Which means that there’s clearly not enough changes in that direction, which was already said before by several people.
That was said since beginning. How does restricting the multiplayer missions help with that? Also I feel like restricting multiplayer in “MMO” game is like shooting yourself in the foot.
Hey iA, I have some questions regarding this new upcoming feature:
- Mission Outcome screen: “Unoriginality penalty” now compounds over the last 12 hours, and resulting penalty now affects all of score, food, and keys.
If I’m understanding this right (I rarely do!), this change will make it so the more we repeat a mission, the more we lose… everything? How does this compounding work exactly (will there be a limit, etc, like the original penalty…)?
I figure that farmers will be affected, so uh… press f to pay respect???
Hope i post this in the correct section. Im coming back since last time when we had trouble with the anti-cheat software and ban triggering on AndreI account.
Here is a link in which i have attached dxdiag run report file
The system installed on pc was windows 7 on 32bit version. Now we have reinstalled windows on 64bit version. Game seems to run normal now(v129), appart from restriction to multiplayer, no disconnection mid-game anymore, the report above was done before reinstalling a new copy of Windows.
We are asking if there is a solution to play again together multiplayer. My aunt recently started playing too, Dark Angel 42 and AndreI on same network. Looking foward to your reply, thank you!
EDIT: My mistake, it’s working fine, he was talking about playing both with the port restricted stuff, thats solvable. Thank you very much for your support so far!
Which type of NAT that the game reported when you join multiplayer? If it’s Symmetric, then you won’t be able to join any room or, at least, someone lucky enough to let u join with.
If it’s Port-restricted Cone, try to connect to other router (eg: Wifi) and try again to see if that helps.
Bside, Local Network Multiplayer (which Dark Angel 42 and Andrel did) seems still not stable on some routers.
My solution: try to join/host with different network connection instead
His issue has nothing to do with that.
Also, can you please provide the make & model (or any other tech specs) for the problematic laptop?
Why would you want to play the same mission multiple times anyway? Randomizaton adds replay value.
Play on your own and favourite missions you like, then you can host them as much as you wish.
Example: Huge Furrier is a Double Team which can give you 320 keys per go with SSH. However, the DT can easily be rushed with Damage Amps (spend 80 keys), netting you 240 keys in less than three minutes.
Now imagine doing this repeatedly without stopping. If that doesn’t sound exploitable then I don’t know what is.
Isn’t 10 amps only 80 keys if you buy it from the galactic store, 60 if bought from an aftermarket station, so you can net 260 keys max instead of 240 if you only use 1 amp per wave
Clearly I have been diagnosed with inability to do Maths. fsr I thought they were 9 apiece
I wonder if you can do the same for the rocket icon on the contacts list as well?
Oooo… yeah, I’ll have to. I knew it couldn’t be that simple.
this change will make it so the more we repeat a mission, the more we lose… everything
It’s not so much a question of “losing”, but rather “gaining less”. The more you play (within 12 hours) the less you gain, until you don’t gain anything at all.
I figure that farmers will be affected
Yes, that’s a large part of it. Also wave farmers will now be prevented from winning rewards (“most active” medals).
appart from restriction to multiplayer
What restriction is this?
We are asking if there is a solution to play again together multiplayer
What do you mean by “again”? Were you able to play multiplayer before but not now? How does each participating computer connect to the internet? Is it a wired or wireless connection? How is it different between your old and new computers?
Which type of NAT that the game reported when you join multiplayer
NAT type is irrelevant when it comes to LAN games (which I think is what @LUK is asking about). It’s mostly about how your router allows (or doesn’t allow) communication between different computers connected to it.
having a public ID for users in game
Added in v.130 Idea
It’s still an experimental feature. It only works when searching for contacts / reporting players.
wave farmers will now be prevented from winning rewards (“most active” medals).
A few questions (and overall points) I have about that:
- So, if someone repeats the same mission over and over, will they completely get disqualified for that day’s/week’s daily medal, or will only those mission completions be disqualified?
