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Author Topic: [ANN] SatoshiGalaxy - Browser MMORPG + BTC Faucet {FOR SALE}  (Read 109675 times)
5leepyJoe
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August 08, 2016, 10:11:03 AM
 #421

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?


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5leepyJoe

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5leepyJoe
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August 08, 2016, 12:58:14 PM
 #422

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.

toecutter (OP)
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August 08, 2016, 02:17:04 PM
 #423

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.

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5leepyJoe
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August 08, 2016, 05:29:40 PM
 #424

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.

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August 10, 2016, 08:14:59 AM
 #425

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


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5leepyJoe

Coco2tugno
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August 10, 2016, 04:54:20 PM
 #426

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.
toecutter (OP)
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August 10, 2016, 08:23:35 PM
 #427

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?

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Coco2tugno
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August 11, 2016, 07:57:18 AM
Last edit: August 11, 2016, 11:04:24 AM by Coco2tugno
 #428

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!
5leepyJoe
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August 12, 2016, 07:12:21 AM
 #429

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

toecutter (OP)
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August 12, 2016, 02:26:29 PM
 #430

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.

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August 12, 2016, 04:07:23 PM
 #431

What about implementing an easy way to transfer planet ownership between squad members?  It's starting to seem like that would be very useful.
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August 12, 2016, 05:41:07 PM
 #432

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.

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August 17, 2016, 12:09:15 AM
 #433

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.

SatoshiGalaxy - MMORPG Faucet - No investments - Satoshi payouts.
5leepyJoe
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August 17, 2016, 10:23:32 AM
 #434

Hooray for UPDATES!  Grin

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August 17, 2016, 02:13:55 PM
 #435

Yes those changes are nice. I was about to ask if you would support some pvp arena event. The idea is to announce a gathering of willing players in one sector and do a free for all bountyhunter fightfest. The devs could support such an idea by announcing an ingame message or and place a bounties on players that would be currently at that particular sector. Btw my cpu per captcha is only 3. Could you fix it?

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August 18, 2016, 11:16:44 AM
 #436

What is going on with the UI?

Everything is wrapping to the left of the screen and getting pushed down.

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August 18, 2016, 04:30:00 PM
Last edit: August 19, 2016, 09:40:12 PM by toecutter
 #437

Yes those changes are nice. I was about to ask if you would support some pvp arena event. The idea is to announce a gathering of willing players in one sector and do a free for all bountyhunter fightfest. The devs could support such an idea by announcing an ingame message or and place a bounties on players that would be currently at that particular sector. Btw my cpu per captcha is only 3. Could you fix it?

Great idea! I don't have powers to assist, like disabling GPD cruisers or pirates in a sector, but announcing this and giving out some bounties should be doable!

Edit: this actually happened.

What is going on with the UI?

Everything is wrapping to the left of the screen and getting pushed down.

Oh, hey, thanks for the report! Fixed.

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toecutter (OP)
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August 19, 2016, 09:23:05 PM
 #438

Update!

  • [ENC] Strange items are back into loot circulation
  • [BUG] Negative bounty leads to free satoshi

That latest bug was critical, but thanks to the prompt community response, no serious damage was done to the game. Thank you!

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August 20, 2016, 06:08:22 PM
 #439

I have finished a research at a planet Alienos but nothing happened yet. At least i think i did because the progress is at 100%. Notifications of profile still shows i made some progress in x reaserch. Its kind of sad i didnt get nothing because the reaserch was rushed for a literaly hundreds of bodies.
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August 20, 2016, 09:16:23 PM
 #440

I have finished a research at a planet Alienos but nothing happened yet. At least i think i did because the progress is at 100%. Notifications of profile still shows i made some progress in x reaserch. Its kind of sad i didnt get nothing because the reaserch was rushed for a literaly hundreds of bodies.

I think the problem here is that the planet itself is uplinked somewhere else and is researching something else. This probably should not be allowed. Please try to remove the "Alienos -> Somewhere" link, and see if that helps.

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