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Topic: [ANN] SatoshiGalaxy - Browser MMORPG + BTC Faucet {FOR SALE} - page 75. (Read 109828 times)

full member
Activity: 184
Merit: 100
Hearing about downtime last night and players having many issues while playing this morning.

Should we expect more downtime today?
full member
Activity: 184
Merit: 100
Hey toecutter,

Something is seriously wrong with the blueprints tab in stations. A lot of blueprints are now missing for the past few days (guessing since the update and trying to add the missing motherboard blueprint).

Circuit blueprints are entirely missing in all the stations I've been in. I travel from Alhena to terebellum-e at least 2 times a day and all the stations have that problem.

Also the text is some light grey or blue colour (this might have been intentional).


Regards,
5leepyJoe
newbie
Activity: 51
Merit: 0
same for me, page isnt working....at the begining was more often, now przemax is right, is happend rarely with ion torpedo but is happend from time to time
hero member
Activity: 560
Merit: 500
Page seems to not work for me. Sometimes I had an issue with ion torpedo as well as darrky but its not so often.
newbie
Activity: 51
Merit: 0
i think now i find another bug...i suposed shooting rockets is not a bug, i can kill them with beams....problem is when i try to shoot a ion torpedo, when i press target will throw my out from the game and apear that error with try again....i suposed is a bug, becouse shooting normal rockets is ok, only when i am trying to shoot ion torpedos will throw me out from the game...when i left this game many months ago i was realy bored...not the thing with planets war, to fight with others give me a motivation to came back in game and probably to stay for a while...showing my skills in guerila tactics and not only Smiley) for me is much more interesting now, but i see the point of people that are noobs and is realy hard to advanced now then before....
newbie
Activity: 51
Merit: 0
i will give up with that bug if u dont want to undestend or at least to try to test it.....even if it show me that i switch, i cannot move any ship from outpost if one is wreched and other is repaired until the one wrecked is not full repaired to, this happend only is about 2 privateers....when is a privater and a noob ship is ok , it work fine...i am thinking that is happend becouse are 2 ships of same type and game is not programed to  see it, or dont know...for that reason it tell me that i am already pilotating that ship with red...after i pres undocked it tell me that i dont have enough energy...even if it show me i switch the ship, i mean the wreckerd privater with the repaired one will not let me leave outpost telling me that i dont have enough energy...only after the 50 minutes past i can move from there, i can explain simple then that...if u can test it you will see that i am not talking unbelivebele stories, is not in my interest to lie.....about crafting, the peoples are right, u nerfed it to much and will be hard for noobs.....once 90% of mining materials or even more is copper u cant let the copper market to noobs....i am not interested in this becouse i am not mining anymore, but with this nerf they will have alot of hard days....i suposed u dont want to give me any clue about orbital canon, maybe a riddle Smiley) thanks for answer, and i will not insist with that bug...if u dont belive me and u dont want to test it, probably with not be other then me that will do like i am doing with more pirvateers...time will tel us....
full member
Activity: 184
Merit: 100
That would indeed work rather nicely. OK, you might expect your half points in the next update.

But seriously, I feel that we have failed you on a much deeper level if you have to smelt copper over and over.

Honestly I don't mind it that much. I view it as part the beginner grinding phase before you get to the next level. Once you are more advanced, judging by players that I view as such, everything is relatively easy and grind free. So when I eventually get to the point where I can invest in advanced blueprints I feel like things will become much less grinding by a huge margin.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
- Skill progress, everything I'v crafted so far seems to give 1 skill point each, for example the 40nm PCB costs 1 copper plate giving 1 skill point. While the 20nm PCB costing 8 copper plates gives 1 skill point aswell.
The plan (not currently implemented) is to make some crafting give you zero points, if it's too easy for you. So you'll have to move to more difficult items. But giving more points is also an option, we're still evaluating the best approach.

I knew I forgot a medal somewhere.



Yes the zero xp from copper is really really bad idea. It should be something at least. It wouldnt hurt so much as its always that smelting is the highest skill for all players. Nerfing copper a bit should keep smelting in average skill level range as the all other skills.

Nah, you can still complete 1/3 of your WHOLE Smelting journey by ONLY doing copper, even with current rules. Which is still kinda too good.

