76

(32 replies, posted in Feature discussion and requests)

-1
Don't  forget, how it was before we had probes. Without probes, every tp had an Arke waiting. This would be today most likely a shielded castel. Too many of them were macro controlled.
That would be no difference for those using macros, but would be a severe drawback for those playing without macroing. Plus there would be no fun in neuting probes....

77

(3 replies, posted in Bugs)

Yes, edited this correct smile. Squad member

Edit: Weird thing is that relog helps until the next docking, than it is gone again

78

(3 replies, posted in Bugs)

I had now two times the case that an transport assignment is not updated to squad member and squad member could not help in fulfilling (pick up of stuff was allowed, but delivery denied).
The error message on delivery is "This facility is currently not active or the objective has been already completed."
But the delivery point is correct, just needed to drop container to exchange the stuff

79

(44 replies, posted in General discussion)

Grendizer wrote:

If this is so, then there is definitely something wrong. Further, today while grouping with some folks my game froze during an encounter with about 10-12 other bots. It booted me out to login screen where i had to log in again to find that I my bot was destroyed. I have also had the game crash twice while just running around doing nothing or harvesting. Ill take a look around the bugs forum.

This could also be an issue with your provider doing some traffic handling. As far as I know the game could be errornous be considerer Peer2Peer Network. Some provider handle this traffic special.

Grendizer wrote:

I would have liked to do some these deliveries but like I said, its a waste if it is unclear whether or not I can get into a terminal after a long haul. My rep with ethos was about +9 when i went to public gamma and it just says that I do not have enough faction. I also cannot get into other terminals around my own home area like Nauwy Outpost in Hokkagaros where my faction is fairly high. So I really dont understand the problem. If someone can enlighten me about this issue I could do some of those deliveries.

Your standing with all Player corp is  0 as long as you are member of a start corp. In a player corp it can be -10, -5, 0, +5 or +10 (see corporation management button => relaition => achieved reputation when you are member of player corp).
For beta bases you can see docking rights on map without even entering the island by checking on map if there is a sign next to base indication you are not allowed to enter (traffic sign => red filled circle with white bar inside)

And btw I'm sorry for the bad market situation. This is topic to other threads here, it would not be ideal in any case atm, but the removal of spark teleport and the NIC flood due to assignment gave market two severe hit.

80

(19 replies, posted in Guides and Resources)

The guide assumes you are a new industrial corp player.
In your special case ceate a second agent on same account or new account, start industrial.
In that case you start with Argano and Sequer instead of Prometeus and Baphomet. And have also the extensions already to use those bots. In general that is not best idea, and you will need a week to get those 10k EP your missing today.

For mineral price: an Argano cargo load of Titan is not much worth but should still 300k, but you should see, that an industrial starter fills his Argano in rather short time, empty it in can and continue mining

Inda wrote:

Can we have missions at Gamma? Hence the new missions are exists?

If I could do harvest assignments on gamma It would break the game.

I would like them to never spawn at places that cannot be reached at all as I have an artefact on a small island that could only be reached if anomaly would spawn on that island.

But it would be easy abused, if terrain that coud not be reached without teraforming or attacking of enemy base would have no artefact.

83

(3 replies, posted in General discussion)

in this game you expand cargo hold by taking the next larger bot. And if you think about it, cargo expansion as module has no useful meaning, at least on alpha island it would need a real major drawback to have some people not using cargo expander on haul bot if one would be available.

I like the overall idea behind to have a mechanism, that means having now 1kU Epi is no guarantee for you to never ever need to mine again.

Several suggestions above would be bad idea for stuff of corps that is locked on a beta station.
There will be always a corp that is not able to access its beta stuff for long time, so this would prevent player from bringing stuff to beta instead of encouraging the player to bring some stuff to beta.

BTW define reserves that should degrade. Ores, Bots, stuff, Beacons, teleports, NIC, Token, ICE? If you think about it, you see it is not easy to seperate as everything has its established worth.

I don't like the way the Devs doing now, by inflating token and NIC in a large step, but in general a light (and controlled ) inflation is what keeps the world running. Just check history to see what uncontrolled and large inflation does to economy. PO is a sandbox, but several mechanism are here valid as well.

Right now the maximum price for market orders is 1.000.000.000 per item. With actual inflation this limit prevents selling of HM MK2 in near future.

86

(44 replies, posted in Feature discussion and requests)

Annihilator wrote:

actually, its not true.
unless you consider Agent "bleur" and "Toninu" a large defense fleet. 
it needs a much larger fleet to make it work against a proper built base, since anomalies spawn random.

An anomaly spawns random yes. But it is easy kill those anomalies too far away from turrets to be useful and stick to the ones left.
If an anomaly spawns within buildings you jump with sequer. If there are two agents alone on base they can neither kill anomaly in every second, as this would require to constant dock-undock to see the new anomaly spawn or be within detection range nor is it enough to have two agents to kill a sequer poping through before he can do harm unless you are 24/7 constant active with no second reaction time.

Last problem is, that killing anomalies damages buildings which means your are constant busy repair some stuff as well, if you kill every anomaly.

I was several times there to see someone jumping through a new anomaly checking if every thing is fine, bring second agent with Sequer or Lithus place bomb and sometimes even leave.
Maybe you should ask Inda, he knows enough stories how to do this.

87

(44 replies, posted in Feature discussion and requests)

It is a two stage problem, as Dev Zoom already declared the complete problem in other thread.

