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Topic: [ANN] SatoshiGalaxy - Browser MMORPG + BTC Faucet {FOR SALE} - page 79. (Read 109828 times)

hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Update!

  • [ENC] Improve hull visibility when progress bar is low. (@captcher)
  • [BUG] Failed jobs take too long to expire. (@captcher)
  • [BUG] NPCs' rockets do not match player rockets. (@przemax)

We have also added a lot of new content. I was going to write all about it, but it's just too overwhelming. Please explore on your own, but feel free to ask questions.

And yeah, all this new stuff is going to be re-balanced/fine-tuned as usual.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
What about implementing an easy way to transfer planet ownership between squad members?  It's starting to seem like that would be very useful.

Sounds fine, and not particularly exploitable, added to the TODO list.
newbie
Activity: 48
Merit: 0
What about implementing an easy way to transfer planet ownership between squad members?  It's starting to seem like that would be very useful.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
I do indeed. I see a number of pros and cons with having a markup cap but I would rather discuss that side of things through a private message before people get any funny ideas  Smiley

Well, feel free to send me a PM or an e-mail, we're always on lookout for feedback.
full member
Activity: 184
Merit: 100
I see that there is a market MARKUP cap. Could you perhaps inform us at what percentage of the NPC average value it is capped at?
I am guessing it is around 150%  Huh

I believe it's 200%. Any particular comments regarding this?


I do indeed. I see a number of pros and cons with having a markup cap but I would rather discuss that side of things through a private message before people get any funny ideas  Smiley
newbie
Activity: 3
Merit: 0
Quote
Hello, Coco2tugno.

The ship (and equipment) durability is not fully implemented yet (which is why it was never properly announced, nor mentioned in the manuals).

The general idea behind this is to introduce some entropy into the galaxy, to stimulate the economy. It's a "planned obsolescence" kind of thing. So you guessed right.

As for the repair itself, it works like that: each time you perform one (successfully or not), the max durability value gets reduced. And the "current durability" value goes up to the max, in case of success. NPC repairs are always successful. So repairing from either 99/100, 50/100 or even 1/100 would yield the 99/99 result. (Or, in other words, the actual maximum amount of points is 100 + 99 + 98 + ... + 1, but it depends on how often you repair).

Does this make sense?

Yeah, I think. So I can keep the ship longer by repairing at 50 or 1/100, but it's probably gonna cost me way too much per total lifetime. At least when the maximum cap is still high. I see, interesting I love it, thanks!
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
I see that there is a market MARKUP cap. Could you perhaps inform us at what percentage of the NPC average value it is capped at?
I am guessing it is around 150%  Huh

I believe it's 200%. Any particular comments regarding this?

Hello space wanderers!

I have a question about Ship Durability. I first did a repair at 98/100 and it went down to 99/99. I then did a repair at 97/98 but it simply just went down to 97/97. Is this a bug, a feature or am I doing something wrong?
As Sleepyjoe mentioned while discussing in Global, we thought this could be a feature to offer incentive for a spaceship market. But we wanted to make sure by hearing your thoughts on this.

I've searched the forum and manuals but couldn't find anything on this.

Hello, Coco2tugno.

The ship (and equipment) durability is not fully implemented yet (which is why it was never properly announced, nor mentioned in the manuals).

The general idea behind this is to introduce some entropy into the galaxy, to stimulate the economy. It's a "planned obsolescence" kind of thing. So you guessed right.

As for the repair itself, it works like that: each time you perform one (successfully or not), the max durability value gets reduced. And the "current durability" value goes up to the max, in case of success. NPC repairs are always successful. So repairing from either 99/100, 50/100 or even 1/100 would yield the 99/99 result. (Or, in other words, the actual maximum amount of points is 100 + 99 + 98 + ... + 1, but it depends on how often you repair).

Does this make sense?
newbie
Activity: 3
Merit: 0
Hello space wanderers!

I have a question about Ship Durability. I first did a repair at 98/100 and it went down to 99/99. I then did a repair at 97/98 but it simply just went down to 97/97. Is this a bug, a feature or am I doing something wrong?
As Sleepyjoe mentioned while discussing in Global, we thought this could be a feature to offer incentive for a spaceship market. But we wanted to make sure by hearing your thoughts on this.

I've searched the forum and manuals but couldn't find anything on this.
full member
Activity: 184
Merit: 100
Hi toecutter,

I see that there is a market MARKUP cap. Could you perhaps inform us at what percentage of the NPC average value it is capped at?
I am guessing it is around 150%  Huh


Regards,
5leepyJoe
full member
Activity: 184
Merit: 100
Something extremely peculiar that I have noticed is that the asteroid Tracking Time decreases when I use the MLK-Inz Mining Laser to attack pirate ships.

