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Topic: [ANN] SatoshiGalaxy - Browser MMORPG + BTC Faucet {FOR SALE} - page 68. (Read 109828 times)

hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Question: Does this mean the previous change made to the game where all blueprints are craftable in the Trucker is now null and void? Also, how would the large blueprints now be crafted seeing as other ships do not have enough space (I am assuming) to hold all the ingredients needed? Does crafting on planets also consume energy? (when the players use warehouses to craft, or maybe this is not possible at all, I haven't tried it)

Nope, there is a hard cap of 80 energy points. No single item "costs" more than that. This is sub-optimal (because higher-end items all fall into that range, despite the wildly varying cost), but at least it doesn't break the game.



The ways game balance is 'patched' for the time being seems to be things that are only going to cause even bigger headaches in the future. Please note this is my personal (and professional) opinion.

Absolutely.

If you want real balance on macro scale in terms of this being a faucet game then let me give you the formula 95% of real cash games follow because IT WORKS.

...

If this doesn't solve your problems then something much bigger is wrong here that we have no clue of. I hope it gives some food for thought.

It won't change a thing. Instead of millions of satoshi, people would just acquire billions of satoshi.

Same with introducing more powerful items that cost more. There has to be a cap somewhere, or this will become either a ponzi, either a endless power-creep scenario. Both are unsustainable.

(I.e., let's say we introduce a Trucker II, that has twice as much cargo space. And it would cost 10 mil. satoshi to buy. In the very short time, people would regain those 10 mil., but now we're looking a much larger problem - they can generate twice as much satoshi per click. Do we now introduce Trucker III, to eat away their funds? We can play this game for a long time, but in the end, we will lose).

Here's what really works great for MMORPGS in general: having no link at all between in-game currency and the real-world money.

Take World of Warcraft, for example. People pay the subscription fees. Those fees are what sustain the company. The in-game gold is completely untethered from this, and all prices can be fine-tuned to make the game as fun as possible. The rate of gold income can be fine-tuned too.

I don't know about any other real-cash games, that do not actually allow you to deposit. Those games are usually casino games (beneath the layers), and the house has the edge, plain and simple. Casino games are of-course easily sustainable because of this (they generate steady income, and players steadily lose money).

In SG, players always have the edge. Even if you cut gems, you will come out on top, if you repeat it enough times. Every single thing in the game works for your advantage.

So as you can see, there are a lot of conflicting interests tangled here. We could probably fix the game "once-and-for-all", by either:

a) Removing withdrawals completely
b) Allowing people to deposit
c) Adjusting the edge so you lose in the end

But that would go strongly against the founding principles of the game.

It's more fun to try to do it our way, even if it's not the most popular approach. Headache-inducing, yes, but as long as at least one person on this planet appreciates our efforts, it's all good.
full member
Activity: 184
Merit: 100
Update!

  • [BUG] Selling ships doesn't take durability into account.
  • [BUG] Equipment still stacks when it shouldn't. (@onlinedigger)
  • [ENC] Crafting costs energy now.*
  • [ENC] Doomsday is activated.**

* Crafters are still way over-powered. Expect more nerfs in that area.

** Because you guys can totally deal with it now.

220 energy to craft 5 armor plates o.O

Question: Does this mean the previous change made to the game where all blueprints are craftable in the Trucker is now null and void? Also, how would the large blueprints now be crafted seeing as other ships do not have enough space (I am assuming) to hold all the ingredients needed? Does crafting on planets also consume energy? (when the players use warehouses to craft, or maybe this is not possible at all, I haven't tried it)



The ways game balance is 'patched' for the time being seems to be things that are only going to cause even bigger headaches in the future. Please note this is my personal (and professional) opinion.

If you want real balance on macro scale in terms of this being a faucet game then let me give you the formula 95% of real cash games follow because IT WORKS.

  • Make the in-game currency exactly that, in-game or play money.
  • In-game money can then be exchanged for a withdrawal currency (BTC/DOGE) at an inflated rate.


What do I mean by inflated rate?

For every 100 in-game currency you can buy 1 sat actual BTC. That means to cash out the minimum 100 sats a player would need to make at least 10,000 in-game sats (or whatever you would call it). Of course this rate is merely an example.

