ah ok, thanks for the insight
But then as I put the sequer into the window and my friend set the agreed price .. my accept button was still disabled .. at what point exactly is it enabled?

Sorry, I have fortotten to take a screenshot. I hope that the following description is sufficient:

I have produced a Sequer and wanted to give it to a firend for some nic. So I have opened the trade window and put the Sequer in it. The Accept button was disabled. So far so good because I have not yet set a price. The bug is that when I wanted to set a price above 1 mil nic, the price was reduced to some odd number just above 200k nic. Only then the Accept button on my window was enabled. So the only thing I was able to do is to set the price to 200k nic and wait for my friend to set the price as agreed.

Is it possible that the max price has something to do with recent trades on the market or some preset initial value? Why should a system defined max value make any sense?

I should mention that this is the first time that I have used the trade window so I can't exclude that I am missing something.

78

(49 replies, posted in Balancing)

DEV Zoom wrote:

I'd like to have some "missiles are useless" people in here smile
On a slightly more serious note, if one half is saying that missiles are the weakest weapon and the other half is saying that they are too powerful... I think that indicates that it's just right.

ups, i just realized how negative my previous post sounds .. wasn't meant to be that way wink

Your point is why I didn't post the counter measure in the suggestions forum when I had the idea. First we need to see how it works out once the LOS problem is fixed.

79

(49 replies, posted in Balancing)

long range for Lasers and EM guns .. what is this good for when almost all terrain is somewhat curved? The only area where you can make good use of the guns range advantage are the beaches. And don't forget that the long range guns have lower damage than their short versions.

Add some automatic missle counter measure like miniguns, chaff or some small counter missles. They should have a very short range, a high fire rate, a very high cpu usage, low accumulator usage, and a high failure chance which could be improved by a new extension.

And if a missle is distracted/destroyed it should explode before it hits your bot.

There are the skills
"intensive mass production" (+1 per cycle) and
"programmed mass production" (+1 cycle per run)

As real prototypes (with "prototype" in their name) have better stats, shouldn't there be similar skills for prototype production? e.g. "programmed prototype production"
An "intensive prototype production" extension would make hardly any sense because there are no real cycles like in the factory. But I wouldn't say no if they were implemented aswell.

81

(11 replies, posted in Q & A)

Alexander wrote:

You should be able to add as many years as you like. I am guessing it's limited to be 2.14 billion days.

hehe, date related data types usually count the seconds from a certain date .. if its 2 billion years or just until the year 9999 doesn't really matter, the OP won't live long enough to enjoy the most part of his subscription time if he were to buy the maximum

As a solo miner who needs some change from time to time, I've ran into the same problem of being unable to tag a target. As stated before you are very well able to completely block an npc location even with a yagel.

I don't know what the problem with some people is, because when I farm for kernels on a location and another one arrives with or without an assignment, it isn't too hard to take the npcs in turn. And this even without having to explicitly agree upon it. It just happens. Of course one location can't hold three players (if they aren't a team), the respawn time is just too long.

For those of you who say this is a MMO, I'd like to answer that of course it's an MMO. If you want to keep on buying resources/equipment from the market then don't be surprised if there aren't any because others have moved on to another game.

So I'm pretty sure this will get changed.

Shortly before the pre-release phase I updated my maps including the npc locations. When I count the number of these locations I get:

attalica 71
daoden 69
new virginia 70
domhalarn 73
hokkogaros 72
I had no time left to scan norhoop but I think its safe to assume that there are approx 70 locations.

So there should be about 6*70 = 420 locations in total. I think that once you have visited the most difficult location for your character, new content will have been added to the islands.

Also, don't forget that you need some distance between the locations because you should have a chance to retreat from one without running into another wink

84

(17 replies, posted in General discussion)

dzyan wrote:
Benos wrote:

I ate near 100 T3 thelodica kernels (light and assault) and i just get some "named" stuff
I ate some T1 thelodica mech kernels and i got standard medium stuff

Do you need to know at 100% all Nian Trust robots before having a chance to get faction spécific robots ?

Did you get or have any Industrial bots unlocked, because it could be that you need to get them first (not sure at all about this)? I had all the industrial bots and had burned around or at least 300 T1/T2 kernels from each faction before I started to consume those T3 kernels. At least with Thelodical, I had to consume 50-100 T3's (assault and light) before I got any knowledge to Prometheus.

It could very well be that you can research lower tier items faster with higher tier kernels. I should say that I don't have any proof or experience that supports my assumption.