The mechanic of tp anomalies on gamma is game breaking, but till now intended by Devs.
The problem is, that a real Bug in combination with broken game design leads to the fact, that best attack force for a well defended gamma base is atm a sequer fleet with bombs. As it doesn't matter if base has turrets or not you can do severe damage and only way to stop this would be a real large defense fleet 24/7 active.

Nobody with sane mind can say that this is how it should be.

88

(44 replies, posted in Feature discussion and requests)

This issue needs to be looked into urgently.
Right now, Gamma base attack is "teleport anomaly online" instead of what it should be.

Annihilator wrote:

they are ALWAYS the loser.

Not in that term. Each new player is aware that he needs to spend more time for same stuff than a veteran. This is nothing that differes PO from other games.

The new player lost are those not able to buy any equipment right now regardless if they would like to spend 5x the NIC it would have costed 2 month ago. Just check markets for stuff you would like to see on every market and see how empty markets are at this moment.

ATm the new player are the real looser of market. And wait till it adjusted itself is by far too late

NIC is a resource. This resource is now ~5 times as available as 6 month before.
The fact alone is not the sole problem, but the fact, that it is instant implemented and never ajusted.

Imagine if you bring patch that increase mined amount by 5 or reduce mined amount to 20% to see what you did there. Such changes need to be slowly adopting with a lot small steps over 1-2 year time frame, not in one patch.

Together with still not correct bot patch, still buggy gamma and the patch that rendered existing Gamma bases in defenseless bases over night you have some issues to see why a real lot veterans left game the last 6 month (we have today similar playerbase than 6 month ago, but at least 50% of the actual player base were not active playing the last 12 month => imagine how game could be if it would have been possible to stop those veterans from leaving)

Even with rather short _typical_ ping I encounter especially in evening hours, but also when larger squad are moving or sometimes because of bad luck sometimes a protection timer beeing complete down, before client displays even terrain. Never nice to have direct TP in Terminal, but had this some times without living on the other side of the world.

93

(6 replies, posted in Open discussion)

Well to be fair most tickets are reacted on a short timeframe, but some tickets seem to get too low priority and seem to get forgotten which makes it sometimes nasty.

Next week my oldest still valid open ticket gets 2.5 years old and concern imbalanced market price difference for ammo among different islands. Not a direct bug, but confirmed unintended and still not fixed.

My oldest open ticket up now was not accepted to be a bug and I could archive it today after removal of spark teleport made it obsolete. So in fact this thread helped archivating several obsolete tickets, as I inspected the old tickets.

In fact we have 1 island for all starter for the first ~2h. And if you think about the following time, we had something similar in the times of the golden triangle, when you could visit all 3 Starter Terminal within 15 min.

So I agree that starter should see more activity in game, but I don't think that this could be improved by having all starting on same island in "real game"

95

(18 replies, posted in Balancing)

To a certain degree you can influence drop rate by the priority in which you open the stacks.

96

(2 replies, posted in Bugs)

You can see this happen also on Batteries not connected to reactors. For reactors it is sometimes difficult to prove the difference to before. And yes not every base seems to be affected

97

(30 replies, posted in News and information)

I urgently suggest you allow those players who are now in negative EP to downgrade some extensions to get back to at least +2000 EP without speding credits or reimburse credits needed for do this.

I hear a lot complaints of new players who spend their EP in a not ideal way and need now to wait for several month to spend the the next EP right.

If you have spend your EP in wrong way and need now say 1000-2000 EP to correct this by adding a necessary extension to have the fit working, you don't wait 2 months playing active. A player new in game will not even wait 5 days.

Annihilator wrote:

looks like its around 60 atm, probably mostly vets.

The hour you wrote this statement had a steampeak of 53 agents, I think it is still safe to ensure, that there are always more player online as steam agents logged in, as majority of agents is not on steam accounts and a lot player have no steam at all

One part of this problem is there since the balance patch last year, now an mech or HM can be very fast compared to an hauler.

But several other factors determine the speed a caravan closes up.

If you observe a caravan NPC group passing by, you could notice, that usually none of them moves straight line with full speed. The larger the group, the more obstacles on terrain the more they have a zigzag course. This zigzaging allows you to be faster on long term and only if they sprint towards you, you loose. This changed in my feeling since 3.7.1 patch on gamma to be less zigzag. I assume that your modification of terrain blocking has this side effect.

Before the  3.7. patch, the island layout on beta had several implications on the Obs way that lead to the fact that you could easier get out of their way.

All these points summed up lead to an overall increased problem where we had no problem one year before and now step by step unless it feels like a problem as the moment you see obs on your radar might be the moment you already lost your bot. If you move with half the speed of them you can only escape if you manage to move sideways out of their path for more then ~400m in the time they close in.

100

(6 replies, posted in Balancing)

You are right that having higher extensions is not on first glance effort, but on second. Consider the extension needed to move 5kU around => Indu bot control, glider control, navigation Nexus.

You don't need to be able to move anything better than sequer, but you will not be able to finish this assignment in 1h when you lack extension to move Lithus/Scarab. In fact I would say, every sane person aborts this assignments, when not able to use a bot with more than 80U.  So in fact this assignment requires some higher extensions, but none production related in order to do it proper.

My point is why should a production assignment perform better for hauling skilled agents, than for production skilled agents? It is safe to assume that a typical production agent has at least 5% less speed due to nexus than an haul agent for the first 1 million EP.