76

(6 replies, posted in Feature discussion and requests)

+1

@Rex Amelius: +2 (wow, sometimes its strange how the same ideas are formed in the minds of a game community...)

I'm also for a EP-boost for the starting period (trial excluded) and would have set the same time limit as with downgrade tokens or maximum of 45 days.
If you just simply would get the EP instantly, the downgrade tokens won't ever be enough to correct your mistakes (too much points in advance disturbs learning curves and later on those players won't be able to withstand the normal waiting time to accumulate your EP), and vets who have paid for each day of their gametime will feel cheated if the price is lower than what they already paid.

With the current kickstarter edition we already have some problems, the sparks and the ep-bonus are nice even for vets, but those that have already a years sub (or above it) normally wouldn't want to spend extra-money here for a package where they just don't need the main thing: gametime ... Even worse with that edition only available over Amazon US (bad amazon bad! into the corner with you!)... So back to Rex words:

Rex Amelius wrote:

Important points

  • If Devs do this they need to boost all existing accounts as if we all had this from the start.

  • Automatic for subscription, not an additional purchase and definitively not on unpaid trials (simply for exploit)

  • No New EP Purchases. Amazon is the limit. DO NOT sell any more EP!!!

78

(2 replies, posted in Q & A)

theres an option for bigger fonts at the options under gameplay (second tab there) it may help; but sorry no change of window transparency possible

about the corps:
the starter corp is just the NPC corp you start out with - it is chosen at character creation and designates your starting isle (TM=New Virg, ASI=Daoden, ICS=Attalica). Atm even if you leave it and become a freelancer it won't change anything for you. (*atm because I hope for at least a slight change here in future)
a player-corp has beside the teamwork here other advantages like corpstorages (if you have more than one agent/account) for faster "muling". I mentionend this one because many players ask for better ways of item transfer than using market or fieldcontainer. Have also seen some players open their own corp because of this reason.

about PvP: Beside the irregular tournaments, its the same as in every online game, if you have some friends / have good communication skills, PvP will never be a problem even if you are not in a corp and only have one agent...

about beginner choice at agent creation: it just doesnt matter what you did choose - you need just a few days of EP to completely change your way. Also if you found out that the path you tried is wrong, you are able to downgrade extensions lower than 6 (until your first 30 days of the account are over) and put the points somewhere else (starting extensions are fix).
After 3 weeks ingame are over you will surely know better which path to take and can concentrate on that; specializing on one profession proves to be most effective, but some things can be combined too (like laser and EM - both are turrets so there are some shared extensions <- missile launchers are not turrets).

80

(13 replies, posted in General discussion)

ah forgot to write it before
for me (since I dont like the idea of balloons in a game like this one) just having textlines in a good bright color (like green or yellow=normal speaking, red=shouting) above the bots would be completely sufficient.

81

(13 replies, posted in General discussion)

separate channel for local speech?
hm would rather like to have it shown in all active chatwindows with the two options 1) turn them completely off (like on/offline messages) 2) only show in GC

Edit: okay... being able to turn them off completely may be too much, even contraproductive if the features only used by half of the players or less

82

(3 replies, posted in Bugs)

originally all items that cant be produced neither recycled dont have a component list - example fieldcontainer/arkhes/...
so if items have known recycling results there should be a component list even if it's not manufacturable to see your effectiveness.
<- as answer to this question:

Kazimir Casus wrote:

... for which you need a list of components when these items can not be manufactured?

83

(15 replies, posted in General discussion)

... I already asked many times to have some trial limitations back or even some new ones (okay not in the last few months because of low playerbase)...

Just for the reward boni itself I belong to the faction of perp-players that like to have some more reward to all missions in general. For me its just plain boring on the one hand, on the other too much to grind to get a sense of success as opportunity player.

To the goldfarmer question: where's the profit for them in a game thats on its lowest playerrrates?
Aside from that, to counter them coming in: The reward boni could be implemented as temporary marketing strategy combined with a new advertisment wave or special offers (at times like perp anniversary, christmas, spring/semester break) instead being a permanent feature.
BUT this suggestion only counts for rewards - the standing doesn't change anything concerning goldfgarmers but like said before will at least help new players (less costs/time needed at facilities -> new player sees "yeah I achieved something", ...)

