12/18/2017
Topic:
Error when loading demand screen
Doctor DreadAdministrator
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nynobernie wrote:
How exactly can i "kill it"? Closing the tab and trying it in another one doesnt help. Logout / Login does nothing if i remember correctly. I just hope the problem corrects itself in the next turn or at some point later when i try again. Which it may or may not.
I m no expert but what kind of index needs to be rebuild weekly?
The database is caching a plan to run the same kind of query all day, but occasionally it gets "old" or the data changes slightly, New corps, more cities whatever. and the plan no longer applies or isn't the best way to call it, There is also a problem where , after thousands of new trades and old ones falling off the logs, the index that groups up the data nicely to be queried easily become "fragmented" and suddenly the database has to scan huge swats of logs trying to put together how many trades of Exotic Chem ON a City in Mars broken out by corps is. Rebuilding Indexes once a week on high traffic servers is normal to keep that problem at bay. It's asking a lot of non Enterprise level machine to spit out specific grids of trades by location, city, corps, product on the fly across what is literally a million rows of data in under a second to a dozen people slamming it.
However, that usually causes slowdowns not what I occasionally see which is a full lockup trying to bring back a list of trades. It might be someone spamming the screen in a way that I'm not catching (if you try to spam a screen or hold refresh it will redirect you quickly). Most likely the database is having a hiccup with a particular parameter and some one is trying to 12 times in a row. |
12/19/2017
Topic:
How do you build and use Distribution Centers?
Doctor DreadAdministrator
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If you are selling to a smaller city with your huge fleet, it may take ALL DAY for the ships to sell everything and then move on, especially if others are selling also. If you have a Distribution center in that city. you can set it to sell 10 different things all the time so your fleet can just drop off everything and move on. People usually set them up in their main city or where they like to sell a dozen different products. Its a lot easier to dump on site and let the distribution center sell everything over time. |
12/19/2017
Topic:
Suggestion for added revenue to the game
Doctor DreadAdministrator
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CheapBullets wrote:
I was thinking that perhaps the game could afford to allow a bit a micro-transactions to the game which would help not only the player who bought them, but potentially the whole player base as a whole.
Two things I can think of are, City Spawn, a basic level 1 city that is immune to negative population change for 7 days (to establish industry before it collapses) - $15-25 Preserve City Population - 7 days, Keeps a single selected city population from declining due to natural course or neglect (not including disasters from players or random events) - $10-15
Just make sure to place a warning that these are transient and the city can collapse at any moment.
And for new players that have accounts less then 30 days old, perhaps allow them to make a one time only purchase stimulus packages to get them started. It could include income booster or reduced construction time or any number of things, or a combination of them in one or few different packages. Once these new players get on their feet, it should help expand the games population.
Spawning cities not going to happen =)
But you already can get an accelerated Start option. There's one for $90 |
12/21/2017
Topic:
Specific Comm Channels
Doctor DreadAdministrator
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Everyone can see the message, It jsut means its for Chicago only. It used to be you could only send to your city, if you were planet lord you can send as planet wide and Star lords system wide. It has changed to be broadcast for everyone. you can filter to Chicago |
12/21/2017
Topic:
Distribution Centre Update
Doctor DreadAdministrator
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Maharava wrote:
Just a quick suggestion - in the list of buy/sell that DBC's show, could we have the prices there as well? I'm aware you can get it by clicking on each product individually, or see it if the DBC has products there, but adding it to the list would make it a lot quicker and easier to eyeball a situation
... I think I did this for the product list for structures but forgot to do it for Dist Centers which has a different screen. it shouldn't be a problem Ill try this weekend |
12/21/2017
Topic:
Reduction of Storage fees
Doctor DreadAdministrator
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Maharava wrote:
I don't believe the reduction has been put in
No it has not =) Holidays backed me up I can't get real time on the computer lately |
12/22/2017
Topic:
Flagships
Doctor DreadAdministrator
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Maharava wrote:
I'd like to see Flagships in the game - powerful, customisable warships that, naturally, have some decent limitations. I daresay this'd be a pain to implement, but hear me out:
Pros: In addition to the standard level-up options, I think being able to select what the ship is effective against would be interesting. Some corps would build a Flagship that annihilates ground forces, whereas others might go for a fast raiding-style ship designed to take out escorts and freighters, or perhaps a monolith-killer. Each level, you'd be able to put 'points' into its effectiveness table (I daresay Seren has a cost-to-effectiveness ratio for ships, so I'd hesitate to put a number to the 'points' yet). Boosts other ships/units in the same Fleet - this could even replace the above idea if that's too hard to implement. Each level you could power up a bonus, giving allied units slight health regen, extra damage, making enemies get the bad random effects more often, etc.