- If it’s the latter, will all completions of this mission be disqualified, or only the ones that fall under the unoriginality penalty?
- I assume it doesn’t straight-out ban them from those medals forever, just prevent from getting them from repeating the same missions, right?
- Will the farmer be noticed if they went over the limit in a mission, or is it silent?
- If there won’t be notification system in place, then this feature should be explained somewhere in-game, so it doesn’t hurt legit players who want to grind for the medal but don’t read the forums.
- In what way the diminishing gains (unorgiinality penalty) rise? Is it like a logarithmic scale, or a simple step-up (ex. -50% for first few repeats, -75% next few repeats etc.).
- With unoriginalty penalty bigger than 50% the overall score multiplier could potentially go to negatives (theoretically it already can, but under very strict circumstances, which are practically almostunachievable). That should be accounted for, for example by capping the lowest overall multiplier.
“Unoriginality penalty” now compounds over the last 12 hours, and resulting penalty now affects all of score, food, and keys.
not so much a question of “losing”, but rather “gaining less”.
I don’t like this change at all.
It will just make earning keys slower and more tedious than it already is and will also make new players struggle even more in the early game.
This new change basically force players into playing with extra lives equipped, because if you will die your earnings will be reduced, so players will spend more often keys on lives than they do nowadays.
There is also the fact that newcomers die a lot often and don’t have tons of keys to spend on extra lifes like midgame players can.
This just sounds to me as an early game progression nerf and an EA way to accomplish that.
Not to mention the fact that to actual key farming you would now have to waste a lot of favourite mission slots to save tons of comet chases.
Why? Because a death or a mission lost screen will mean that replaying the mission will not be as worth as playing on another one!
The alternative to this? Exploring the galaxy more, so the player will use fuel more often, draining keys even faster.
Please IA, reconsider if this rework actually has a place in the game. Because it sounds like a worsened gameplay experience for every player that isn’t an explorer archetype.
If the rework has to stay, tough, I want to suggest a way to soften the inevitable damage:
Buff the H&C ships with an additional ability to mitigate unoriginality penality (reduces the resource nerf caused by the penality)(better models mitigate less), due to their role as farming and starting ships.
This change may solve some of the problems I have with your rework:
- Not nerfing too much the early game progression by buffing the starting ship
- Reducing the negative impact on mid/endgame key grinding, by buffing the farming ships and giving them more of an incentive to be used for grinding
While still mantaining what you want to achive with the rework:
Disencourage players to replay the same missions indifinetly (they would replay only while farming but less than nowadays) and give more (forced IMHO) incentives to the galaxy exploration.
Sorry for the wall of text
I’m writing this post really late into the night, so I aplogize for eventual grammatical horrors in it and the fact that I will respond to eventual replies in about 8 hours
It’s mostly about how your router allows (or doesn’t allow) communication between different computers connected to it.
What I’m thinking about is: One of them hosted a mission in a same LAN as other, but when he ready to join the room that hosted in same LAN, it stuck at “Establishing Route” section (which I tested on my home and neighbor’s router and saw differences). So, can we confirm that was caused by router?
The more you play (within 12 hours) the less you gain, until you don’t gain anything at all.
How does this make sense? Also don’t you think that’s a bit tedious for new players?
Seems like the super short missions I saved for Quests will be wasted as well, because not just resources, all results will be disqualified and waves don’t count for most active recruit.
Yes, that’s a large part of it. Also wave farmers will now be prevented from winning rewards (“most active” medals).
Aw, man. Now I can’t get Most Active recruit medals from farming Anniversary Missions .
In the “Out of Nowhere” wave, the chickens keep moving in the same 2 or 3 directions, I spent a good minute watching them and nothing changes, and yes, even if you shoot/kill them, nothing changes.
Mission: Anchored Deliveryman.
The directions in these waves are randomized. So it’s completely possible to see the same destination being repeated.