Like I said, you either Smelt copper either Skill up Smelting, and sometimes those 2 coincide, but not always. When they don't, you have to choose what is more important to you.

However, the real problem does exist underneath, and you guys have outlined it perfectly. It is actually much more serious, than those 0.01 smelting points (which shouldn't even matter much if you are ONLY doing copper, and already NOT burning any).

Yes, that big hole gamepay hole after circuits (and probably casings) does indeed exist. I would argue, that fixing that would've actually alleviated lots of problems in other areas. People don't need to be forced to smelt copper all the time, it's ridiculous.

I told the team the players are on to us :) Hopefully this will bring improvements. As always, all ideas are welcome.



As for storing half points, there is a simple work around for that. If say my skill level dictates that I should only gain half the skill points then I only gain a skill point for every 2 plates I successfully craft. If I craft 3 plates the half point on the third plate gets discarded. If an official forum post about this is made, and the manual is amended to explain it in this fashion to players I am sure there won't be problems arising from such a mechanic.

Of course some insight into the amount of items to be crafted simultaneously at which levels would need to be published as well to avoid grievances from people at high skill levels. Or if it is set at a 0.5 skill gain rate from a certain level, it is straight forward and easily understandable.

That would indeed work rather nicely. OK, you might expect your half points in the next update.

But seriously, I feel that we have failed you on a much deeper level if you have to smelt copper over and over.
hero member
Activity: 560
Merit: 500
yeah a good realistic and easy solution. To gain skill as a beginner you would need just a newbie ship. To gain in midrange you would need a privateer and a late midrange trucker. That could fix it a bit or such.

It could work like to some level it could work as 1xp each. Then 0.5 on another level cap 0.25 on another and 0.125 at the latest cap.
full member
Activity: 184
Merit: 100

(BTW, I took a liberty of peeking into your account. I do not consider you a newbie. Your character is pretty advanced and your smelting is great. I don't know why you bother with copper.)


 Lips sealed as mentioned before for myself blueprints are still very costly and having to decide whether to go for a new blueprint or rather getting an extra ship to make things a fraction easier is not an easy choice to make. Skill wise (only in very few) I might look advanced but I can assure you I earn at a very newb'ish rate still.

Update: OK, you guys make some very good points. The real reason it's being cutoff to ZERO and not falling down gradually is rather technical (we don't store "half" points), but it would make 100% sense to go that way. Going from 1 to 0.1 in the course of 10 skill levels would've been much more nuanced and rewarding, than jumping straight to zero.

I can't argue with that, I'll shake as many trees as I can to see if we can fix this properly.

Thank you toecutter  Cheesy

As for storing half points, there is a simple work around for that. If say my skill level dictates that I should only gain half the skill points then I only gain a skill point for every 2 plates I successfully craft. If I craft 3 plates the half point on the third plate gets discarded. If an official forum post about this is made, and the manual is amended to explain it in this fashion to players I am sure there won't be problems arising from such a mechanic.

Of course some insight into the amount of items to be crafted simultaneously at which levels would need to be published as well to avoid grievances from people at high skill levels. Or if it is set at a 0.5 skill gain rate from a certain level, it is straight forward and easily understandable.
hero member
Activity: 560
Merit: 500
Yes the zero xp from copper is really really bad idea. It should be something at least. It wouldnt hurt so much as its always that smelting is the highest skill for all players. Nerfing copper a bit should keep smelting in average skill level range as the all other skills.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
We have always considered skill gain to be a process with 2 approaches: natural (you just get points, for whatever you do, and don't bother about it) and aggressive (you employ a specific strategy, often not beneficial in other terms, which maximizes skill point output).

For example, to advance Mining, you have to keep punching unprofitable asteroids; if you're keen on Prospecting, you might want to let profitable asteroids go. When doing Tracking, you might consider not even mining at all. If you use Pulse weapons, you deal much less damage (and get less loot-per-hour as a result). It goes on.

So yeah, you'll have to smelt some Iron and then Gold and then Timonium, etc. Each time you move up a material, your skill level will be high enough not to burn much yet the difficulty level will be high enough to still advance your skill. In addition, you now have a choice to burn the most costly materials specifically to advance your skill level faster.