Cons: One per player at any time, naturally. Non-salvageable, and no refunds if it blows up. Requires level 10 Shipyard, possibly level 10 Corp HQ
Balancing would be difficult, but worth it I think, and I know as a community we would tell Seren if we found an overpowered use for it rather than exploit (well most of us, anyway). As an additional way for Seren to earn money, it could also have a micro-transaction - pay a couple dollars and get a new icon/image for it. Or even be able to upload one for that added awesomeness.
All thoughts welcome and wanted, naturally.
I have an idea for higher level rewards where you can find custom ships that are past level 10 and can have like level 15 in attack for example. They wouldn't be up gradable or down gradable and their upgrades are generally random.
Making ship upgrades or powers that attack specific unit types harder is something I would like to add also,just a little tricky. I also feel it would always be straight forward, like your destroyers would always have anti fighter upgrades.
Leader units that upgrade the entire fleet, or entire "location" like a starbase but for certain unit types is another idea. A battleship with an admiral that ups all capital ships defenses on the defending side. Get a little confusing on the battle reports but it would work |
12/24/2017
Topic:
Military Base Upgrading Bug
Doctor DreadAdministrator
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PyrkoszTrn wrote:
Hello! I've ordered 4 fortifications in military base lv 1. Then I've decided to upgrade this military base. It upgraded while forth fortification was in construction. In the next turn I've got my fourth fortification and another one was in construction in military base ( I HAVEN'T ORDERED IT ). Now I have 5 fortifications but paid only for 4.
I can't make that happen, and I don't see how it could happen (but ya never know!) . But I DO see 5 distinct payments of 50k from you in your accounting log under construction, the overview, not construction on the dropdown. It looks like you probably did queue up a 5th one on accident, named it the same as number 4 but it was constructed much quicker because, and came out a few turns later (31804 was #4, 31809 was #5) once you upgrade the base,the construction times go down and whatever is in your queue is updated |
12/26/2017
Topic:
City Megastructures and some other fixes
Doctor DreadAdministrator
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Merry Christmas!
This weeks big update is City Megastructures. I'm testing these this week but you are free to try them out. No guarantee they won't change are be tweaked by next week though!. Similar to Orbital Megastructures these are deployed into cities only. One per city only. Corp with Highest standing Military Power at location is the only one allowed to deploy one. They are deployed from the same Item "(MCP) Megastructure, which is built at your Corp HQ. You can choose between the 3 mega-structures when deploying. Your Corp HQ cannot build one directly yet. One is Pop booster, one is production reducer, and one is a military defense unit. Their stats are onthe guide combat page.
Arcology – A very large self-enclosed mega-skyscraper that contains everything a human being could ever need. Archologies can span several city blocks and their presence provides a city-wide boost to population growth. The boost is 1% per level of the Arcology to the max of 10%.
Hypernet Tower – Obelisk shaped tower which acts a central hub for Hypernet communications and worker drone control across the entire city, lowering production costs for all structures in the location. The production cost bonus is 1% per level of the Hypernet Tower to the max of 10%.
Mobile Fortress – Skyscraper-sized walking firebases. The mobile fortress is confined to the city they were created and act as a formidable defense. They are treated like any other defensive structure and the owning corp must have other regular units on Guard mode in order to bring the mobile fortress in to defend against attacks targeted at other corporations.
Other fixes:
- Deploying artifact from a group or fleet was burning the artifact but giving cannot deploy message. This SHOULD be fixed, I couldn't replicate the problem but I think I put in a couple missing safeties to prevent it.
- Raiding a stack of product with no enemy units does not give defender a combat message, now it does.