It might be seen as too extreme, but as you can see it keeps things well in the bounds of what a faucet pays, and it eliminates ill gotten gains from exploits by players (such as kakucis and onlinedigger) and makes the millions they made from it a lot more tolerable. 1,000,000 would in effect only buy 10,000 actual sats. Once again bringing it well in line with what a faucet should be even for the most advanced players, botters, and just plain...well, cheaters.


Advantages:

  • No need for consistent silly micro management in terms of game balance.
  • Brings the payouts in line with what a faucet is.
  • Exploiters and botters make much less of an impact.
  • Players still feel like they achieve things in terms of the game because game income doesn't get continues and drastic cuts.
  • The in-game currency and prices can still be tied to the BTC price.
  • Virtually no changes have to be made to existing code, it can carry on as is. Devs just need to add a new mechanic for the exchange of coins and have the payout methods (faucetbox) pointed to the exchange balance of a player instead of the game currency balance.


If this doesn't solve your problems then something much bigger is wrong here that we have no clue of. I hope it gives some food for thought.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Sorry about that.  :( I was the only one who has bought enforcer bp, but not the only one who built ships. So, there are many people who knows about extra equipment, and all ships has extras.

To toecutter.
 There are more bugs:
  • Enforcer is cheaper than privateer
  • No changes when ships durability drops down to 0, all my warships are at 0 points for couple of days
  • Slicing lasers somehow impact to own ships durability, and very fast. If you shoot with slicer, your ships durability is gone in about an hour
  • Slither Bp still available in several places.

And one more time, sorry about not reporting[/list]

Yeah, you weren't the only one. Don't worry, nothing is going to happen to your account, but those 2 slicing lasers are going to be removed.

Thanks for the reports!



Energy costs of mass crafting is bugged. Its only take the energy amount of 1 item not all combined.

Thank you! Fixed.



How it can be possible when there is 20.000 satoshi fee?  ???

There is no fee. Where are you getting that info from? And the minimum is 1 satoshi, not 100 :)
hero member
Activity: 560
Merit: 500
Energy costs of mass crafting is bugged. Its only take the energy amount of 1 item not all combined.
newbie
Activity: 66
Merit: 0
So is that how kakucis got slicing lasers?

Sorry about that.  Sad I was the only one who has bought enforcer bp, but not the only one who built ships. So, there are many people who knows about extra equipment, and all ships has extras.

To toecutter.
 There are more bugs:
  • Enforcer is cheaper than privateer
  • No changes when ships durability drops down to 0, all my warships are at 0 points for couple of days
  • Slicing lasers somehow impact to own ships durability, and very fast. If you shoot with slicer, your ships durability is gone in about an hour
  • Slither Bp still available in several places.

    And one more time, sorry about not reporting
member
Activity: 130
Merit: 10
Update.

  • [BUG] Ships built in wharfs come with equipment.*
* This is the first serious exploit that WAS NOT reported in time, or at all. Not cool.

Wow, that is definitely NOT COOL, considering all the free satoshi, free who knows what considering certain ships built like enforcers, I could only speculate they come standard with what NPCs have.... I always wondered how certain players got so far ahead of what I've been able to craft...[/list]
newbie
Activity: 48
Merit: 0
So is that how kakucis got slicing lasers?
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Update.

  • [BUG] Ships built in wharfs come with equipment.*
  • [BUG] Defense Grids do not shoot back at NPCs.

* This is the first serious exploit that WAS NOT reported in time, or at all. Not cool.



Crafting was always too good. Compared to everything else in the game. No cooldowns, no energy costs,
unlimited supply of source ingredients. It's just not fair to miners and hunters who actually have to spend
all those AND risk being killed at the same time, only to generate 1000 times less satoshi per minute.

It will not affect newbies at all, unless you consider 1 energy per copper plate a horrible price to pay.

Sorry for short reply, I'll add more comments as soon as I regain some brain power.
newbie
Activity: 44
Merit: 0
Great. Sorry for you taking it personal. Youve just taken your ticket by random. It was just starting to be a tradition that everyone wishes the canishes here when they dont take responsibility of the project.

Devs as a balancing act could lower bps costs. That would help new players - lowering costs not increasing yields. But as ive said - they take financial and playerbase responsibility.

No problem man, Its become a very widespread thing in a lot of game forums so i do get it. And the balance of a game like this is even finer to maintain im sure because of the fact that its a faucet game as you mentioned.

