Post
Topic
Board Micro Earnings
Re: [ANN] SatoshiGalaxy - Browser MMORPG + BTC Faucet
by
toecutter
on 15/03/2017, 06:00:45 UTC
Dear toecutter,

I think it was an example of matek. For us, it is difficult to create a ranking or a comparison of levels because we do not have the possibility to switch between different levels to make a comparison.
I think it should be a reduction from the 1 level. It might not be useful to apply a linear reduction of the cool down time but an exponential reduction. Just as an example! Level 1 CDT - 1 second. Level 2 CDT - 2 seconds Level 3 CDT - 4 seconds Level 4 CDT - 8 seconds and so on. Up to a maximum of 1 minute per additional level.


Furthermore, I am for any unsuccessful attempt to make something because ores, plates or components burned are to pull off this cool down time. I think you have already been punished enough for you to lose items then it would be fair not to have to wait. An example. If I want to produce 2 40nm PCB with me the CDT is 2 minutes 20 seconds. If now in the attempt a copper plate burns and it is only a 40 nm PCB manufactured then I have to wait 2M20S. Here I think it would be fair only to apply the CDT for a successful production. In this case, that would be 1 minute instead of 2 minutes and 20 seconds. Do you understand what I mean?

Not only I understand, I also completely agree.



New Travel Mode : I don't understand why do you to make so complicated.

1) Example:

To travel 9 Jumps : we need : 9 * 11 minutes = 1h39 and 1h39 to return.


This makes progression a bit more interesting. In the past it was:

To travel 9 jumps: 9 * 10 = static 90 minutes

Now it's more like

To travel 9 jumps (complete newbie): 9 * 11
To travel 9 jumps (more advanced player): 9 * 10
To travel 9 jumps (somewhat advanced player): 9 * 9

etc.


Impossible to Jump and to dock with a trucker ( Need to wait 5 minutes in space )


That is precisely the point. We always hated the Jump-Dock and Undock-Shoot-Dock "gameplay". It was borderline cheating to us. With constant ability to hide on a station/planet, sector threat levels became almost completely irrelevant. Newbies could mine in most dangerous sectors, people attacking planets under GPD protection like it's nothing, PvP wouldn't work at all, etc. It's basically a method to enforce all other rules into play.

We want to give ships more "weight". And we want to make combat more tactial, not a game of who docks to station faster. The final goal is to make combat more similar to tabletop-RPGs / turnbased wargames / games like Jugged Alliance, where your every turn counts. We also want to make teamplay more relevant, so that repairing, shielding, trading, conquest and all other activities demand more cooperation (or confrontation). It always should've been a multiplayer game, not a single-player game with chat.

Your post was made in a form of a question and not a complaint, which I really appreciate. However, I realize players are also concerned with their earning rates. To that end, we have increased all rewards for everything, and in first time since the very beginning it's now possible to actually travel faster than before. We will keep improving the interface too, so it wouldn't take as many clicks/page loads.

Please keep an eye on the following updates, everything will become even more clear in the nearby future.