Maybe it's not "fun", but you'll hopefully appreciate being on the top of the chain much more, once you get there.

For materials with zero burn, the profit should be a good enough reward for smelting them.

Oh, and on average, players should be getting more skill points using the new system (how much more varies between different professions).

(BTW, I took a liberty of peeking into your account. I do not consider you a newbie. Your character is pretty advanced and your smelting is great. I don't know why you bother with copper.)



Update: OK, you guys make some very good points. The real reason it's being cutoff to ZERO and not falling down gradually is rather technical (we don't store "half" points), but it would make 100% sense to go that way. Going from 1 to 0.1 in the course of 10 skill levels would've been much more nuanced and rewarding, than jumping straight to zero.

I can't argue with that, I'll shake as many trees as I can to see if we can fix this properly.
full member
Activity: 184
Merit: 100
* When crafting materials below your skill level (in other words, when there is a zero chance to burn ingredients) you now receive ZERO points. On the other hand, if you're doing materials way above your skill level, you receive X2 points.



Thinking about it this really bothers me...

I understand what you guys are trying to do but killing off skill gain entirely is very discouraging. Take myself for example. I spend many hours smelting copper ore into copper plates and craft up hundreds a day. According to this information that means I no longer will gain any skill points in terms of smelting, but I am not able to advance or switch to anything else that would give me skill gain seeing as I am still rather new and can't afford it. Besides not being able to afford it my income consist of having to craft circuits so I don't really have a choice other than crafting copper plates, for which I will now no longer be rewarded for in terms of advancing skill.

I would understand a drop in skill point gain by say half, but completely removing any skill gain for something I am 'forced' to do while new seems extremely unfair.

I was going to post lots of good things about the new system (and probably still will), but there's a real sticking point here, regarding copper. Thing is, one of the points was to make people give copper a rest (and let newbies have this market). Thus, if your whole game strategy revolves around copper, nothing I could tell you would sound right... So before we go any further, why do you feel you're 'forced' to smelt copper? (And I'm not trying to be a smart-ass here, I sincerely suspect the problem might lay somewhere else entirely).


I consider myself to still very much be a newbie and anything copper related is certainly our bread and butter; hence the feeling of being 'forced' (and yes this is for lack of a better word) to constantly work with copper. I've only been playing SG for about a month and a half. So in terms of income what I make is still rather minimal. I probably make more than most people that have been around the same amount of time as me but that is because I've worked hard at creating a market for my goods by interacting with other players, and of course the amount of time I spend on SG.

Anything other than the circuit blueprints cost an absolute arm, leg, and both kidneys to newer players including myself. Yes my Smelting skill is rather advanced but that doesn't mean I have the means to move away from crafting circuits. The reason I have advanced my Smelting in such a big way is because after acquiring a Trucker and through the relationships I have set up I am able to move away from mining and just do mass manufacturing of circuits. Without those relationships I would not be able to enter this very creative and rare 'job' that I saw an opportunity for. This does however mean that only a specific set of skills are used, but the same can be said of mining, hunting, support, etc. So why should I be negatively impacted for a perfectly valid job path within the game?

Either which way you go though, all of the components in SG will always have need of you to create things that require the smelting of copper into copper plates and from there into the various other components needed. So whether you are a new player or an advanced player that will always be a fundamental part of your crafting process so why not be rewarded for it in terms of skill, even if it is at a smaller rate as your skill advances? not being rewarded in any way at all in terms of advancement is not the way to go.
hero member
Activity: 560
Merit: 500
About the latest changes in crafting exp gain I would like to add a my 2 cents.

First of. Transgresion from copper to some better technologies is really slow. For a lot of time you use different things than copper but you still do something with it from time to time.

So the best way to resolve this issue is make some copper mechanics that involves a begining that resolve around copper so make a copper xp gainable. Some midrange that could involve dimnishing results from copper to the later development that copper is naturaly weed out.

Technicly you can add some minimum burning capacity even for relativly high smelting skill. Dont just weed out copper from skilling because it would hurt a lot of people. Just figure out some more dynamic system.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
* When crafting materials below your skill level (in other words, when there is a zero chance to burn ingredients) you now receive ZERO points. On the other hand, if you're doing materials way above your skill level, you receive X2 points.



