John Posts: 67
4/10/2016
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Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)
-- Walk the true path, or be trampled beneath it.
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cyb0rg Posts: 123
4/10/2016
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Yeah maybe they should be given a voucher to do it immediately as a reward for the previous "quest".
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Kemot Posts: 43
4/10/2016
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Yeah maybe they should be given a voucher to do it immediately as a reward for the previous "quest".
Sounds good to me. I had to wait about 4 turns to build my first transport and thats already a lot when you start a new game. At the beginning the pace should "suck in" a new player to keep them with your game.
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John Posts: 67
4/10/2016
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Wow cyborg, your already worth over 600k, how many exploits did you find already? :P
-- Walk the true path, or be trampled beneath it.
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Kemot Posts: 43
4/10/2016
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how many exploits did you find already? :P
rofl
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Doctor Dread Administrator Posts: 1478
4/10/2016
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cyb0rg wrote:
Yeah I just built a chemical factory and I only had $10k. It didn't even charge me. edited by cyb0rg on 4/10/2016
That would be a big one. I have to look into that. You only had it happen one time?
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Doctor Dread Administrator Posts: 1478
4/10/2016
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Valhalla wrote:
Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)
Originally the tutorial was doing something like that. It was slamming the build time to 1 turn for the starting items and giving you money or reducing the cost of the next structure. There is a problem with giving money away like this though. You can make 10 accounts do a few turns of the tutorial and then salvage and or transfer the money to a main account through a contract where you'll have a million on day one. I had to reverse those changes. It was getting complicated to try to mitigate it. I might revisit it and try to at least reduce the build times. The build times have all been put to a couple turns right now
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Doctor Dread Administrator Posts: 1478
4/10/2016
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cyb0rg wrote:
Is there somewhere you can find out the resources needed to make a product before you spend 100k making a building?
I saw this problem earlier also. The only place you can see it before you build anything is trying to make it at your Corp HQ which can make anything and you'll see the components its takes. It needs to be on display on some clickable popup help screen that shows every formula in the game from the database. Not sure where to put it is all
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John Posts: 67
4/10/2016
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Doctor Dread wrote:
Valhalla wrote:
Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)
Originally the tutorial was doing something like that. It was slamming the build time to 1 turn for the starting items and giving you money or reducing the cost of the next structure. There is a problem with giving money away like this though. You can make 10 accounts do a few turns of the tutorial and then salvage and or transfer the money to a main account through a contract where you'll have a million on day one. I had to reverse those changes. It was getting complicated to try to mitigate it. I might revisit it and try to at least reduce the build times. The build times have all been put to a couple turns right now
Hmm, fair point. I have a proposal that could work. Since the tutorial is just there to show you how things work, you could have the tutorial tell you to build special "tutorial" buildings and units that cost nothing and give nothing and are removed after the tutorial. Or you could make the tutorial seperate from the game propper, in an instanced sort of area, and once completed you move into the real game. This way people can go through the tutorial in less than an hour, yet learn everything, and you have no exploiting of the freebies. Though let's face it, your going to have a lot of people who cheat and use a dozen+ accounts who funnel it all into a main account anyway. Always happens in this sort of game. (Though I'd love for you to be the first to come up with a solution for that.) edited by Valhalla on 4/10/2016
PS: Oh and cyborg has clearly managed to reproduce whatever exploit/bug allowed him to build free buildings, as he has 7+ of them now and over 600k net value while everyone else is still 30-60k value.
edited by Valhalla on 4/10/2016
-- Walk the true path, or be trampled beneath it.
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Doctor Dread Administrator Posts: 1478
4/10/2016
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Valhalla wrote:
Doctor Dread wrote:
Valhalla wrote:
Also this is more a feedback than a bug report, but you should really reconsider the progression pace of the tutorial. As when you get to the part where you should build your first structure you hit a two mile high wall that basically reads "Come back in 8-10 hours." While thats fine for the game propper, you don't want brand new players having to wait half of an entire day to do a single step of the "tutorial". That would cause a massive number of people to quit immediately. (If I were trying out a random browser game and came across that in the tutorial, I'd move on to the next game myself.)
