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- Low-priced items that were previously useful for trade XP have been restored.
- More lucrative trade routes added, particularly in grayspace and nation capitols.
- Holders of Owner Keys of stations get notified when a conquerable station turret gets destroyed. The notification occurs no more than once per hour.
- Added an optional 'Unload and Sell All' confirmation prompt.
- Fixed a rendering bug for Vulturius Anniversary Edition and other ships.
- More lucrative trade routes added, particularly in grayspace and nation capitols.
- Holders of Owner Keys of stations get notified when a conquerable station turret gets destroyed. The notification occurs no more than once per hour.
- Added an optional 'Unload and Sell All' confirmation prompt.
- Fixed a rendering bug for Vulturius Anniversary Edition and other ships.
++ thanks for updates, devs!
Thanks inc.
Out of interest is trade xp / item part of a dynamic mechanism for future use or just a fixed value ?
Out of interest is trade xp / item part of a dynamic mechanism for future use or just a fixed value ?
Thanks for the update. However, the notification for owner key holders is nearly useless the way you implemented it. In order to conquer a station, we get all the turrets down to around 10% and take them all out in a single run (to prevent re-spawning). From the time the first turret is destroyed to the time the last turret is destroyed is almost always less than 5 minutes. By the time we would get notified, the attack would be nearly over and it would be way too late for us to do to anything. The notification should be for when a turret initially takes damage. There should also be an option to allow user key holders to receive the notifications as well. Yes, this would make defending easier, so there should be a station defense nerf to go along with the improved notifications.
+1 to the update.
Maybe now I can stop losing money unloading/selling rare items. xD
Maybe now I can stop losing money unloading/selling rare items. xD
davejohn: as I suspected, it's calculated dynamically based on the current out of the possible max value, and the length of time to go from min to max. So, for the low-value items I had dropped some of them from 240 days to 60 days (min-to-max), which drastically reduced the potential XP gain while at peak value. XP isn't related to actual amount of money made, but rather how many items you trade that are close to peak value, and how long it takes for that peak value to be reached. As a result, I would surmise that some of the "inflated" routes to grayspace, while giving great income, probably don't give amazing XP, because those locations have their min-to-max rate set short. But.. I'm not sure on that, the XP might use only the global value instead of the local one (those stations have a local min-to-max that overrides the standard global one).
Strat: Fair enough, we'll look at that. The notification was a last-minute thing (literally, Ray finished up his stuff around 11:30pm, and since I was still working on something, I suggested he implement that). Not a lot of thought was put into how we should do it. I didn't want it to be too spammy based on damage only, so we'll probably make it based on some sort of threshold (50% damage or something). That'll take more time, I imagine.
Strat: Fair enough, we'll look at that. The notification was a last-minute thing (literally, Ray finished up his stuff around 11:30pm, and since I was still working on something, I suggested he implement that). Not a lot of thought was put into how we should do it. I didn't want it to be too spammy based on damage only, so we'll probably make it based on some sort of threshold (50% damage or something). That'll take more time, I imagine.
"The notification occurs no more than once per hour"
Does that mean that if a station is under attack and the notification is sent out at 22:10 and a player with an owner key logs in at 22:20 they won't receive any notification that the station is under attack until 23:10 (assuming it is still under attack at that time?)
Does that mean that if a station is under attack and the notification is sent out at 22:10 and a player with an owner key logs in at 22:20 they won't receive any notification that the station is under attack until 23:10 (assuming it is still under attack at that time?)
Maybe the threshold could be something like 10% or more damage within a 10-minute period. That would prevent calling in the cavalry everytime someone accidentally bumps into a turret.
I'm also interested in meridian's question.
I'm also interested in meridian's question.
meridian/Strat: The answer is no. The 1 hour is per player and starts when you first receive a notification. Currently, you will receive a notification when a turret is destroyed, unless you received a notification less than 1 hour ago.
If you log in after a turret is destroyed, you won't get a notification until the next turret is destroyed. Then you won't get a notification for 1 hour. Logging out and back in will not reset the timer. Restarting the client will reset the timer as the timer is client-side.
If you log in after a turret is destroyed, you won't get a notification until the next turret is destroyed. Then you won't get a notification for 1 hour. Logging out and back in will not reset the timer. Restarting the client will reset the timer as the timer is client-side.
Can we assume that there will be something to spend our large piles of credits on, now that they will be getting larger still? Say for instance, something bigger than an XC or smaller than a Moon?
It seems to be harder to make oodles of monies than before the scaling sellprice change. I hope that if/when there are more expensive things than Behemoth XC's, either they will be very hard to lose or it won't take 12983 hours of grinding to get them back.
If someone were to attack a station player X has an owner key to and kill a turret, then move to a different station that player X has an owner key to and begin killing off the turrets there, will player X receive a notification once an hour for each station?
No, player X has too many stations, the kindly Corvus should help keep things "fair"
tarenty, no. they will be notified only once per hour total.
There should be separate notifications for each station then.
I agree with Strat. Faking taking one station and then attacking another too easily bypasses the notification system... unless that is what you want?
ok. it's easy enough to do that.
Eh, if anyone cares that much, the strategy should be left available.
No, I disagree, Lecter. The strategy is more interesting if you destroy a turret at one station, and as reinforcements come to defend, destroy a turret at another station, and the defenders have to decide whether one attack is a feint, and if so which one, or whether they can afford to divide their defending forces between both stations.
Fine, whatever. Not like there's enough of a playerbase for either approach to matter.