Is this working as intended? If so, is it only applicable to the MLK-Inz and MLK-Iz Mining Lasers, or does it apply to all weapons?

Yup, as explained here http://www.satoshigalaxy.com/help/manual#tracking

The asteroids are tracked by the scanner for a certain amount of "virtual minutes". Those minutes are subtracted each time a piece of equipment (with a cooldown) is used. Once that tracking number reaches zero, the asteroid is lost.


Thus, yes, applies to all kinds of equipment. The points are in direct relation, i.e. when you use something with a cooldown value of 20 you lose 20 virtual minutes worth of tracking.

Thank you for the info.

I did read that in the manual but I wasn't sure if it would be applicable to something like a rocket launcher.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
I have been speaking with przemax who has been playing SG for a long time. He says that when hunting pirates (or just destroying them for fun) you have to hang around in space for a while or you won't get any loot. If for example you immediately jump to a station after killing a pirate then looting does not happen.

He is correct. And you raise a good point. People might not realize they were even supposed to get loot. Added to the TODO list.

This won't help newbies, but FYI, just wait till be there when the ship explodes. That's the best "indication" we have right now.

Something extremely peculiar that I have noticed is that the asteroid Tracking Time decreases when I use the MLK-Inz Mining Laser to attack pirate ships.

Is this working as intended? If so, is it only applicable to the MLK-Inz and MLK-Iz Mining Lasers, or does it apply to all weapons?

Yup, as explained here http://www.satoshigalaxy.com/help/manual#tracking

The asteroids are tracked by the scanner for a certain amount of "virtual minutes". Those minutes are subtracted each time a piece of equipment (with a cooldown) is used. Once that tracking number reaches zero, the asteroid is lost.


Thus, yes, applies to all kinds of equipment. The points are in direct relation, i.e. when you use something with a cooldown value of 20 you lose 20 virtual minutes worth of tracking.
full member
Activity: 184
Merit: 100
Something extremely peculiar that I have noticed is that the asteroid Tracking Time decreases when I use the MLK-Inz Mining Laser to attack pirate ships.

Is this working as intended? If so, is it only applicable to the MLK-Inz and MLK-Iz Mining Lasers, or does it apply to all weapons?


EDIT: To give more scope to the question: I scan a sector, then use a regular mining laser to mine ore which makes the tracking time decrease by 5. After that I switch to the Ships tab and use my MLK-Inz to attack a pirate, but this then also decreases the asteroid tracking time by 5 as if I used my laser for mining.
full member
Activity: 184
Merit: 100
Hey toecutter,

I have been speaking with przemax who has been playing SG for a long time. He says that when hunting pirates (or just destroying them for fun) you have to hang around in space for a while or you won't get any loot. If for example you immediately jump to a station after killing a pirate then looting does not happen. But there is no visual indication to show that looting is in progress, which is rather frustrating because you think you aren't getting any loot even when killing pirates by the dozen.

Would it be possible to add some sort of visual indication to show that looting is in progress, so that players don't get frustrated with the looting system because they expect it to be instant?


Regards,
5leepyJoe
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Hello,

I have a two questions. Is it a feature or a bug that 2 reactors give 15 energy instead of 20? And a second question is if its intentional for a pirate ship to deal 200 damage per rocket? Just asking and letting you know.

Hey, thanks for the reports.

The energy rate of multiple reactors is an intentional thing.

The pirate/rocket deal is a bug, but we encourage everyone to consider it a minor one. Just imagine it saying "Secret NPC Laser" instead of "Rocket Launcher" when this happens :) J/k, added to the TODO list.



One other question or suggestion rather that I have is about the PRIVATE tab in the Market view. This tab is relatively useless as it only shows sales you currently placed. Other than that it does nothing. Originally I thought you are allowed to create private sales, specifying that a sale you place can be left for a specific person and only they will be able to see it. Something like this could be highly beneficial to the game especially for someone like me who is creating trade agreements with multiple people. It would avoid the goods being taken by people other than the intended person or friend you are selling the goods to.

Interesting. Not promising you anything, but dully noted.

Thank you for the quick responses! You are showing the kind of involvement that a site owner should have to cultivate customer relations.

