1

(27 replies, posted in Balancing)

1, I want to ask for the field container and player dropped container life span to be increased to something like 20+ minutes.

2, What accually resets the field container's or any container's despawn timer? On numerous occasions viewing the field container did not reset the despawn timer on my containers and they dissapeard right after I viewed them or within 1 or 2 minutes.

Select a tile outside your locking range and try to target it:

[error_MaximumAllowedAltitudeDifferenceExceded]

When you get disconnected all your modules deactivate making it very unlikely to survive if you in battle.

DEV Zoom wrote:

There is no such thing as a max container limit. There is only a 10-minute timer, after that they disappear, unless someone is using them (loot window is opened).

10-minute is too low. Also some containers do not dissapear after 10 mins. Is there a longer timer when you open the container?

Espetially for player dropped containers. A player bot drop so much loot that it fits only in a hauler.

I saw that there is a container managing system limiting the maximum number of containers in an area and cleaning older containers to prevent container spam. This is also done with containers left by player bots/mechs.
Pls make an exception for player dropped containers to ignore this mechanic.

why: Yesterday we fought NPCs and we lost one bot. We had to retreat and then fight our way back to the container with the hauler. On the retreat and the following fight back to the container we killed 8+ NPCs. 8+ new container spawned, player container was cleaned. mad.

Also small request:
Pls pls pls. Allow player drop loot from cargo to container asap. With current  container cleaning system it is very anoying to drag NPCs out or bring in the hauler into the center of the spawn to collect loot. Hauler is also useless for miners atm.

Thanks.

Similar problem with energy transfer.

It drains energy from target.

There is no patent for the Sequer.

8

(5 replies, posted in Resolved bugs and features)

Ewar bots use Ewar modules that use/need alot of cap.

Pelistal bots/mech in general got much lower cap recharge as missle use virtually no cap. I think that is also the reason why they got in general 1 less leg slot.

9

(3 replies, posted in Resolved bugs and features)

I have the same problem from time to time.
Just try to find an unfit multiple modules/weapons with charges from your bot//mech. Some times a head module dissapears. Undock, redock and it will come back. Second problem. If the module disapears and you fit a module into that 'empty' slot, undock redock and the original module reapears destroying the module you fitted ontop of it. Lost a coprocessor that way.

There will be mission. There should be exciting enough to entertain the noobs till they got the nic for light bot. Also with the market starting the pire of the bots are already dropping considerably.

There where and I believe still are many many threads in EVE about this.
1, Once ppl program some bots which will be playing 24/7 it will get inbalanced.
2, It is not healthy to spend all you free time behind a PC espetially if you sit behind one in work which alot of ppl do. This system would even more encourage and reward ppl spending unhealthy amouth of time in the game.
2, Why should you get ep which you can spend for misslel if you using laser?
3, Implants would be a very nice.

I ll test mining after the patch again and we will see. Still 7,5x cap consumtion to get a 66,7% boost seems a bit off.

About the med weaponst. I am cross training to "Pelistal Empire". Pls pls pls keep the weapons as they are now. Thank you smile

Fumen wrote:
Styx wrote:

Medium miner modules certainly require WAY to much accumulator consumption. A heavy miner mech fitted with 5 med modules simply isn't going to be able to perma run them even with good extensions and accumulator upgrades, which it should be able to do.

Has anyone bothered putting accumulator rechargers on their mechs yet before attempting to  perma-running anything? Nobody has answered the question about mech load-outs yet. Balance needs to account for everything in the game, not just the performance of one mech and one specific module.

Miner attributes(boost of the med miner is the shorter cycle time, both modules mine the same amouth/cycle)
small : 20 ap/18 sec = 1,1 ap/s
med : 100 ap/12sec = 8,33 ap/s

Termis: 2x cap recharger and 2x aux accumulator. Max what I was able to perma run was 2x med miner and 3x small miner. 2x 8,33 + 3x 1,1 ~ 20 ap/s.
I got the capacitor extensions at around lvl 2 both skills are dificulty 5 !!!, miner eff extension at lvl 0 dificulty 4.

5x med miner ~  41,6 ap/s

3x small miner = 2x med miner when it comes to "ore U/time".

Asruf wrote:

Another question is, if i can go ti VR, why would i go outside? Once i got that nice shiny mech with named fitting, i use it only in VR, it will never get outside, never be destroyed. If i go out i use only a big group of light robots, to minimize risks fast get some new fitting... and back to VR.

risk vs reward rule? If you in VR and not risking anything then the only reward is the experience and your payment was the time you spent there.
It is a hole different experience when you fiting and have something to loose/win. That is why ppl will go out.