84

(15 replies, posted in General discussion)

Annihilator wrote:

Factions
they have zero meaning. you can create your agent, log in, and leave your "faction" instantly, and joining a player corp. with a few EP spent, you can drive all 5 colors of robots, and use all weapons with the same efficiency.

first thing that came to my mind here: why not have for all the agents still being in one of the npc-corp a standard standing of at least 3.00 of that faction and a special reward bonus on NIC and tokens (like 50% more NIC and 2 times more tokens) for their missions.
If you leave that starter corp, only your the gained standing of the runned missions will count (may be difficult to implement) - or standing is even set completly to zero (because you are a traitor/deserter) - when leavingbthe starter corp a warning that tells you this should be given.
Just one possible side effect: the higher the standard relation to the starter corp less time/cost needed for production missions - good for new player experience.
Since you are not able to reenter that starter corp, those boni can not be used for advantages in PvP (corp-vs-corp meant here).

thats mostly the idea of that tent-camp-base system too, razuki big_smile
Here are some details for the tent; the camp would be for small groups and the big base as it is for big corps and such

Stranger Danger wrote:

So seeing how the game currently seems to be completely focused on mega corp pvp and is lacking for new players and casuals.. Why not cut off one or two of those 20 pvp islands and make them some type of optional pvp small group and solo player base building islands.

I dont really want soloable islands (other than maybe a bootcamp to start from) in a MMO. There are and must be better ways to achieve content for new players / players without corp.
To make PBS/terraforming available for little groups and solo players I like the "from-tent-to-camp-to-base" idea best - with the tent as a little one-person-terminal, cheap to have for everyone.

87

(165 replies, posted in General discussion)

copy? wasnt that originally one of ACs goal to have a significant role for each class (ie not only stepping stones)? so back to the root idea

88

(49 replies, posted in News and information)

patchnotes wrote:

Industry

  ...
    New: The "production in progress" panel on the right side of the factory window has been reworked. It will now show useful information, including the required components for the next production cycle.

had a look at it - like!

89

(31 replies, posted in Feature discussion and requests)

wouldn't this happen with anything thats new? whether its new bots new modules, islands or game features it's always like this, but even with knowing this, new content is always asked for.

90

(31 replies, posted in Feature discussion and requests)

Ville wrote:

It will always end up being who owns the terrain.  If I auto repaired, I would never run a repper just a shield and a recharger.

Arjha Shanoo wrote:

a passive repair (ie no accu usage) on armor rep would be another solution to auto rep, so I like it. At least for all those that just complain about the "no-module" part they should be happy with it. (No one ever said it HAS to be solved without a module

so you think its a pure overkill to have a bit more repping chances at mass-pvp even if emergency rep or auto rep is bound to modules? wouldn't say so. the rest is balancing pure. Additionally, if you fear a passive rep might cancel repmodules out, you dont have to put both ideas into action; if only one of the two, auto rep or an emergency rep, gets in somehow (of course ith balance in mind) i would already be more than satisfied.
Beside pvp, back to my op: is it alright that one mere drone can kill an unshielded passive HM?

91

(31 replies, posted in Feature discussion and requests)

that workload explosion is the reason that topics like this one haven't reached a conclusion since beta-phase. Just to remind you, most of the currently discussed changes were requested long times ago already.

92

(31 replies, posted in Feature discussion and requests)

Ville wrote:

Anni imagine a large fleet battle, you get player x to 10% health he repairs a little but he gets hit by a missile volley he's at  1% he runs to the back of the pack hes running a shield with no repairer so he is basically out of the fight which is good.  If you implement this all he would have to do is hang at  the back of the pack till (arbitrary number) minutes go by and then he's back to the front of the  group again.

I do like the idea of being able to fully use the lucky chance you got through surviving that enables to engage into the war again. A groupplay that allows protecting your friends without the need of RR sounds good to me.
You may say it can become an endless battle - but we do not have tracking anymore: you still can hit robots that hide behind others. And if you want to get those last few HPs of him down then just don't allow him to retreat, talk more to your groupmates, get them shoot at him too, use neuts, demobs ecm and so on on him.
A possible solution to balance repair module would for example be that they may have to heat up before use (example: shown by red pulses with increasing speed coming from you), so that an ECM can disrupt that emergency repair if you aren't able to collect enough damage together with your teammates.
My god, all in all in the worst case the PvP-fight then tells you to engage even more and gives you an even richer experience.

