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Author Topic: [ANN] SatoshiGalaxy - Browser MMORPG + BTC Faucet {FOR SALE}  (Read 109676 times)
black_wulf
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July 31, 2016, 05:38:19 PM
 #401

Is there any free planets?
I only see  [Protectorate]

Is there any way dat noobs can get a planet too, without flying miles away?

What? Protectorate is only 12 planets and they are all deep in the red area. You cant simply and honestly say there are no free planets. Its like 95 to 99% uncolonized planets.

I can sell you some juicy uninfrastructured colonized terra type planet if you are interested.

Yeha, maybe my map is pretty small becaus i only mine at one spott,  But the Planets in the Safe zone are all gone, and the most planets are not habitable

Still noob gear ;-;

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Przemax
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July 31, 2016, 05:44:22 PM
 #402

Every planet is habitable. You just need to build a biodome in it. Well every planet is habitable except those that you cant land on - like gas giants. Its kinda hard to build something in the air I suppose.
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August 01, 2016, 03:13:50 PM
 #403

Is there any free planets?
I only see  [Protectorate]

Is there any way dat noobs can get a planet too, without flying miles away?

Hello, black_wulf.

What Przemax told you is correct; I'd also like to add, that there are still lots of unclaimed planets on the server, even in the galaxy center.

However, in practice, in doesn't matter. There's no such thing as "noob" planet, cause planets are equally hard to claim and to control. Something that an older player will have less trouble doing.

To put it another way: instead of being a "noob" and worrying about empty planets, stop being one, and take *any* planet you want :)



Small update:

  • Pulse weapons recipes/prices were adjusted

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August 02, 2016, 11:34:37 AM
 #404

My browser constantly says "Waiting for u-ads.com..." and "Waiting for ubercpm.com..." when I switch between pages and I have to wait a lot of time between doing anything, as I can't press any buttons.
5leepyJoe
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August 02, 2016, 10:19:47 PM
Last edit: August 03, 2016, 12:31:45 AM by 5leepyJoe
 #405

Congratulations on creating a FUN and COMPELLING game!

I have always loved playing trading games like this and I am having an absolute blast. The fact that you earn actual 'currency' is merely a bonus. I would play this even if my balance was just a meaningless number.

One thing I would like to see though is perhaps a small star-map/mini-map of the Map page, but on all pages so that you are able to flip through your notes easily. It would make trading much simpler not having to have two browser tabs open to do that.
An alternative, which in my opinion would be even better, is to have the trading information of systems you visited display when you hover over them. I do understand that the prices get re-randomised every 6 hours. When that happens you would need to revisit the systems to get the new price information again, as it only shows that information for the systems you have visited. This would save a lot of time and effort making notes, and doesn't take away the need to have to travel around the system. It basically just aids the players by providing information they could have/should have written down anyway, and it will give a visual indication of when prices have been changed (no information would pop-up anymore for systems, forcing you to revisit them if you wish to get updated price stats).

Again, well done on creating something interesting and fun!


EDIT: Could you guys also make the Jettison feature to be able to throw out more than a single cargo space of the same material? For example, you are able to sell 10 units of Copper Ore at once even though each cargo space only takes 4 Copper Ore. But with Jettison you have to select each cargo space individually and select Jettison.

EDIT 2: Just realised that the sell window acts the same as the Jettison behaviour: if you select a cargo space that is full then it doesn't allow you to specify to sell more than just that amount. So even if you have 7 Copper Ore it doesn't allow you to go above 4 (or whatever your cargo space is). But if you select a cargo space that is not filled then you can specify to sell all 7 instead of just 4.

Sorry about all the EDITs.  Lips sealed  I am posting as I find something buggy.


Regards,
5leepyJoe (sleepyjoe - in game)

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August 02, 2016, 10:42:11 PM
 #406

I don't know if this is a bug or not, but I went back to an asteroid to mine it (Nashira: SAT-1016[5]) and then I get a page that says "No such asteroid exists". Is this a bug or do I just have to rescan the system?

EDIT: After about 2 minutes the error page refreshed and in my message box at the bottom it says 11 Copper Ore and 2 Argentum Ore mined. Very strange behaviour.

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August 02, 2016, 11:48:40 PM
Last edit: August 03, 2016, 12:20:37 AM by toecutter
 #407

My browser constantly says "Waiting for u-ads.com..." and "Waiting for ubercpm.com..." when I switch between pages and I have to wait a lot of time between doing anything, as I can't press any buttons.

Hello, n101010k.

Thanks for your report. You're quite correct, sometimes some of the ad networks experience dramatic slowdowns; u-ads.com is particularly nasty those days.

What we do is give them a chance to recover, then remove them completely if they keep failing. We'll see how this one ends.



Congratulations on creating a FUN and COMPELLING game!

I have always loved playing trading games like this and I am having an absolute blast. The fact that you earn actual 'currency' is merely a bonus. I would play this even if my balance was just a meaningless number.