Honestly I cant exactly remember, but with your explanation and the way it currently works, I either must have right clicked on the 3445-stack or opened the right section using the market window.

It is ok if you right click sell on a specific stack and then the system sets the max mount to the amount of that stack.

I realized that the biggest stack is taken for the max amount even if it is within a container in the private storage. Shoulnd't the default (no specific stack) be to sell all items of all containers if no specific stack was selected?

http://img25.imageshack.us/img25/4999/s … edammo.jpg

I have two stacks of ammo: 1st stack contains 2000 bullets and the 2nd 3445. When I try to sell 2000 bullets it tells me that the maximum amount of bullets I could sell is 3445 bullets. The bottom line of the market window on the other hand tells me that I have 5445 items of this type in my private storage.

Hence, the algorithm to calculate the maximum amount of items needs to be revised.

I didn't try to sell all of my bullets as I would like to keep the rest. Nonetheless I guess that If I sold 3445 bullets, it would be possible to sell the remaining bullets.

nope for the automatic selling

an example:
The 1st buy order buys 10 pieces of an item for 1000 nic.
The 2nd buy order buys 10000 pieces of the same item for 1 nic.
Assumed the item usually is worth 900 nic and you would like to sell 5000 items of that type.

Would you really like to sell 4990 items for 1 nic? The problem is that the system is unable to figure out at what price it should stop. Hence - if it is working as it should - the system is sufficient.

empty-robot option:
This removes the equipment and the cargo from your bot into the private storage. I don't know why it doesn't work for the active bot although it would make sense.
Say I wanted to farm on drones. It doesn't make sense to equip lasers as I would waste energy cells. Thus I tend to equip autocannons. Best way to do this is activate another bot, empty the other and equip it. I don't know if there is a similar example for others.

unload cargo option:
Say you have returned from a mining/farming session. What you have to do is: open the private storage, open the robot's cargo, select all items and move them into the private storage. It would be easier if you could just select "unload cargo" once the private storage is open.

Hmm .. sorry wrong section .. GMs please move this post into the features section
Thanks for moving the post

89

(16 replies, posted in Feature discussion and requests)

/signed for tile and accumulator depleted messages
And I know that the game makes a sound when a tile is depleted.

Honestly how many of you watch your bot mining nonstop for 15 minutes? I usually turn down the sound of perpetuum and switch to another Application. So sometimes if i switch back to perpetuum, I see my bot doing nothing. I don't have the problem that my accumulator depletes. But it makes sense for those who have the problem to be able to distinguish between those cases.

Having a password for a corp container would enable you to give each member access for a private corp container. This would help those who have more than one agent with one account.

It might be that the improvement (at 10%) is too small to make a visible difference (rounding). I had the same problem with Refining. 34 Titan ore for 1 Titan at relation ratio 0% and 10%. But as soon as I have taken a look at other commodities, I did realize a change.

It would be better to issue a "The name can only have X characters." message.

I have created a database table containing the information of all extensions. When I need to upgrade something (i.e. mined amount, cycle time, ...) I filter the table using just a few letters (like cycle) and then all extensions are shown that have some effect on the cycle time of any kind. From that point it is easy to find the extension I am really looking for.

This is very helpful as it saves time finding the right extension. But most of all I don't need to spend EP on an extension in case there is another extension having a similar effect but which requires less EP.

So what I would like to request is: Please add a text box to the extension filter section in which you can enter a simple word. Add a filter button that uses the input to filter the extensions by their effect.

Yes, I forgot to mention that I did not reenter into Attalica's terminal to look if the data console was added to my private storage. But what I do remember for sure is that I killed some Arkhes (I always use the take-all-loot-button) and then was able to finish the assignment somehow.

Asintec tutorial assignment / File #3-a:
http://img530.imageshack.us/img530/4751/72414732.jpg

As you can see, I am in ICS Alpha Terminal and the assignments window shows all available assignments in alphabetical order.
(1) As the small dialog sais, objective B is still not finished although I am already in the terminal.
(2) As the last line within the description sais I should look for the succeeding assignment 3-b. It is not in the list.

The good thing is that the assignment 3-a was completed as soon as I left the terminal and moved around a bit. At that point the assignment 3-b was automatically added as an open assignment.

Asintec tutorial assignment / File #3-b
http://img404.imageshack.us/img404/8893/74545822.jpg

The second objective sais that I should take the data console to the Daoden Terminal.
(3) As you can see, no data console was added to my cargo.
I had to kill a few Npc-Arkhes to finally get the needed console.

The tutorial assignments do work, the descriptions of File #3-a and #3-b should be updated.