Thinking about it this really bothers me...

I understand what you guys are trying to do but killing off skill gain entirely is very discouraging. Take myself for example. I spend many hours smelting copper ore into copper plates and craft up hundreds a day. According to this information that means I no longer will gain any skill points in terms of smelting, but I am not able to advance or switch to anything else that would give me skill gain seeing as I am still rather new and can't afford it. Besides not being able to afford it my income consist of having to craft circuits so I don't really have a choice other than crafting copper plates, for which I will now no longer be rewarded for in terms of advancing skill.

I would understand a drop in skill point gain by say half, but completely removing any skill gain for something I am 'forced' to do while new seems extremely unfair.

I was going to post lots of good things about the new system (and probably still will), but there's a real sticking point here, regarding copper. Thing is, one of the points was to make people give copper a rest (and let newbies have this market). Thus, if your whole game strategy revolves around copper, nothing I could tell you would sound right... So before we go any further, why do you feel you're 'forced' to smelt copper? (And I'm not trying to be a smart-ass here, I sincerely suspect the problem might lay somewhere else entirely).



darkky, I'm all ears. But it looks like you ARE on un-wrecked Privateer on all those screenshots. It looks like you HAVE successfully switched ships. I mean, help me out here. Are they wrong? In what way? Is the "◎" symbol showing you the wrong ship? What happens if you try to leave on it?
newbie
Activity: 51
Merit: 0
the bug is more then real....can u try it yourself? i saw u have a ship in game...u need 2 more privateers...in the last ss that i send u, i could swich ships. i told u i can switch between privateer and noob ship, i sent u that ss to show u i know how to switch from a wreched ship to one that is full.....problem is that i cant switch between 2 privateers...if u consider that is no bug, u can close discution now..i can bet on you on 1 milions satoshi that i am right and the bug is like i explain..........i cannot swith betwen a wrecked privater and one that is repaired but i can switch when is a wrecked privateer and a noob ship........hope u will keep the bet with me and u will find a way to test yourself....yes is harder now, but i read from what u wrote and i am trying to avoid rocket docking another planet or shooting them, but is alot more harder then before......can i ask u what is about that feature with planet pressure? when will be 100% a ms will spawn?             i also think warf is to expensive to be used...think that u need to pay 16k satoshi only to repear a full hp privateer, consider that also the construction of a warf it cost u alot..probably 200k or more, dont know for sure.....who do u think will pay 16k only to fully repaired a privateer....if is a hiden think there and the worf in this price restore full durability of ships and other things like that can be an option....... i suposed u dont want to give me any clue about orbital cannon....smth like has more dmg then 300 hull dmg or it can do smth.....is very frustrating to play some time and gather satoshi and after u played months to gain 1,5 milions for cannon, mauler and upgrade to see that the dmg is only little bigger then 5 x mk3 beams.... i am wonder if anyone would like to add more details to game manual or game faq.....is a secret how aim and evade works? can we have some % there to tell us how much the chances are incresed? only skills that i know for sure how much will give are tracking, trading and the ones that give u more jobs...about rest of them like mining, prospecting, evade aiming we dont have any clues.....all other game say exctly wich skill increase what ability and with what % or smth, but if u want that to be a secret , is you game and i cant do nothing to change your opinion....sry for writeing that much, i think is hard to read me, u will had a big headache Tongue
full member
Activity: 184
Merit: 100
* When crafting materials below your skill level (in other words, when there is a zero chance to burn ingredients) you now receive ZERO points. On the other hand, if you're doing materials way above your skill level, you receive X2 points.



Thinking about it this really bothers me...

I understand what you guys are trying to do but killing off skill gain entirely is very discouraging. Take myself for example. I spend many hours smelting copper ore into copper plates and craft up hundreds a day. According to this information that means I no longer will gain any skill points in terms of smelting, but I am not able to advance or switch to anything else that would give me skill gain seeing as I am still rather new and can't afford it. Besides not being able to afford it my income consist of having to craft circuits so I don't really have a choice other than crafting copper plates, for which I will now no longer be rewarded for in terms of advancing skill.