@ Nordecc: a passive repair (ie no accu usage) on armor rep would be another solution to auto rep, so I like it. At least for all those that just complain about the "no-module" part they should be happy with it. (No one ever said it HAS to be solved without a module). Somewhere in previous discussion I already read the idea of giving armor plates a passive repair.

Edit: @ Critical SnipeR: petitions for diminuishing returns for all kind of tunings are still open, aren't they?

93

(31 replies, posted in Feature discussion and requests)

wow, was just shocked. even so this gets mentioned every now and then in posts (self-)repair doesn't have its own topic! Though there is one topic that hold nearly all necessary basic facts here.

As a matter of fact, if you have to choose between shields and repair you will always take the first one. With this topic I want to collect and discuss ideas to balance this out.

Problems of repair vs. shield:
fitting costs of either are to high to equip both at the same time, high accu usage worsens this
repair:
you need about 3 times more modules to be efficient
high accu usage, bad cycle times

Annihilator wrote:

shield HP = accumulator * shieldefficieny
shield HP recharge with accumulator 1:1, cycletime 0.03s
if you increase your buffer hitpoints by adding an aux accumulator, you dont change the time until 100%

armor HP = armor * resist
armor HP regeneration = repair module that converts AP into HP with a very bad cycletime, and bad ratio.
if you increase your buffer hitpoints by adding armor plates, you also incrase the time and AP you need to get back to 100%.

shield:
once accu is down, you can't repair yourself
before that no scratch on your bots, no repair costs in terminal, no hassle

BUT shield is okay like it is, I don't want to discuss any changes about shields here! So what to do about armor repair?

My suggestions would be the following. Please discuss and tell me your ideas.

  • Auto-Repair: give each botclass a specified repair over time without the need of modules. Why? Example: One drone is able to kill any bot now if that bot is standing passivley there, even a HM

  • Emergency Repair: either by a new module or as ammo for injectors (idea from beta by Annihilator). Those shouldn't consume any accu at all. (idea for modules here)

94

(165 replies, posted in General discussion)

@ zoom: While mining lasers don't need that much accu in general that change wouldn't really help here. If a miner can't even tank spawns without having any mining module active, there's no meaning in it at all. In contrary, as miner I need lots of CPU and mainly reactor to be able to equip a shield more effectivly while being able to mine (shield fit needs more reactor and cpu than miners).

Ah, since I always read here "shield tank" - why can't we already get a working option for repair? Atm the obvious choice to tank anyone (even the easiest spawns) is first and foremost the shield. You can't even equip a repairmod for emergencies when accu is too low and shield is down.

I suggest the auto-repair option for non-npcs so that a HM can at least tank a few t1 light bots (or at least the drone spawns) without shield so it can dock and doesn't need a puny repair for some scratches. All in all, it may take a seemingly eternity for drones to bring an unequipped HM down but one drone still is able to do that.
Furthermore, an opportunity for emergency repair. This could be solved somehow like: if there's no accu left rep-mod shuts down weapons and active modules for a few seconds instead of using accu but still repairs a percentage of your maximum HP; the shutdown time and repair amount can be balanced so that the cycle time of repmods gives PvPers enough time to still shoot you down. ECM, too, could still pose a problem.

To the ore spawns themselve, for alpha-I's it might be alright to limit them to not spawn under NPCs (to have an easier start for newcomers). But the difficulty should rise from there on: alpha-II, then beta-I, beta-II, with the highest danger zone gamma (maybe set the same rule for alpha-II and beta-I)

95

(34 replies, posted in Feature discussion and requests)

Ville wrote:

You know we didn't have this problem with the golden triangle...

It had been strongly requested to leave the alpha I - triangle to help new players get their NIC a bit faster; now I can only hope that the player based transport missions will come soon - with the current arrangement of islands it would reward the loooong travelling to another faction's isle just to get a bot/ore/... maybe even to get to pvp.
But even if its playerbased the problem will be the same: if the rewards (referring at number 2. of annis post) and given time is too low, the risk of travelling to the PvP zones is still too high in the mind of posing safety first. Because it is playerbased there will be other problems too: if no one runs the mission then giving them out would be meaningless; why should you transport stuff to a PvP-zone when you only help those who will shoot you down (still waiting for the thoughts of devs for a solution in this point here).
The question "Why do I really have to ensure my safety?" leads us back to the OP.

