And another couple of months passes by… with no significant improvement whatsoever.
Kostyan, wasn’t you preaching that this game has a huge potential playerbase? Where are those players? Almost a year passed and game still below 2k online users. Don’t give me crap that it’s not advertised well. T1 and T2 always full, that’s where the new pilots are. So we got a stable new players income, regrettably they don’t stay for long.
They don’t stay because they see the game as a giant wall of grind. Unfortunately, the Devs seem to be tackling a real problem in the worst possible way once again.
The problem is that, traditionally, T3 required a fair bit of skill to do well in. Now, T3 (and even T4) is becoming increasingly diluted by “unskilled” pilots who are just powering through a single ship line. By requiring a lot of grind to get through T3 (that is where the Grind takes on utterly xxxx levels) the theory seems to be that pilots will learn the skills needed for the endgame T4 / T5 play. In practice, players are just going to see that it’ll take them years to get to that content, and quit.
The reward increase came with this patch if you actually read the patchnotes…
“Average premium ship profitability increased by 20%”
If you’re talking about synergy, before premium ships were given 20% free synergy, elite ships 10% free synergy, and regular ships got 5%. Before that, I think it was 10% free synergy for premiums and 5% for credit ships.
Changing elites from 10% to 5% is a stealth nerf. I’ve also yet to see anything clear about what profitability was changed.
If you’re talking about synergy, before premium ships were given 20% free synergy, elite ships 10% free synergy, and regular ships got 5%. Before that, I think it was 10% free synergy for premiums and 5% for credit ships.
Changing elites from 10% to 5% is a stealth nerf. I’ve also yet to see anything clear about what profitability was changed.
Let me get these stats right for you:
Premium ships don’t have repair costs, they got a 20% free synergy generation and a 20% credit income increase.
In 9.0, F2P made 5% free synergy, premium 10%. That has been buffed to 20% free synergy for premiums, but F2P has never changed from 5%. elite F2P ships still only produce 5%, They never made 10% as far as I am aware.
Premium ships don’t have repair costs, they got a 20% free synergy generation and a 20% credit income increase.
In 9.0, F2P made 5% free synergy, premium 10%. That has been buffed to 20% free synergy for premiums, but F2P has never changed from 5%. elite F2P ships still only produce 5%, They never made 10% as far as I am aware.
Synergy
Now, upon achieving maximum synergy, ships earn double the amount of synergy.
It was stated that synergy generated on FtP elite-ships is doubled, that implied (I asked Antibus about it) that they also produce free synergy doubled.
Anyway, there is no point in trying to grind free synergy to skip a ship.
This absence is, to conclude, not that painful in terms of grind for the player, but quite painful in terms of seeing which child of mind the devs are.
If it wasnt so sad i would find it funny how they manage to put just a bit more grind from patch to patch into this game…
Also, not telling the players what they had patched yesterday is just a very rude, careless and bad attitude.
We as players write in this Forum to improve the game (open beta test? - i might be a little naive here-), so please, tell us at least what you are doing. Its kinda lame to figure it out by ourselfs. Afaik there was no announcement in the RU Forums either, so its not the language-barrier.
Elite ships used to get double. It was stealth nerfed.
Right now I’m at 17,272 GS to transfer all my 2.6m locked synergy. That’s about $50 to unlock. With that much synergy, I could probably get every T3 ship unlocked.
If I turn off I have got handicap than the other lol.
So I turned ON to get the god mod me too xD
Oooh damned, useless changes.
This game was so good, you loose old players day by day, and you try to grab max money $$$ before the end of your product, It’s a self sabotage.
I understand F2P is the most unplanningable project, and it’s the first and last one (one shot project) where I give my monney to pull up the devs… (just 3 of your expensive pack/DLC! yeah!)
I write that with conscience you don’t read me, because your don’t care about your customers…
Buy a corporation with you real monney and we cut your team with a none teamplay game ! pouaah ! just a example
I wanted to quickly address the strange misconception that this game somehow is faster than other FPSs. Because it’s not, not by a long shot.
The argument that was used makes this pretty easy to demonstrate: the fact that we have ships that fly up to 700m/s is somehow a measure that things move faster than, say, unreal tournament.
The problem lies in the concept of relativity. How do you know that ships move at 700m/s and not 7m/s or even 0.07m/s? Because we have a text telling us. That’s it.
In reality, what happens in game is that objects move in relation to others. Speed is relative to size of each object. For example in most FPS games with humans as player characters, we have a fixed view of size relativity - player’s character model is roughly two meters tall. All speeds are in fact relative to that size!
Same thing in star conflict - if we assumed that instead of big space ships we’re moving small toy ships a few millimeters in size, our in game speed meter would be talking about millimeters per second instead of meters. This would require no change in game mechanics of any kind!
As a result we can safely draw a conclusion that the only speed that matters is speed as it’s relative to size of player’s character model. We have huge character models on some ships, frigates pushing about 100m in length. So we can judge that a player character can at maximum travel about 7 times the length of player’s biggest character per second. At the same time, our acceleration is downright anemic, about half of player’s model’s size per second per second.
UT for example has comparable speeds and much, much faster character model acceleration. As a result, it’s a game with far more relative maneuverability and comparable top speed, causing dodging projectile weapons with no AoE being much easier than in SC.
SC has additional difficulty factors however, specifically ability to accelerate and accurately control movement in additional directional axis. But none of these make it noticeably harder to dodge in comparison, and they most certainly do not make this game “faster” than comparable FPS games.
This is a fast game (and Hypno, old battlefield mate, is one of the best player ever btw :P).
UI alreqady said : distance in km and speed in hiundreds of meters sec are just number.
[bTW… Hypno isn’t an aim monster… never been. he has good timings and awesome map controlling skill… that’s why he s one of thhe best. he never needed an aim assist anyway :p]
numbers are very important. And the games are so different…
The maps in SC are much larger, if the speed/map size was equal, we would move several thousand meters per second, and there would be only 1 class ETC.
And when you consider projectile speeds and explosion radius,
Both there if u watch the video carefully. in UT3 there are 2 weapons with istant hit: sniper rifle and shock rifle’s primary fire (the secondary fire is the slow bubble… u can detonate that with primary fire too).
All the rest has traveling time.
And Funky… yes, that’s exactly the point… i was answering to people keep repeating : ehh… here ships are faster than othhers shooters… bla bla bla… here gamplay is faster than others shooter… bal bla bla… in others shooter u hhave only 2 axes…bla bla bla.