One thing I would like to see though is perhaps a small star-map/mini-map of the Map page, but on all pages so that you are able to flip through your notes easily. It would make trading much simpler not having to have two browser tabs open to do that.
An alternative, which in my opinion would be even better, is to have the trading information of systems you visited display when you hover over them. I do understand that the prices get re-randomised every 6 hours. When that happens you would need to revisit the systems to get the new price information again, as it only shows that information for the systems you have visited. This would save a lot of time and effort making notes, and doesn't take away the need to have to travel around the system. It basically just aids the players by providing information they could have/should have written down anyway, and it will give a visual indication of when prices have been changed (no information would pop-up anymore for systems, forcing you to revisit them if you wish to get updated price stats).

Again, well done on creating something interesting and fun!

Hello, 5leepyJoe.

Thanks for your feedback.

First of all, really glad you're enjoying the game! Calling it just a trading game is a bit misleading IMHO :P Trading is only one of the venues, outright piracy being the extreme opposite example. Oh well, nevermind all that...

Regarding "timed" scans of various sectors: that was our original intention. However, it is quite a challenge to implement effectively with the codebase we currently have. We are not giving up on this, but please do not expect any newsworthy improvements in this area any time soon.

The "mini-map" UI (along with a "completes-as-you-type" Sector/Planet search widget) is something we've been thinking about for equally as long, going back to the very first version of the game, but there are several complications there too.

I've heard some decent news regarding those 2 points, though, and I'll +1 them.

EDIT: Could you guys also make the Jettison feature to be able to throw out more than a single cargo space of the same material? For example, you are able to sell 10 units of Copper Ore at once even though each cargo space only takes 4 Copper Ore. But with Jettison you have to select each cargo space individually and select Jettison.

Regards,
5leepyJoe (sleepyjoe - in game)

That should already work as you described. Does it not? I'll double check. If it doesn't, well, definitely a bug, in which case, thanks for reporting!

Edit: Looks fine to me! Am I missing something?

I don't know if this is a bug or not, but I went back to an asteroid to mine it (Nashira: SAT-1016[5]) and then I get a page that says "No such asteroid exists". Is this a bug or do I just have to rescan the system?

EDIT: After about 2 minutes the error page refreshed and in my message box at the bottom it says 11 Copper Ore and 2 Argentum Ore mined. Very strange behaviour.

I'm not quite sure if I follow what exactly happened (and if it wasn't some misunderstanding on your part). If you could please give a more precise reproduction steps, that would help tremendously! Thank you.

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5leepyJoe
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August 03, 2016, 12:59:15 AM
 #408

Quote from: 5leepyJoe on Today at 12:19:47 AM
EDIT: Could you guys also make the Jettison feature to be able to throw out more than a single cargo space of the same material? For example, you are able to sell 10 units of Copper Ore at once even though each cargo space only takes 4 Copper Ore. But with Jettison you have to select each cargo space individually and select Jettison.

Regards,
5leepyJoe (sleepyjoe - in game)

That should already work as you described. Does it not? I'll double check. If it doesn't, well, definitely a bug, in which case, thanks for reporting!

Edit: Looks fine to me! Am I missing something?

Please see my second EDIT on this post. I edited the same moment you posted your reply unfortunately:

EDIT 2: Just realised that the sell window acts the same as the Jettison behaviour: if you select a cargo space that is full then it doesn't allow you to specify to sell more than just that amount. So even if you have 7 Copper Ore it doesn't allow you to go above 4 (or whatever your cargo space is). But if you select a cargo space that is not filled then you can specify to sell all 7 instead of just 4.

Sorry about all the EDITs.  Lips sealed  I am posting as I find something buggy.

The issue seems to be that selecting a cargo space that is fully loaded prevents you from specifying a higher number of goods to be sold or jettisoned.



Quote from: 5leepyJoe on Today at 12:42:11 AM
I don't know if this is a bug or not, but I went back to an asteroid to mine it (Nashira: SAT-1016[5]) and then I get a page that says "No such asteroid exists". Is this a bug or do I just have to rescan the system?

EDIT: After about 2 minutes the error page refreshed and in my message box at the bottom it says 11 Copper Ore and 2 Argentum Ore mined. Very strange behaviour.

I'm not quite sure if I follow what exactly happened (and if it wasn't some misunderstanding on your part). If you could please give a more precise reproduction steps, that would help tremendously! Thank you.

So far this was the only instance of this happening to me, but it might be good for the devs to take a look at it at some point to try and figure out what may have caused it.

Here is exactly what I did and what happened:

- made my way to the Nashira system.
- did a system scan.
- mined SAT-1007[20].
- went to the station to check what is available.
- undocked and jettisoned the Copper Ore I mined.
- mined SAT-1013[15]. jettisoned the Copper Ore.
- mined SAT-1016[10]. jettisoned the Copper Ore.
- tried to mine SAT-1016[5] again, seeing as according to the counter [5] I still had one turn left before having to do a new scan.
- instead of giving me a mining report at the top of the page I got redirected to an error page with the message "No such asteroid exists"
- I then clicked the Back button of my browser which took me to the same page before trying to mine the asteroid. No Energy had been subtracted or anything. It was like I never even clicked to mine it.
- I tried to mine it again and once again I was redirected to the error page.
- I then switched to my bitcointalk tab, leaving Satoshi Galaxy on that error page while I created the post.
- When I switched back the error page had refreshed on its own and again took me back to the mining page for SAT-1016 which still had the [5] counter, but this time in my chat log it said that I had mined 11 Copper and 2 Argentum Ore.