Lower bp purchase prices would certainly make it a little friendlier for people trying to break into crafting yeah

hero member
Activity: 560
Merit: 500
Great. Sorry for you taking it personal. Youve just taken your ticket by random. It was just starting to be a tradition that everyone wishes the canishes here when they dont take responsibility of the project.

Devs as a balancing act could lower bps costs. That would help new players - lowering costs not increasing yields. But as ive said - they take financial and playerbase responsibility.
newbie
Activity: 44
Merit: 0
Right now if you want to have satoshi you do crafting everything else gives normal faucet gains which is low. And this is faucet game - so it have to be in plus rather then in minus. So in other words - you do crafting they lose. Simple economics. Yes people dont pay out. True. Thats why it might become ponzi scheme, and we all wouldnt want to have that. Dont we. Better gradual small changes then the BIG ones later that drive every player out.

Fair enough, I dont think theres any real disagreement here then just difference of opinion on degree of change but thats not our call anyways.

Overall I just didnt like being called a whiner for asking lol Wink no worries though, i get where your coming from
hero member
Activity: 560
Merit: 500
Right now if you want to have satoshi you do crafting everything else gives normal faucet gains which is low. And this is faucet game - so it have to be in plus rather then in minus. So in other words - you do crafting they lose. Simple economics. Yes people dont pay out. True. Thats why it might become ponzi scheme, and we all wouldnt want to have that. Dont we. Better gradual small changes then the BIG ones later that drive every player out.
newbie
Activity: 44
Merit: 0
Name calling? You mean whiners? Well. It was whining wasnt it? So its not offensive per se. Purpose of every balance is to balance each elements isnt it?

Sorry if you view that as offensive, but thats how i see such a hostility towards any rebalancing. It happens in every game by some sort of people.

thats cool man, this will make a grand total of my 8th post or so on here so i dont really get how you lump me in that group of people though really. and no to me asking questions isnt whining, its seeking understanding. whining is complaining without a care for the reasons or justification why its been done, im not trying to complain simply understand. big difference in my opinion but everyone sets their own limits i guess.

in broad terms yeah, balancing is done to achieve balance very true, was simply trying to learn specifically what was being balanced by this. and it could well be that you are right, crafting is too good in general in their opinion. given the in game options available im just not sure what people are expected to do instead to balance it out if crafting is pulled back too much.

you say your feeling compelled to do too much crafting, i can understand that to a degree sure. if you werent doing that crafting though what would you replace it with that would be anywhere near as constructive out of curiosity? maybe theres something im missing completely here.
hero member
Activity: 560
Merit: 500
Name calling? You mean whiners? Well. It was whining wasnt it? So its not offensive per se. Purpose of every balance is to balance each elements isnt it?

Sorry if you view that as offensive, but thats how i see such a hostility towards any rebalancing. It happens in every game by some sort of people.
newbie
Activity: 44
Merit: 0
Another change, and another whiners. Jesus. Crafting was overpowered. Period. Thats nothing to discuss here. From balance point of view it had to be done. There is only a question if its too harsh or no. And no. Im not too powerful for that to not affect me. Ofcourse it will affect me, and im happy about it. I was feeling complied to do way more crafting than it was fun. Mass crafting even if totally boring was too profitable to miss previous to changes.

And changes wont affect newbies at all. If it will then mining will be increased and it will even out.

I would like to remind you that its faucet game. Crafting requires a little to no clicks and can make you a lot of satoshis. So its necessary from a developer point of view to keep the game alive.

Thats just my opinion. I would suggest leave your complains about some of the values that are too high or low, but for me its a good way to go to keep the game alive.

Wow man, sorry my asking for clarification of what the purpose of the changes were was so offensive to you you had to resort to name calling lol. is a tad silly to react like that if you ask me but whatever dude. your suggestions are noted and essentially ignored simply because if you bothered to read the post i wasn't exactly complaining just pointing out some things i didnt personally understand about what they were trying to do, i dont see anything wrong with that.

and yes your right i didn't totally understand the point and specifics of it, that is why i asked for clarification. I cant just magically pull knowledge out my ass like some people seem to think they can. thanks though for your ever so constructive criticism, it was so very useful Tongue
hero member
Activity: 560
Merit: 500
Quote
]Stop getting upset over people that don't share your view, you can't always be right  Wink

Im not upset. I just see misunderstanding of a concept of a faucet game. Im just pointing this out that its not a wishing contest. When did Ive got upset here? Like.... never?