- Raiding effectiveness is supposes to scale based off of the relative power of both sides, it wasn't counting defending units in guard mode. It does now.
- Storage costs for your product is not half price when stored at your Corp HQ location. Product on ships as cargo never costs anything.
- Comms messages have a 1000 character remaining display that stops your text when hitting 1000. (that only took a year to implement)
- You can now remove artifacts from units. On the More Info Tab of the unit there is a remove icon for your artifacts at the bottom. Artifacts removed in this way are destroyed with no salvage!
- Distribution centers now display prices on their buy sell grid. Editing one of those products will still highlight the same product int he "Available at Location" grid directly below (but that wasn't good enough apparently!)
- On some grids that displayed units, the artifacts they carried were not displaying in the notes, they should now.
- ACP items were renames slightly to be ACP , MCP, OCP, PCP, SCP, for Automatic, Megastructure, Orbital, Planetary, Solar respectively. Planetary and Solar Megastructures not available yet.
Some Icons and images were updated. - Population damage on Combat was displaying wrong, it is 10% of Attackers Power used in battle, previously it was displaying the full power as damage.
I'm want to bring out Planetary megastructures next week if I can, Solar one might have to wait as it works differently. I'm also trying to get the Doomstar Invasion event working. I'm looking into a "Mass Update" screen that allows you to mass edit your units orders with Find and Replace style tools. Structures also to change production or Buy/Sells. Other ideas I'm starting to work on include Space debris and deep space locations that you can send ships to explore and initiate new dynamic quests which will give out new types of unit rewards. edited by DrDread on 12/26/2017 |
12/27/2017
Topic:
City Megastructures and some other fixes
Doctor DreadAdministrator
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nynobernie wrote:
LunaMoth wrote:
"Artifacts removed in this way are destroyed with no salvage!" I agree with this decision.
"Population damage on Combat was displaying wrong, it is 10% of Attackers Power used in battle, previously it was displaying the full power as damage. " What if instead the difference in Attacker power and Defender power (multiplied by 10%) would be the population loss?
Great idea, this way you could prevent suicide attacks that just target the population.
That would mean when 2 mil power Doomstar attacks a 2 mil power defense for 10 rounds in a city... No population damage would occur. That's not what happens in Independence Day!
How about we do essentially the reverse. If the attacker has less power then the defenders, then less population damage occurs on the same scale. Half the attacking power of the defenders means half the normal pop damage. Once you have matching power or more, the full pop damage will take effect. |
12/27/2017
Topic:
Average Number of Active Users
Doctor DreadAdministrator
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OriontheHunterr wrote:
Can Doctor Dread please post about how many active players we have on average. I left the game for a bit but I am thinking about coming back. Just curious to see how much the game has grown since I took my break.
Game Status page shows "Active Users" but that's kind of a gray area. You are considered "Active" until your corp is removed which can be a month later. There are probably 20% less corps and logins now then 3-4 Months ago. That could be the normal drop off in gaming that happens in the winter. I still get average 4-5 new players every day, sometimes it spikes to 15-20 (love to know where those are coming from). But most people don't stay past the tutorial or even the first few turns. The turn flip mechanic is a tough wall to get past in the beginning. Most people want the instant gratification or at least get pulled into the game within 5 minutes before getting to a grind and loot boxes. This game is kind of the opposite, it starts off slow then ramps up =)
There is also a lot more compelling content I need to add. I only have a handful of voting events which is supposed to be a core game play mechanic and its only available to paid players. I need ways for free players to get things like artifacts or special units or do their own "voting" somehow. Political Prestige linked to your titles might help as many free players are kings of their industry at least in their home city or planet. I also want to work on the exploration mechanic where you can get artifact or unique unit missions just exploring deep space. The artifact resources are kind of dominated by the big players |
12/30/2017
Topic:
Making some fundamental changes to the products
Doctor DreadAdministrator
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I am considering making some changes to the products value which might shake the game a little bit.
There used to be a time where all products were valued the same, but the higher tier factories would produce more of them, thats why they were more profitable. I don't recall the argument to change that, might have revolved around civilian services, but in the end we instead made them produce the same but made the higher tier products themselves worth more. This kind of broke the game in a couple places because there are a LOT more end products then components and more comps then raw material products. The game was expecting 3-5x increase in quantity of End products over the raw materials to supply the 5x volume of the entire end product category. Now that is no longer the case, it takes 5x as many players to produce enough end product to meet demand.