Originally the tutorial was doing something like that. It was slamming the build time to 1 turn for the starting items and giving you money or reducing the cost of the next structure. There is a problem with giving money away like this though. You can make 10 accounts do a few turns of the tutorial and then salvage and or transfer the money to a main account through a contract where you'll have a million on day one. I had to reverse those changes. It was getting complicated to try to mitigate it. I might revisit it and try to at least reduce the build times. The build times have all been put to a couple turns right now
Hmm, fair point. I have a proposal that could work. Since the tutorial is just there to show you how things work, you could have the tutorial tell you to build special "tutorial" buildings and units that cost nothing and give nothing and are removed after the tutorial. Or you could make the tutorial seperate from the game propper, in an instanced sort of area, and once completed you move into the real game. This way people can go through the tutorial in less than an hour, yet learn everything, and you have no exploiting of the freebies. Though let's face it, your going to have a lot of people who cheat and use a dozen+ accounts who funnel it all into a main account anyway. Always happens in this sort of game. (Though I'd love for you to be the first to come up with a solution for that.) edited by Valhalla on 4/10/2016
I was trying to do the "Worth nothing, cost nothing" structures / units also but I couldn't make it work easily code wise so I dropped it for now . I might revisit the idea again with a different angle. I didn't want to have a side game to learn everything. Just making the first few things to build cost less and happen quickly is probably the best approach. I'll find a practical way to do it.
The 100 accounts problem isn't a problem in a normal MMO If your character has zero worth at start and you have to spend time with each character to get anywhere. But here you can make 100 accounts and they all run at the same time.
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Doctor Dread Administrator Posts: 1478
4/10/2016
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cyb0rg wrote:
I just tried again too and it didn't work. I guess I will try to reproduce it.
I found the bug and corrected it. It seems that when whatever was in your queue completed, the next item in your queue wouldn't "Start" because you didn't have the funds but it was getting a "Finish Construction Turn" by accident. So even thought didn't look like it started and you didn't pay for it yet, it would be constructed 2-5 turns later.
You could of put a dreadnaught behind a transport in your queue and you would have the dreadnaught "building" after the transport was created.
Cyb0rg gets to keep what he stole (yeah I said STOLE!) from this and I'll probably give everyone else a money boost =)
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Naills Posts: 48
4/10/2016
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It's his reward for finding the bug
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Naills Posts: 48
4/10/2016
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Not srue if this is a bug but despite reading a message I was sent the incoming messages still says '1 new' and there's a 1 on the comms tab header. Even relogging in hasn't fixed it.
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Naills Posts: 48
4/10/2016
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On the overview, the cost for upgrading a factory shows as 'other'. I would have expected it to be 'construction'
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cyb0rg Posts: 123
4/10/2016
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Doctor Dread wrote:
cyb0rg wrote:
I just tried again too and it didn't work. I guess I will try to reproduce it.
I found the bug and corrected it. It seems that when whatever was in your queue completed, the next item in your queue wouldn't "Start" because you didn't have the funds but it was getting a "Finish Construction Turn" by accident. So even thought didn't look like it started and you didn't pay for it yet, it would be constructed 2-5 turns later.
You could of put a dreadnaught behind a transport in your queue and you would have the dreadnaught "building" after the transport was created.
Cyb0rg gets to keep what he stole (yeah I said STOLE!) from this and I'll probably give everyone else a money boost =)
Sorry it got really late here and I fell asleep with a building queue when I was trying to repro the bug. The trick is to build something you can afford then queue up a bunch of items behind it. Since you can afford the first thing it will also build the rest of the entire queue.
So how about that badge? edited by cyb0rg on 4/10/2016
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cyb0rg Posts: 123
4/10/2016
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WTF my monolith didn't build!!!! >
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Kemot Posts: 43
4/10/2016
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so the exploit does not work?
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+1
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cyb0rg Posts: 123
4/10/2016
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Doctor Dread wrote:
I saw this problem earlier also. The only place you can see it before you build anything is trying to make it at your Corp HQ which can make anything and you'll see the components its takes. It needs to be on display on some clickable popup help screen that shows every formula in the game from the database. Not sure where to put it is all
Yeah we need a wiki!
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cyb0rg Posts: 123
4/10/2016
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When looking at a corporation instead of showing where their HQ is located it shows your own HQ location.
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cyb0rg Posts: 123
4/10/2016
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In the open contract list a contract always shows up as "My Planet" no matter the setting of the contract.
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