I would understand a drop in skill point gain by say half, but completely removing any skill gain for something I am 'forced' to do while new seems extremely unfair.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
...rockets...
privater with noob ship and is working like i said before http://prnt.sc/ce9epm    

Take a look at your previous screenshots. The situation is exactly the same.

As for not being able to dock -- well, this change is mostly cosmetic if you think about it. But yeah, rocket-related gameplay is probably a bit harder now.



Toe you could add some additional use of laboratories. They could for example make software, as there are no other way a player could create it. It would also make rockets more useful. And i saw that rockets are too easily shot down. You could implement some specially armoured rocket that require more effort to beeing shot down for a pvp use. And ill join the choirs that:

1. Wants to lower further the cost of wharf to 25sat per 1 hullpoint.
2. Wants to end that weird talk about a bug that most of us doesnt understand and doesnt see a point in fixing it.

The labs are absolutely going to be used for compiling software. Something came up and it wasn't implemented, but this feature was supposed to be here around 2 updates ago already. I'll make sure you'll still get the idea medal, as you've guessed correctly :)

If we lower the wharf repair costs any further, there will be no point in Repair Ray anymore. To push this, we would have to re-balance pretty much everything else. Which might at one point happen, because, well, a fully-functional wharf is worth it, but that's too much of a change for now.

As for the bug talk, believe me, I'm tired myself :) There is still an off-chance that the bug is real, so I have to pursue this further.



Uuuuuhhm...seems to have edited out the part about increasing CPU points so I'll shoot it up in the air and see where it lands.

Could you guys perhaps add a way to increase the number of CPU points a player has? I know it would (and should) cost an arm and a leg, but it would be worth it. I have an idea or two on how to go about this that I will gladly PM to you toecutter if this is something the devs/owber(s) would consider.
Let me know  :)

There is absolutely no harm in sending in ideas, even if they appear too radical or unlikely. We have actually implemented some very off ideas in the past, and are always open to discussions. Bring 'em on!

Also, FYI, "Give players more CPU points", is the #1 ticket in the bug database, and is always on our mind, but there hasn't been any developments or any bright ideas on how to go about this, so it stays unresolved.
full member
Activity: 184
Merit: 100
@5leepyJoe, thanks for your attempts, but I fully expect 17 more pages of the same question repeated over and over. Wink

Indeed this seems to be the situation. Good luck dealing with it  Undecided

Unfortunately a language barrier comes a number of forms:

1) Not being able to read another language.
2) Being able to read, but not fully understand another language.
3) Being stubborn and only understanding what you want to understand.

This situation seems to be a combination of the second and third. Anything landing in category 3 is a pain that won't go away.



There is also some pirate chatter (Arrr!) regarding sector cleansing that should give you some feedback on your progress. This is temporary.


Arrrrrrr!  Grin

Toe you could add some additional use of laboratories. They could for example make software, as there are no other way a player could create it. It would also make rockets more useful. And i saw that rockets are too easily shot down. You could implement some specially armoured rocket that require more effort to beeing shot down for a pvp use. And ill join the choirs that:

1. Wants to lower further the cost of wharf to 25sat per 1 hullpoint.
2. Wants to end that weird talk about a bug that most of us doesnt understand and doesnt see a point in fixing it.



Uuuuuhhm...seems to have edited out the part about increasing CPU points so I'll shoot it up in the air and see where it lands.

Could you guys perhaps add a way to increase the number of CPU points a player has? I know it would (and should) cost an arm and a leg, but it would be worth it. I have an idea or two on how to go about this that I will gladly PM to you toecutter if this is something the devs/owner(s) would consider.
Let me know  Smiley


Regards,
5leepyJoe
hero member
Activity: 560
Merit: 500
Toe you could add some additional use of laboratories. They could for example make software, as there are no other way a player could create it. It would also make rockets more useful. And i saw that rockets are too easily shot down. You could implement some specially armoured rocket that require more effort to beeing shot down for a pvp use. And ill join the choirs that:

1. Wants to lower further the cost of wharf to 25sat per 1 hullpoint.
2. Wants to end that weird talk about a bug that most of us doesnt understand and doesnt see a point in fixing it.

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