I don't think we can revert back to the more quantity version of the game but what I might be able to do is adjust the demand increase rate for the different tiers or perhaps it would be less confusing if I dropped the VOLUME on the higher tier products. This would effectively be the same as increasing the quantity produced. Corps would be able to meet the demand of End Products because the volume is much lower then before. You also wouldn't be able to buy/sell as much in high tier products either.
There is also another issue, the tier product value used to be something like 100, 250, 500, 750. And then it was upped to 100,325, 750, 1000. On the complaint that you can't buy lower tier materials to make higher tier products. This also kind of breaks the game. The game was designed so that Raw materials is something you can always get steady sells in, moving up tiers is more profitable ONLY IF you can get a good infrastructure of cheap materials or deal with another corp who was specialized in it. making all end products was impossible unless you were dealing with other corps But by making the products so much more valuable we've made End products the best tier to go straight to, its better in every way then trying to make money in Raw materials for example. We also upped the corp HQ production bonus to 50 a while back and we've added megastructure bonuses on top of that. These bonuses are too large, they multiply on each other when you are making raw mats, and comps and then end product in the same place.
So... I want to bring the values of products down to 100,250,500,750 again. And I also am considering lowering the Corp HQ and level bonuses as I bring in the megastructure bonuses so you don't walk in on +100 production bonus in every city,. And lastly. I want to tweak the volume on Components and End Products to be maybe 0.75x and 0.5x of what they are now and see how that goes.. I'm not sure about civilian services, maybe keep the same.
I want to give like a week notice on doing this,so it might be something I push next week. I still would like to hear thoughts on this,outside of "OMG my INFASTRUCTURE!1111" |
1/3/2018
Topic:
Carrier Loss
Doctor DreadAdministrator
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Holy crap, I think the messages are duplicating for every carrier/unit destroyed, I already thin kI know where to fix the problem. I assume there was a big fight and MULTIPLE carriers got destroyed at once. I should change this to a single warning that "Some carriers were destroyed and Some units were dropped into space".
So sorry, ill try to look at this tonight or tomorrow. If you want to wait that long I can try to clear the messages also |
1/3/2018
Topic:
Rulership titles idea
Doctor DreadAdministrator
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This is just an idea for rulers to give "titles" to other corps that can do certain things.
Rulers of a city planet or system can assign titles to other corps. One can be a Minister of War which provides perhaps a logistic bonus? Or just prestige (which will probably translate into log bonus) and also the ability to control and manage that city/planet/systems "fleet" which is a single group or fleet attached to the location and has either zero or very low upkeep costs to it. Not sure exactly how we build more units into it, perhaps at a lower cost also. Maybe its automatic based on city population, Random units based on scope and population re-spawns when annihilated slowly. Like Terran Fed units. So there is no mingling with your own finances per say, Just a special Fleet/Group that you cant "manage" (break apart salvage etc) but you can control and give orders to.
The other title can be Minister of Business (working title). That title gives you the ability to give a production bonus to certain industries. Maybe like 3 bonuses, a big one a small one and a little one, or perhaps one of them is a negative. Gives your City/planet/System some flavor. They would stack across the 3 scopes.
The actual ruler would have either similar powers or stick with the money income alone. And I think these titles could be given to free accounts where as the ruler position itself still requires a paid account. Might require your Corp HQ to be at location (or on planet, system) to be assigned these titles. These titles would also come with Prestige stat. |
1/4/2018
Topic:
Carrier Loss
Doctor DreadAdministrator
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I haven't gotten to this yet. I have free time tonight I'm going to try to hunt it down. |
1/4/2018
Topic:
Distribution Centre - a suggested modification
Doctor DreadAdministrator
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DBCs more slots....
like start at 10 but go to 20 at level 10? +5 slots per level making like level 10 be 55 slots? I don't think having 100 slots at level 10 is going to work well |
1/5/2018
Topic:
Fleet stats not changing when upgrading units
Doctor DreadAdministrator
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scarface wrote:
I have a fleet with 3 freighters. When I created the fleet they all have been level 1 (6000 cargo space). I upgraded the freighters now. Each now has 8000 cargo and 12 speed, but the fleets cargo is still at 18k and speed is at 10. The fleet is also not picking up more than 18k products, so it is not just a visual glitch.
