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Topic: [ANN] SatoshiGalaxy - Browser MMORPG + BTC Faucet {FOR SALE} - page 68. (Read 110006 times)

full member
Activity: 184
Merit: 100
CPU points increased! WOOHOOOOOO!  Grin Grin Grin

Thank you! Thank you! Thank you!


Unless you decide to also increase income then this statement makes zero sense. Yes, they would now need to make billions to cash out the millions they used to, but they would still be gaining at exactly the same rate they were grinding away at to try and make a million.

Wait, let me make sure I understand you. So assuming we go with 1:100 rate for play-money to satoshi, 1 single asteroid becomes worth 100 times less?

I hope I'm just missing the point here.

I'll send you a PM explaining things in detail when I get the time.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Update.

  • [BUG] Energy cost display does not always display correct value. (@?, @Quellzar)
  • [BUG] Planetary crafting energy costs are skewed. (@onlinedigger, @Quellzar)
  • [BUG] Slither Bp still available in several places. (@kakucis006)
  • [ENC] Remove Enforcers and Slicing Lasers from players' reach.
  • [ENC] Add 1 Ancient blueprint.

OK, so there were a few bugs and questions related to the crafting energy cost.
Now that the bugs are fixed, I can tell you with reasonable assurance, that:

- Different stations have different fees.
- Different planets have different fees.

So if you see those values varying, that's probably why.



Thanks for the new bug reports, Quellzar, kakucis006, onlinedigger. Everything has been added to the list.

Mauler ... can you tell with wich equipment it was?:)

It doesn't really matter, as there are no NPC Maulers.
newbie
Activity: 66
Merit: 0
1 thing to wishlist more, it will be really nice to have option to build more than 10 warehouses on planets.  Wink
newbie
Activity: 44
Merit: 0
Im noticing a few weird oddities here that id like to ask about.

the first being that if i try to craft 4 cpu's that are twenty energy each and i have 80 energy i keep getting told i dont have enough energy.

2. does the 80 energy hard cap apply in factories aswell?. i dont have the blueprints outside of a factory to test this but i think it was said that no single item should cost more than 80. at my factory at least, a basic reactor is 111 and an extreme reactor is 160 energy. is that because its an on planet process?. I mean manually crafting on a planet with a factory, not automated.

3. I mentioned yesterday that an armor plate was 44 energy per plate, now today its saying 66 per plate. was that an adjustment? or is it based on what ship or reactor im using? or just a bug of some kind?

If you could take a peek into these when you get a chance id appreciate it, thanks  Smiley
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
I'll keep my mouth and mind shut from now on  :-X :-X :-X

I was just trying to give your brains a jolt so you can get out of thinking of fixes and start thinking of solutions instead. There are plenty of micro and macro scale solutions for the issues in the game and I just tried pointing out one of the possibilities. Start thinking out of the box and those problems can be a thing of the past in no time.

Did my reply gave off a "shut up" vibe? Sorry if that's the case, cause it definitely was not the intention. All ideas on both micro and macro scale are always appreciated.

Unless you decide to also increase income then this statement makes zero sense. Yes, they would now need to make billions to cash out the millions they used to, but they would still be gaining at exactly the same rate they were grinding away at to try and make a million.

Wait, let me make sure I understand you. So assuming we go with 1:100 rate for play-money to satoshi, 1 single asteroid becomes worth 100 times less?

I hope I'm just missing the point here.



...

Your math and statements look correct, but I don't get what are you trying to say? Are you happy with the current system? Not happy? Help me out here :)
full member
Activity: 184
Merit: 100
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.

ah okay great  Smiley so it has just been made so you can't craft more than a single item at a time. Thank you for the clarification.


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

Unless you decide to also increase income then this statement makes zero sense. Yes, they would now need to make billions to cash out the millions they used to, but they would still be gaining at exactly the same rate they were grinding away at to try and make a million.


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).

Indeed this wouldn't work because once again that would just be a fix that needs another fix and another, and another, and another, and another, every week until the devs quit because the site is more work than it is worth.


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.

I'll keep my mouth and mind shut from now on  Lips sealed Lips sealed Lips sealed

I was just trying to give your brains a jolt so you can get out of thinking of fixes and start thinking of solutions instead. There are plenty of micro and macro scale solutions for the issues in the game and I just tried pointing out one of the possibilities. Start thinking out of the box and those problems can be a thing of the past in no time.


5leepyJoe out.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Its nice that a lot of players try this game. But the problem is - they dont stay too long. I have an idea why is that. The game has not complied with the current game market principles of selling a nicelooking packaged crap. I dont say SG should sell packaged crap, but at least should adress some issues.

...

Other than that. Maybe we should redo that battle arena pvp event? Its getting too peaceful.

And yes. Missions should be easier. By easier I mean, the mission should involve normal ingame behaviour, like transporting colonists from one gpd planet to the other. If its possible the missions should show the way how to fly to the desired sector on the map, or general direction of said sector.
Missions can be transformed to a very cool game tutorial if made right.

Typed out a 5-paragraph reply to this post but lost it all due to session lapse. :(

Please forgive me for not having the heart to type it all out again, I'll have to do bullet points

- Most new players leave as soon as they see there's "no game here, just some text".
- Remaining players do not understand game UI. They click random buttons and don't get any results. It's sad.*
- Remaining players leave after mining their first asteroid. "100 satoshi? Stupid faucet".

If you made it through the sign-up, can speak english, and mined at least TWO asteroids, you will stay in the game. That's what our stats show us.

It's either "1 asteroid and goodbye", either "2 asteroids and I'm staying".

*Translating the game into Indonesian, Russian, Chinese, etc, would help tremendously.

I think the 2/2 durability items is an excellent idea. Fully agreed on missions.



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  ;D

I think enough has been said since that post, but if you need any other clarifications, I'm happy to oblige.

And it's nice to see some positive comment for a change :) Usually people ignore all the good stuff and jump straight into nerfs.
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: 574
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: 574
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: 574
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.
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