I'm just a lowly tech.support guy, but thanks for your feedback!
full member
Activity: 184
Merit: 100
...
I have seen this happen with multiple other functions as well such as docking at a station and selling goods.
...
Regards,
5leepyJoe

Right, I suspected something like that. We're thinking hard about reducing server load.

With regards to bounties:

Will there be a cooldown of say 24-48 hours after someone was successfully hunted? Otherwise players might be permanently hunted and never get a chance to actually play the game because they have to fend off attackers constantly. Also it would be a good idea to have a 1 bounty limit per player. If someone already placed a bounty for me for example then someone else won't be able to place a bounty for me until the first bounty has been completed or has been removed by the original poster.

Well, we envisioned slightly different result: bounties accumulating slowly over time, being claimed occasionally. After all, you probably wouldn't go into trouble of finding and killing someone, if it's only worth 100 satoshi. On the other hand, not many people are going to pay hounded thousands just for the satisfaction of a single wreck.

All conjecture, on both our parts. Personally, I'm betting whole feature goes unused Smiley Let's see how it plays out?

With regards to sector cleansing:
...

Well, you would be happy to know, my explanation was incomplete and wrong. It actually works more to your (and probably everyone's) liking.

When I said "permanently", I overstated things. All sectors gradually revert to their original threat level over time. So for the change to "stick", players have to constantly push pirates away, 24/7.

And secondly, the "benefits of danger" remain even when the sector is "cleansed". So you get all the good parts AND less annoyance from the pirates at the same time! Oh, and the actual colors/safety rules never change either, so you can't "green" a sector (it's a killer idea, we're adding it to the TODO list Wink.

So yeah, I imagine it could be used to stage an attack / clean-up the playing field so to say, but it's actually much less dramatic than you imagine, and will probably not be felt at all.


Sounds good =] Let's see how things play out. I'm sure if people find something to be too much of an advantage/too difficult they will let you know for sure.


One other question or suggestion rather that I have is about the PRIVATE tab in the Market view. This tab is relatively useless as it only shows sales you currently placed. Other than that it does nothing. Originally I thought you are allowed to create private sales, specifying that a sale you place can be left for a specific person and only they will be able to see it. Something like this could be highly beneficial to the game especially for someone like me who is creating trade agreements with multiple people. It would avoid the goods being taken by people other than the intended person or friend you are selling the goods to.

Obviously this doesn't really affect you as the seller but it would hurt trade agreements with someone who needs your goods. For someone like me that is working hard to establish those relations with players it would be a great feature to have.


Thank you for the quick responses! You are showing the kind of involvement that a site owner should have to cultivate customer relations.
hero member
Activity: 560
Merit: 500
Hello,

I have a two questions. Is it a feature or a bug that 2 reactors give 15 energy instead of 20? And a second question is if its intentional for a pirate ship to deal 200 damage per rocket? Just asking and letting you know.
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
...
I have seen this happen with multiple other functions as well such as docking at a station and selling goods.
...
Regards,
5leepyJoe

Right, I suspected something like that. We're thinking hard about reducing server load.

With regards to bounties:

Will there be a cooldown of say 24-48 hours after someone was successfully hunted? Otherwise players might be permanently hunted and never get a chance to actually play the game because they have to fend off attackers constantly. Also it would be a good idea to have a 1 bounty limit per player. If someone already placed a bounty for me for example then someone else won't be able to place a bounty for me until the first bounty has been completed or has been removed by the original poster.

Well, we envisioned slightly different result: bounties accumulating slowly over time, being claimed occasionally. After all, you probably wouldn't go into trouble of finding and killing someone, if it's only worth 100 satoshi. On the other hand, not many people are going to pay hounded thousands just for the satisfaction of a single wreck.

All conjecture, on both our parts. Personally, I'm betting whole feature goes unused :) Let's see how it plays out?

With regards to sector cleansing:
...

Well, you would be happy to know, my explanation was incomplete and wrong. It actually works more to your (and probably everyone's) liking.

When I said "permanently", I overstated things. All sectors gradually revert to their original threat level over time. So for the change to "stick", players have to constantly push pirates away, 24/7.

And secondly, the "benefits of danger" remain even when the sector is "cleansed". So you get all the good parts AND less annoyance from the pirates at the same time! Oh, and the actual colors/safety rules never change either, so you can't "green" a sector (it's a killer idea, though, we're adding it to the TODO list ;).

So yeah, I imagine it could be used to stage an attack / clean-up the playing field so to say, but it's actually much less dramatic than you imagine, and will probably not be felt at all.
full member
Activity: 184
Merit: 100
Update!