I made a change last night to fix the carrier message spam problem. I might have broken this at the same time. Try to remove one of your units from the group and put it back in it should recalculate itself. That should be a workaround until I straighten it out |
1/8/2018
Topic:
Fleet Notes showing 52% HP
Doctor DreadAdministrator
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rod7512 wrote:
My fleet Knights was involved in a battle with a kaiju on Luyten VI and came out with 52% HP. Since then the notes in the main assets page as well as when I click the fleet itself it shows 52% HP. Once I drill in to each individual unit they are fully healed though. Just making sure if I send them into battle they wont act as if they are half dead going in. I'm going to try to reform the group and see if that helps but thought I'd report it anyway.
Let me know if that worked, re forming the group. I made some changes and I think I broke the recalculating of group stats in some instances.. I'm pretty sure the actual stats on the units themselves is what combat will go by, but the stat on the group itself by come into play if your attack order for the group is set to stop at a certain percentage. |
1/8/2018
Topic:
Making some fundamental changes to the products
Doctor DreadAdministrator
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EventHorizon wrote:
If you had an accelerated test server you probably could have spotted this problem before implementing such a fundamental change to the core game mechanics. I realize that's probably an issue of cost but I think it's kind of essential. I worry that with every new feature you introduce that hasn't been run through a test server there is more potential for problems like this that won't be spotted until it's had unintended consequences that can't be fixed on a live server without basically restarting it.
I can barely get enough people playing the normal game, I don't know if an accelerated test server would have even half the population =)
The bad bugs and wobbly changes is something I have to risk as a one man operation making a game that is designed for thousands of players interacting at once. I try to manage risk versus time when I make pushes I can't test everything forever and as one guy I can't really test what happens when 100 players in their unique setups get a hold of it. |
1/14/2018
Topic:
Product Value/Volume update
Doctor DreadAdministrator
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We have reduced the value of the higher tier items and reduced the volume of the higher tier items as well. This will probably jolt your accounting and cause some losses if you are playing in the higher product tiers
The current product values for Raw Mats, Comps, End Products, Civilian is 100, 325, 750, 1000.
That is going to change to 100, 250, 500, 750. This is what they were originally a whole ago.
Also the volume of Components is going to be 75% of what it is now, and on End Products the volume is going to be 50% of what it is now. Civilian Services are NOT getting a volume reduction.
This change is mostly putting BACK what the values were originally a while ago when it comes to prices. The volume reduction is new however and this should start to correct the problem of the player base not being able to supply the higher tier products . They used to produce more qty not be higher valued. This has caused some issues because there are probably 2x as many component product and 3x as many end products. Without he added production these demands could not be met.
Other changes
- Guild total members should correct themselves now. There was an issue where corps that were deleted recalculate the guild they were in.
- Megastructures inside cities that collapse will auto salvage.
- Population loss in battles now scales to the difference between attackers and defenders power. If the attacking force is half the power of the defenders, it will do half the pop damage it would of normally done for example.
- Artifact Research labs should not be contributing to the city spawn calculation. Sites which only have Research labs should no longer spawn cities.
- Comms Message allotment increased to 25 per hour.
I was trying to get Comm message forwarding in place. where you can send certain Comms messages in game to another email address which if you mobile carrier has an SMS gateway email address (and most do) you can send to an email that will go to your phone. I hit snags at the end so it will probably show up next week
I still haven't gotten the Doomstar event up, I'm debating on how to play that even out I really want to get that one going next week also.
Other things Im starting to work on is a Mass Update Sceen for your structures, so youc an change all your production or Buy Sells at once. I also want to do something similar for military units where you can find replace certain fields like City or location or product types and mass update a block of units orders at once.
The other planetary and system megatructures are in the works and the last thing Im toying with is Deep Space Exploration. Visit special location out in space and possibly spawn dynamic quests with new rewards |