Map > Waypoints tab: I got around 50 bm to mark NPCs and stuff. I can access like 30 and the rest are behind the border and I can't access them.

Pls add a scrollbar. Thanks

Medium guns/miners/harvesters require 5 times more cap then their small counterparts. I want to ask why there is such a huge gab?

= The damage of medium guns is about 2 times more then of their small counterparts. For miners/harvester it is only 67% better yeld.

= Mech do have like 6 times more cap capacity But the cap recharge is truly important and that is only 2,5 times better.

= When I am NPCing which requires to stay in battle longer it is accually better to use small guns. I do 1/2 damage but I got 5 times more cap to keep my defence running.

= I didn't find any skill that reduces cap consumption on Guns.

= Isn't there an inbalace with Missle launchers using virtually no cap?

Mass = 1.0kg
Packed volume = 10.00 U
Volume = 50.00 U

I am sure you can see the problem.

18

(28 replies, posted in Balancing)

DEV Zoom wrote:

It means it's up to you to decide whether it's a good idea to PvP where you are standing or not. But I'd rather not label it anything, the boundaries are fuzzy.

It was CCPs decision that freighters start droppping their cargo after destruction(was not like that at first) that started the big freighter ganking in hi-sec.

It is YOUR decision as DEVs to decide what the rules and consequences in these situantions are. Therefor you can't just disavow from this like that. You are not getting away that easy yarr

19

(2 replies, posted in Resolved bugs and features)

bug 1. Missle launcher does not reload: If during combat the missle launcher gets at 0 missles and the target is destroyed before the launcher finishes the cycle it does not reload and forgets what amo it had loaded so you can not click reload but need to select which amo to load into the launcher.

bug 2. geoscanner grafical bug: Start scanning and while scanning go with your bot away. After scan is finished the scanning graphichs(the circles) stay till you start another scan.

bug 3. demobilizer not deactivating: In combat start demobilizing a target and then go out of demobilizer range. The demobilizer stops affecting the targeted mech/bot but it does not deactivate after cycle is finished. It just stayes active not affecting anything till the target is dead or till lock is lost. Even if the targeted mech gets back in range the demobilizer does not affect it.

20

(32 replies, posted in Balancing)

Jonas Pharamond wrote:

I see your opinions and have heard them loudly expressed before, but suicide ganking is pretty much a nonissue for someone actively playing the game and not AFKing in an untanked hauler or Hulk. It's trivial to make an industrial a worthless target. Be aware of the risks and plan for them, just like in life.

Situational awareness is a basic requirement for playing a PvP game. Fly your ship, (or pilot your mech), or expect to take losses. Consensual-only PvP has little meaning.

Of course in the silly direction, there's always argumentum ad noobcomicum, though it's possible to see another side to the story.

I would like to point out one litte fack here. Watching your slow hauler going the same route for the 100th time or watch your mining lasers go zooooom zooooom is not fun. It basically is designed to be done AFK or by a bot.

I like the idea very much.

It is very helpfull if you can test strategies, setups without loosing alot of nic. As it is a simulation I don't see a point in damaging the 'real' thing.

Suggestion about cost assotiation.
Some simulations could be payed. Example: Upon joining everyone pays a fee and at the end the winner takes it.

I don't think that this will impact the 'real' market or PVP at all as 'real' PVP has hole different goals. For example EVE PVP is about, "I want your stuff/territory", "I wana see that carebear cry", "I want the KICK","I wana get on the killmail".

Supported. Would be very nice to have this aditional info.

23

(52 replies, posted in Feature discussion and requests)

Kveldulfson wrote:

I dont like this option to be honest and its another way to stop people sneaking up on you as it were if we get recon bots and camoflage mods etc

I definetly don't want an intel channel. Current radar is enough.

I just made a suggestion and an example how it could work. Main idea is to be able to talk to other ppl around you without the need of private convo. It can be that you got that local chat and you don't apear in it till you speak.

24

(52 replies, posted in Feature discussion and requests)

When other player bot is within a certain range and on your radar radar it is automatically added to the channel so you can chat to ppl around you without private convo.

I scanne with the universal scanner yesterday over a titanium deposit. When finished in the result list I got a link to the geoscaner module(could click info on it and it showd me the attributes of my fitted geoscanner) instead of Titanium + upload button. I successfully used the universal scaner in the past so I know how to use it. At least I knew before this bug/change.