T2, T3 modules for the open market, so more small corps can acces to them and go pvp. Its that sOOO imbalance and sOOO wrong? yeah ppl playing their game and not bending to your leadership should all screw up?. No mechs, no T4, where its the issue?

This its a FAIL as comunity and a rampage of the greed.

-Agree, this change favours again, older players, blobs, and T1 only modules on market.
Srslly Megacorps need the game to get dumbet to this lvl?

- Aeon i think we agree that we dont talk about me, i was in sinj since implemented and nijaed with Rivelers with t4 fittings, nor we talk about your huge corporation that wont have any issue acesing to beta nor accesing to epriton no matter what happens. But the game wont beneffit much from this change. (i will be more than happy with HGR extension ep back , as i use it no much now, but dont see it as good change honestlly).

-And yeah The Older Gamers always have the advantage cool

wrong ,. some ppl wont join beta, no the game they like, they will just give you moar money buying raw epi or leave game as slowlly bends towards the moar bload preys. No aversion to beta, simplly some ppl like to do other things (also good for the server), and giving them the chance to craft something besides T1 also good for economy.
we need all kind of players; its you the pvp´ers that safelly alpha mine and jump to beta in your leet roams; why force rest of players to change their playstile or clear the paths you followed so noone can follow you?

Im not alpha dweler btw, and i like changes if positive for the game. Here i just see, as Smokey its pointing, a unecesary attempt to force ppl even more to go to beta, unnecessary fully.

haha a .mayb im not crystaline and some "ideologic" items about econimy involved.,BUT the point iirc was to remove anonymity so ppl can choose to stop buying form corps that dont support public market ie.
good balance since free market its no more free.

as u said, before u needed a person in charge nad logged so you could beneffit from your internal market otherwise u needed to acces the "real" market; now internal market eases being selfsufficient, bad x2.

When internal corporation orders got implemented, a huge imbalance was created and market its suffering from then.
TO make things clear imho free market was at first, without corp market; but since now you can choose to buy from your corporation you should also be able to dont buy from "X" corporation.

I bet my boat no beta corp sells T1 sensorp amp on maket.
If u make it even cheaper to produce; those that actually are trying to get some cash selling unlooted T1 modules, may very well stop doing it. And no only that; HGR gave a posibility to craft t2 and t3 modules; now only "beta=i-never-hit-public-market" will be able to do them. Can u hurt more the market?

edit to note again that HGR does not give acces to aligior, the real "key" comodity that gives acces to any robot that stands on their feets, so dont fear the alpha recyclers.

21

(13 replies, posted in General discussion)

make the world round ffs!

Epriton will still be needed like its is now., ,. where issue?
-This its different thing, HG recyling was a viable path for a small copr to feed their espitium needs, mainlly to "produce" some tiered modules so they dont have to relly entirelly on market and to be able to produce light EW, since espitium was introduced long time ago in their req.; now you want to narrow the possibilities to ninja or bow simplly to have basic espitium needs covered, give to those who choose more time before they jump to beta.
-Ppl defending this kind of changes are a nice view of who will beneffit the most; ppl that not only dont have the need of nic, nor mats nor anything more, seems only thing left for them its just make newcomers harder to catch them. I cant agree.
-Myself i have done all , HG recylce, buy permits to mine, ninja. And i feelt back in the time that HGR gave me a alternative route that would help me to deal with the excesive EPI prices that Beta coprs play with, it would not make me selfsufficient by any chance althou ofc.
-What for? so newcomers can produce T1 items that are alrrdy feeded by pve?, like should be as you cant make t1 prototypes and are much expensive to craft than t2; alternative could be removing the espitium form those who are not dropped by npc´s mayb., like shields and so (wich are actually a good product for new industrials now).
TBH i dont see how this would help new industrialist, if that its the real purpose of these changes.

I was alpha corp for long time; most of the espitium i needed came from recycling yeah, . lvl 10 and some reputation needed so no "free" at all; also the espitium i needed in that time was rlly low amounts, and i could not feed my actual needs with recycling, so imo works as intended.
But u still need loads of epriton for Aligior, and there its where balancing should rlly play inn; leave noob producers have a "independent" income of mats needed to do light bots and modules, even if its just for sustain themselves as they will have minimum impact on market.
Atm espitium sell prices are very similar to those that you would get from refining so i doubt that "easy" espitium its somewhere near to be gamebreaking.
Again, recycler career becomes a fail.

-why recyle something different than t1 or flawled modules?, no percentages tweak plain useless.
-why make corp operation to exploit recyling if you can get much more proffit with intended game mecanics like beta mine or tons of others, ., same reason as why all players are not 100% time artiscaning,., each player has to find the best way to get money at their current "lvl", might be very profitable for new players but it comes to a point u can be more effective and have more fun moving to another thing.

No irrelevant; atm there are different ways new players can have accces to espitium lets say, so diferent playstyles can beneffit or be useful, removing it form T1 modules will indeed narow the options, never good option for sanbox.

SO roughlly sumarizing: PvE less apealing, no many independent corps supporting it (supossed target of this change), recycling path extensions useless, i dont rlly see the reason this should be implemented...

Alternative change would be to remove Briochit from T1 modules that requires it, or drop a little the cost in espitium for the modules.