hi
the price of gold ore was 39 and then I bought 160 ores and the price jumped to 51 per ore. Then price went down to 41 and bought 60 ores again and the price jumped to 61 per ore. This is not normal. You said slight change of price (this is slight for you).
Blueprints are useless because of high prices. I dont want to jump to other sectors just to buy ores.
I would rather have cooldowns than this. Are you planning this to stay
Congratulations you have now made your game:
Answer a) improve the game
Answer b) worsen the game
Answer c) nothing at all
Answer d) Look for your own answer
I'll take a break. If you are looking for me you can find me at Steam under the name "rehbell" and ask me a friend request. I wish you all the best and hopefully see you soon.
It might be rough around the edges, so some tweaking could still happen. But the new system presents more opportunities, if you care to look for them. (So I would pick answer "a", honestly)
Like I said, if you think there's something way off, just report it here and we'll look into it.
Bug report: When you hail a station, then travel to other stations, they are in a "hailed" state when you first approach them, but the information they display for prices is incorrect. I don't know what information they are displaying, but it doesn't match up when you actually dock.
OK, I feel bad for this feature because it's completely unexplained anywhere. Here's how it really works.
Each sector, planet and station can have "notes" attached to them. You can see and edit those notes on the Map page. The portion after the "----scrubbed:" part get replaced automatically each time you press "take notes" button on station/planet or when you hail the station. (The portion before the "----scrubbed:" line will not get replaced by any of those methods, so here you can have your own scribblings).
When you target a station, you're simply shown those notes that you have. Same notes that would show up on the Map screen.
It's pretty confusing, hope that made it more clear.
I would suggest to lower at least by 50% wharf repair base price and allow some buildings along with the wharf that every xx minutes can shoot 1 repair with random amount.
That's actually a pretty cool idea, thanks!
hey toecutter, what did you guys do to mess up our cpu?
It was ajax'ified approaching to blame. Tremendously sorry about that, it should be fixed by now, and I've restored all your CPUs.
Before, I would have just thought that the energy bar refresh isn't synced properly,
I was hoping I explained the situation rather well last time, but apparently not. :(
Let's say you have 49 energy and your energy rate is +10 per minute. That means that at no point in time, will you have 50 energy. It will stay at 49 for the whole minute, then jump to 59. That's server-side. In the meantime, client shows an estimated growth animation.
We did "something" in SG2, we turned off the "growth" animation completely, so you just see those bursts and don't get tricked into thinking you have the desired "in-between" amount of energy. However, that tends to under-estimate it, instead of over-estimating. The proper fix would be to obviously grow the energy by second fractions, server-side. This not possible with current architecture :( As you might imagine, this is bugging us a great deal, but there's simply not much that can be done (unless the server is re-written completely, which hopefully
will happen at some point in the future).
Do you think an option to turn off "growth" animation in SG1 would be helpful too?