I hope this clarifies things. If not please let me know which part is unclear and I will try to explain it further  Smiley

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August 03, 2016, 01:25:45 AM
 #409

EDIT: Could you guys also make the Jettison feature to be able to throw out more than a single cargo space of the same material? For example, you are able to sell 10 units of Copper Ore at once even though each cargo space only takes 4 Copper Ore. But with Jettison you have to select each cargo space individually and select Jettison.

EDIT 2: Just realised that the sell window acts the same as the Jettison behaviour: if you select a cargo space that is full then it doesn't allow you to specify to sell more than just that amount. So even if you have 7 Copper Ore it doesn't allow you to go above 4 (or whatever your cargo space is). But if you select a cargo space that is not filled then you can specify to sell all 7 instead of just 4.


Upon further investigation I found the problem in the game mechanic. The game does not identify cargo spaces above it, only those below it.

Example:
-cargo slot 1: Copper Ore x4
-cargo slot 2: Copper Ore x4
-cargo slot 3: Copper Ore x2
-cargo slot 4: Iron Ore x2

If I select cargo slot 2 the maximum Copper Ore I can specify to sell/jettison is 6. It does not go up to look at what is in slot 1.
If I select cargo slot 3 the maximum Copper Ore I can specify to sell/jettison is 2. It does not look at slot 1 and slot 2.

5leepyJoe
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August 03, 2016, 03:00:05 AM
 #410

Something else I noticed is that when you craft the crafted items are stored in the first open cargo slot and then it can't be moved around. For me personally that eliminates 6 extra spaces that could have been used to fill with ore.

If I could instead move it to the last cargo slot that has only 4 spaces it would be extremely beneficial as I could then grab enough ores to make another 2 crafted goods, instead of being limited to just 1 because of the wasted space that can't be filled.

Making cargo movable between slots would greatly benefit inventory management.

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August 04, 2016, 07:06:17 PM
 #411

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!

Upon further investigation I found the problem in the game mechanic. The game does not identify cargo spaces above it, only those below it.

Example:
-cargo slot 1: Copper Ore x4
-cargo slot 2: Copper Ore x4
-cargo slot 3: Copper Ore x2
-cargo slot 4: Iron Ore x2

If I select cargo slot 2 the maximum Copper Ore I can specify to sell/jettison is 6. It does not go up to look at what is in slot 1.
If I select cargo slot 3 the maximum Copper Ore I can specify to sell/jettison is 2. It does not look at slot 1 and slot 2.

That is indeed the correct behavior. Sorry for not clarifying this earlier.

The "feature" is called "top-down select" and allows one to quickly split stacks of items. It's activated by double-click. Enitrely counter-intuitive, surely, but that's what we currently have :( To recap: you double-click on the top-most slot if you want to "sell all", on the middle slot if you want to "self about half"...

Something else I noticed is that when you craft the crafted items are stored in the first open cargo slot and then it can't be moved around. For me personally that eliminates 6 extra spaces that could have been used to fill with ore.

If I could instead move it to the last cargo slot that has only 4 spaces it would be extremely beneficial as I could then grab enough ores to make another 2 crafted goods, instead of being limited to just 1 because of the wasted space that can't be filled.

Making cargo movable between slots would greatly benefit inventory management.

Good point, added to the TODO list. Thankfully, your slots will all have the same (max) capacity sooner or later, and you'll not experience this inconvenience, but it would indeed help newbies.



Update!

  • [BUG] Can't kick players from squads

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August 04, 2016, 09:07:49 PM
 #412

What is the maximum skill level for a particular skill?

Hello, bob152637485.

There's no maximum. But the rate of growth reduces so dramatically, we'll be very surprised if you can get any skill past level 30.

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August 05, 2016, 08:27:31 PM
 #413

Update!

  • [ENC] Add ability to sell ships on the market.
  • [ENC] Allow sale of GPD-tagged equipment and ships on the market.
  • [ENC] Add a service for hauling/transfering ships between sectors.

It is expensive and you will have to wait a bit, but your back-up ships should be much more usable now.

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August 07, 2016, 12:10:33 AM
 #414

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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August 07, 2016, 09:08:09 AM
 #415

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

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August 07, 2016, 09:32:09 AM
 #416

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

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August 07, 2016, 10:34:14 AM
 #417

...
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.

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August 07, 2016, 10:41:01 AM
 #418

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.
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August 07, 2016, 10:50:21 AM
 #419

...
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.

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August 07, 2016, 11:00:33 AM
 #420

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!

SatoshiGalaxy - MMORPG Faucet - No investments - Satoshi payouts.
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