51

(26 replies, posted in General discussion)

Crepitus wrote:

Someone was talking on TS about this earlier today and said that they reduced the number of boxes they had propping the game up not sure where they heard/read that.

This is stated by Dev Zoom here.

I can support the feeling of lagspike  and as servers didn't move just reduce number of servers it seems that server might now faster produce a spike, that was earlier usual to real high load consuming tasks. But as number of players did decrease this should be roughly similar to the time with far higher activity just beeing now far more often, than we were used to the last 12 month.

52

(54 replies, posted in Bugs)

Why wasting your time as  forumwarrior instead of showing us how a gamma base without Colixium might look like.

53

(54 replies, posted in Bugs)

You need just some Colixium to reconstruct energy wells (a task necessary several times a week).
You need far more Colixium if you like to build High Tech infrastructure.

I like the mining tower, but if it is not possible to fix mining tower within 6 weeks in a way that we can use it, they should not be mandatory for mining, as it is illogical that we are forced to move Colix reserves from Alpha to Gamma just to maintain basic construction tasks.

54

(141 replies, posted in General discussion)

Nice video. In my memories it is less than 3 years now, but checking time it was indeed 2013. This fight had nice ups and downs.

I consider this issue as serious as Inda does, so the question is, when will it get patched? It is now more than a month since it should have been patched

It might be my provider but I feel higher latency (= more client freeze) when client has to load data from sever while ping is still same as always

I think it is meant to loose a bot when undocking with tzoo few HP in front of a heavy MK2. But Ville has right, the timer has to be independent of loading time.
And if it is only one volley between dock and survive, it will be hard to argue, that he was meant to die in any case.

When connection is good you have ~10-15 sec between end of syndicate protection and molecular stability, when connection is bad (or there is high server load as I experienced myself) or your system is slow, the worst thing that can happen, is that you are dead before molecular stability starts running. And I have very often a spread between protection and stability that varies from 25% of stability without protection to 80% stability without protection.

58

(7 replies, posted in Bugs)

At least the direct crash is fixed, thanks

59

(21 replies, posted in General discussion)

Fist question for what purpose do we need more  gamma islands?
For player not related to a corp beeing able to dig for artifacts? Or is there someone out who is not able to build a gamma base, while he would like to? I have some objections if the first would be the case and really doubt the second.

I think Rolafen brings the most important point into play.

The question is not as much, if we need 6 more islands as more how to connect additional islands.
Bad connected 24 more islands would vanish, while good connected 3 more islands would give more than enough playground.

60

(6 replies, posted in Bugs)

Would you accept if turrets have a thermal hole?
I would say nothing if the anomalies on red island would have different hole, than on blue islands.

61

(6 replies, posted in Bugs)

Annihilator wrote:
Goffer wrote:

I'm not sure if this is a bug or purpose, but resistances of TP anomalies are severe unbalanced

wtf. there is one thing ingame that is hard to kill with chemo ammo, and you call it a bug?

I'm not talking about high chemo resistance. I talk about an resi hole in one type which is a clear difference for me.

I'm against the 1 corp 1 terminal solution. The first obvious flaw is that if you like to take new terminal, you would need to get rid of your old before.

Second flaw is that you will never find a good number preventing veteran players to have alt corp and allow new small corps to participate as well. Ofc it is never meant to have beta terminal with 5 agents corp, but a small corp with 20 active agents needs to be able to participate in beta.

And you can clearly see the obvious solution at the moment happeing very often that an alliance of 3-8 corps uses cross-corp-alts to ensure even if one corp has no "native" player logging in, that corp can do its SAP.

63

(6 replies, posted in Bugs)

I'm not sure if this is a bug or purpose, but resistances of TP anomalies are severe unbalanced

Hunter wrote:
Crepitus wrote:

The Bad:
* Spark teleport has been removed. I understand the issues and the highways help but I still can't help feel the loss of convenience especially for my industrial accounts. I would have preferred that everyone just receive the same amount and remove the skill say 2 or 3.

Yes, you can't teleport a whole alliance to kill somebody under terminal. And this obviously bad for you. But you shall not.

The spark mechanism to beta did a lot bad things. But the missing spark between alphas and especially alpha and gamma is one out of three reasons, why you see empty markets or have to pay ridiculous high prices for stuff.

The flaw is, that if you allow for producer/seller to spark, you cannot prevent combat pilots to spark as well.

65

(54 replies, posted in Feature discussion and requests)

Line wrote:

Masking debuff, as Anni proposed, is fine and solves possible problem.

No it doesn't solve any problem. Up to now, no alliance is strong enough to guard its base 24/7. with 2000m effective range you could easy destroy one turret after the other. 5 HM would need 2min/turret with this setup. This would open every base within an hour.
The more critical thing is, that this setup would mean you do this with semi afk agents, you place on ground, lok target and forget till target is done.

2 Player could do this siege easly with less than 10 accounts.

66

(54 replies, posted in Feature discussion and requests)

Jita wrote:
Ville wrote:

It happened to three bases so far in gamma 2.0 and both where successful.  You just don't want to put in the effort needed to do it.

Its not frontal if you use beacons jumps that doesn't exist any more or bombs.

There have been no gun vs gun fights ever.

Think you should have spend some time in those bases to see what had happened. Fight weapon vs weapon is how it should be and how it was done.

Beacon jumps are used by exactly your cooperation for siege in. And you should know this, as JOKE guys were involved.

67

(5 replies, posted in Bugs)

Normal Indi should only spawn indy. But Star Beacon have 3 random combat NPCs of 5th Tier in first wave.
As soon as you are able to deal with 3 random assault solo, you can still solo small industrial star beacon, it is just not as easy as it was once. For Mech beacons I strongly advice help smile

68

(8 replies, posted in Open discussion)

My experience is that beacons at all lead to a lower drop of equipment above T1 than doing normal NPCs. You have now more effort doing a serie of beacons than doing NPCs, so at the moment you are far better doing normal NPCs or Combat assignments than doing beacons.

69

(8 replies, posted in Open discussion)

I did some after change, and feel that they are still valid for noob training but star beacons are real tough so nothing for noobs and I could not imagine to do on gamma a beacon session at the moment with normal beacons as the risk vs reward is not balanced at all

DEV Zoom wrote:

Average time it takes to finish a level6 combat mission: 3 minutes (from our own statistics)

Would you mind to check all those assignments that require more than 5 minute pure walk time with plated HM?
My lvl 6 combat assignment experience must have been on a very bad spot.

There is a hard limit on 1,000,000,000.000 no limitation to digital representation for this value, nor can it be limit of decimal places. It has to be a constant in code.

HM MK1 are atm around 100M, but Scarab mk2 is near that price limit. T4 modules have now 5-10 times the cost before patch. If you consider ~150,000,000 as worth before patch, and multiply it with 10, there could be offers of 1,000,000,000-1,500,000,000 reasonable in some weeks.
And for a black bot, the marketprice is for sure above 1,000,000,000, Jasdemi requests 5B.

72

(9 replies, posted in Bugs)

Bug is still in game. I think it should be fixed asap, as it can be game changing.

73

(6 replies, posted in Balancing)

What is wrong with trading on normal channels?

I agree that tokens still need a weight and there should be still risk left.
I wrote divide by 10 because you should not need hauler to move your tokens away after an hour combat assignment and you should not need to run 2 Scarab full to buy one bot.

Please reduce token volume by 10.
With the new patch and the inflation of tokens, the worst problem will be hauling of tokens.
100k Token for a black bot would be today 1kU to haul to terminal.