I havnt argue with anyone here. Ever. Ive just pointed out the bad whining habbit.
full member
Activity: 184
Merit: 100
Another change, and another whiners. Jesus. Crafting was overpowered. Period. Thats nothing to discuss here. From balance point of view it had to be done. There is only a question if its too harsh or no. And no. Im not too powerful for that to not affect me. Ofcourse it will affect me, and im happy about it. I was feeling complied to do way more crafting than it was fun. Mass crafting even if totally boring was too profitable to miss previous to changes.

And changes wont affect newbies at all. If it will then mining will be increased and it will even out.

I would like to remind you that its faucet game. Crafting requires a little to no clicks and can make you a lot of satoshis. So its necessary from a developer point of view to keep the game alive.

Thats just my opinion. I would suggest leave your complains about some of the values that are too high or low, but for me its a good way to go to keep the game alive.

Stop getting upset over people that don't share your view, you can't always be right  Wink



Im not exactly the fastest earner in the game by a long shot but was finally starting to feel comfortable investing in some more expensive projects for myself and exploring the options in the game but from what i can see this change in energy requirements basically means a slow down of all crafting across the board unless you can dump a bunch of sat into expensive reactors and such. meaning basically that the more sat you already have the less you will be effected by this. and the further down that chain you are the harder its going to hit.

If thats the case i dont see how this is going to change much of anything regarding those you might refer to as "overpowered" but will hit low lvl players like a hammer.


I fully agree with this.

I've been saying for a long time they keep implementing things that make it harder and harder on the beginners, yet leave the advanced players mostly untouched, instead of implementing things that keep the more advanced players more invested into the game. Sadly this trend continues. Instead of an increase in regular players and the over all user base I predict a rather sad decline.
hero member
Activity: 560
Merit: 500
Another change, and another whiners. Jesus. Crafting was overpowered. Period. Thats nothing to discuss here. From balance point of view it had to be done. There is only a question if its too harsh or no. And no. Im not too powerful for that to not affect me. Ofcourse it will affect me, and im happy about it. I was feeling complied to do way more crafting than it was fun. Mass crafting even if totally boring was too profitable to miss previous to changes.

And changes wont affect newbies at all. If it will then mining will be increased and it will even out.

I would like to remind you that its faucet game. Crafting requires a little to no clicks and can make you a lot of satoshis. So its necessary from a developer point of view to keep the game alive.

Thats just my opinion. I would suggest leave your complains about some of the values that are too high or low, but for me its a good way to go to keep the game alive.
newbie
Activity: 44
Merit: 0


* Crafters are still way over-powered. Expect more nerfs in that area.


Not looking to be a pain in your ass or anything toecutter but would it be possible to get some context to go with this comment. For example overpowered in regards to, or in comparison to what exactly? and in what way. 

Im not exactly the fastest earner in the game by a long shot but was finally starting to feel comfortable investing in some more expensive projects for myself and exploring the options in the game but from what i can see this change in energy requirements basically means a slow down of all crafting across the board unless you can dump a bunch of sat into expensive reactors and such. meaning basically that the more sat you already have the less you will be effected by this. and the further down that chain you are the harder its going to hit.

If thats the case i dont see how this is going to change much of anything regarding those you might refer to as "overpowered" but will hit low lvl players like a hammer.

for reference purposes, id toss myself in at mid level maybe as a guess...

its just a bit hard to see what exactly was being aimed at here at the moment and so it just kinda seems like a gut shot out of nowhere. some of the energy rates are pretty bloody steep. some items can no longer even be crafted in a trucker which is kinda the go to crafting ship because they require so much energy to produce one unit that its actually impossible. the armor plating as i pointed out below needs more than even a privateer can have to craft only 5 units....... making a trucker full would now be basically an all day operation. Is the enforcer now supposed to be the go to crafting ship?

any clarification you might offer on all of this would be greatly appreciated.

On the flip side though, thank you guys a million times over for the mhz increase  Grin
newbie
Activity: 44
Merit: 0
220 energy to craft 5 armor plates o.O
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