96

(14 replies, posted in Feature discussion and requests)

Annihilator wrote:

I've called it "tent". the one-man-pos

Zortarg Calltar wrote:

...
if you want a cheep base then there has to be a great disadvatage to it. something like no emergerny mode at all. so you got found and someone wnts to shoot it... then its gone...

To sum Anni's idea of the "tent" up again (he mentioned it in some topics when pbs/pos discussions first came up):

  • A one-person building for docking (if you lock out it goes into hiding mode)

  • Little storage room (unit restriction)

  • No Corpstorage, no market (although with a remote market access would be nice)

  • Not much hitpoints/defense

  • Ability to hide (can be detected somehow) but no safety/emergency mode

  • Needs not much space/tiles

  • Tents don't stack on terrain

  • Mobile (pick up and set down at another place) and light, can be carried packaged by (example) HMs with those still having enough cargo space for ammo

Basicly it's the image of real life camping tents. Hope I did get it all right.

disclaimer: I haven't played that other game so I can't say whether there are similarities or not

In general, like you may have noticed most ideas were already there in one way or other. I advice you to use the related topics to explain it further and for your ideas to be found more easily.

  • lwf discussion is a perpetuum mobile *yawn*- if you want to discuss your idea further please use one of the existing topics (recent one) for it and explain it in detail

  • aoe attacks/weapons have been asked for a long time now, but somehow I loled at the glue part imagining a puddle of slime being thrown *shudder*; an aoe laser is a completely nogo for me if u think of a simultanious attack on a broader area - laser is highly bundled light, being spread it may only blind you

  • what do you mean with the new mantlet? a new outfit for your bot or to be able to switch on field the light frame versus a plated one?

  • scout bot: is a light bot (not light ewar) with a detection module not enough or do you want to take their main current purpose?

  • salvage bot already asked for recently here and here

  • module for liquids? no, we have only three liquids and already separate ammos for them, to introduce a completely new module just for some new optics is an overkill

  • base speed for bots is differs already for class; for mkII - they are normally lighter and thus a bit faster, but can equip more, have more hp/cpu/reactor/cargo and have at least one bot bonus more than mkI, do you want to exchange one of the attributes mentionend before for a lighter frame (=faster)?

98

(23 replies, posted in Balancing)

Like I said the bots cargo had already increased more than once after players asking for more cargo to be able to run their missions, like ville already said, if you increase it further the requesting of more space won't stop either.
I even remember one of those topics derailed in a discussion about reality and gaming because of one simple answer: we can't make the cargo bigger than the bot (and that difference between a light and an assault isn't even doubled)

Apart from the cargo question you also included to improve the modules and mission item volume.
To mission items: I still think their volume should be according to the missionlvl (since I don't run combat missions can't speak for them) - with transports this is done well, production missions sadly have really light components to collect (can run a lvl5 mission just with a light and hardly have a unit -.-). For a "hightech-item" the syndicate searches I would expect more than a half unit just from job description.
To modules: their volume is - okay. Here I think more of the other topics requesting that NPCs shouldn't drop as many (T1) modules as they do now - would solve that question, too.

Edit: changed weigth to volume - it was hinted to me that its confusing otherwise

99

(23 replies, posted in Balancing)

for the time being a lithus/scarab is enough - bigger bots are still in research but they definitely will come some time.

All in all: the cargohold of all bots has been expanded and loot/minerals adjusted already many many times that hauling is less nerve racking. Hauling is and should be the task of haulers (bots and profession) as it was the original idea, I don't think it was ever intended that your working bots specialized in combat/mining should be able to transport all the stuff you farmed for hours back just like air.
This may sound a bit harsh but thats whats coming from your request: if you (and I mean all players asking for more cargo space at other bots than hauler classes) get more cargo space at bots that never were constructed to carry much stuff - at the end haulers and fieldcontainers would become completely useless.

Edit: One analogy: either you buy a convertible sportscar to be speedy and goodlooking or a transporter to get all your stuff moved...

100

(14 replies, posted in Q & A)

Celebro wrote:
A.C wrote:

Change: Epriton is now liquid again.

Thanks for listening big_smile

+1
*hands up* big_smile