  • [BUG] Dismissed jobs take too long to expire. (@captcher)
  • [ENC] Wharfs can now repair hull armor (owners can take fees).
  • [ENC] Do not allow docking to stations when "hot".
  • [ENC] Add bounties!
  • [ENC] Allow mounting & unmounting equipment planet-side.
  • [ENC] Implement sector "cleansing".
  • [TSK] Make factory and wharf modules cheaper to build.

Combat became harder: stations will not allow you to dock, if you have just been hit. You'll have to wait for a few seconds.

New way to repair ship hull: in addition to repair rays and NPC salvaging, you can now repair your ship using planet-side Wharfs (if they allow it). The service costs satoshi AND time. Planet owners are allowed to impose additional fees, to receive their cut.

Sector cleansing: kill enough pirates in a sector and a mothership might appear! Continue with the killing, and the sector's threat level will be permanently lowered. This feature is probably too hard to trigger right now. If you have a squad, you might try going for it together.


With regards to bounties:

Will there be a cooldown of say 24-48 hours after someone was successfully hunted? Otherwise players might be permanently hunted and never get a chance to actually play the game because they have to fend off attackers constantly. Also it would be a good idea to have a 1 bounty limit per player. If someone already placed a bounty for me for example then someone else won't be able to place a bounty for me until the first bounty has been completed or has been removed by the original poster.


With regards to sector cleansing:

Will this be applicable to red sectors as well? To me it would not make sense seeing as red sectors are marked out for PvP areas.
Secondly I don't agree with the effect being permanent, or there needs to be a way to turn a green sector into an orange sector.

My reasons being:
orange sectors are strategic in terms of planet/sector defence seeing as if you are a few sectors into an orange and red sector chain then attackers will be sent back more than one sector when they are killed. Meaning they would need to jump a number of times before they can attack again, giving you more time to repair and prepare defences.

Second, orange sectors are important for new players like me for various reasons, the most important being finding higher prices without having to go into PvP sectors where they can constantly be destroyed.

This feature will certainly bring a new dynamic into planetary attacks as an opponent can 'green sector' the orange sectors leading up to an enemy sector, making them have to jump less if they get destroyed. BUT there should be a cooldown period and then the sector should return to its previous status. If the cooldown was 3-7 days it would still be a good/devastating enough effect (depending on your view), or as I said implement a way to return a 'made green sector' to an orange sector.

I hope more players weigh in on this so we can hear more people's views on the topic.


Regards,
5leepyJoe
full member
Activity: 184
Merit: 100
EDIT 2: Just realised that the sell window acts
Here is exactly what I did and what happened:
...

Thanks, that does make it a little bit clearer, but the event is still pretty mysterious. Please do go on and post more clues if you find any!


Hi there toecutter,

Just an update on this issue. I think it might be that the server is struggling a bit with too many concurrent server calls from players. The page load times at times drop to around 10-15 seconds and in those times these kind of errors happen.

The page request times out and then gets re-sent, but the first request still gets added to the server call queue, meaning it creates a double request of the same thing when the request times out and re-sends.

In the case of the error I posted previously this is what happens/happened:

-The asteroid had one last turn to be mined.
-Try to mine the asteroid.
-Server request added to the queue.
-Page request times out.
-Server request re-sent.
-On the server side: first request gets processed, asteroid is reset or removed, second request is processed, the asteroid cannot be found (as it should be), this then returns an error even though it was successfully mined.

I have seen this happen with multiple other functions as well such as docking at a station and selling goods.


Regards,
5leepyJoe
hero member
Activity: 622
Merit: 500
SatoshiGalaxy
Update!

  • [BUG] Dismissed jobs take too long to expire. (@captcher)
  • [ENC] Wharfs can now repair hull armor (owners can take fees).
  • [ENC] Do not allow docking to stations when "hot".
  • [ENC] Add bounties!
  • [ENC] Allow mounting & unmounting equipment planet-side.
  • [ENC] Implement sector "cleansing".
  • [TSK] Make factory and wharf modules cheaper to build.

Combat became harder: stations will not allow you to dock, if you have just been hit. You'll have to wait for a few seconds.

New way to repair ship hull: in addition to repair rays and NPC salvaging, you can now repair your ship using planet-side Wharfs (if they allow it). The service costs satoshi AND time. Planet owners are allowed to impose additional fees, to receive their cut.

Sector cleansing: kill enough pirates in a sector and a mothership might appear! Continue with the killing, and the sector's threat level will be permanently lowered. This feature is probably too hard to trigger right now. If you have a squad, you might try going for it together.
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