Base now limits the number of missions on a planet level
A quick update: We have just release a new update, which enhances the utility of the Base. Base now limits the number of missions that can be done simultanously on one planet. The number of possible missions is calculated by the following formula:
Number of mission = Base level divided by 2. This means that at level 2 you can do 1 mission, at level 10 you can do 5 missions etc. The number of missions allows is rounded off, so mission control level 11 also allows 5 missions.
The total number of missions continues to be limited by the mission control skill. One other change we have done here however is the fact that we have eliminated the "plus 1" rule for the starter planet. So the global limit for missions is now always "Mission control level x 2". In order to help new players, new users will start with Mission control skill level 1 already.
Stay tuned!
NextColony
Hi there,
I think that an update is great but I believe the devs need to focus on some of the underlying problems that NC community is currently facing.
There should be less benefit offered to those who use BOT. I was thinking you would INCREASE the number of missions a single account could do, therefore reducing the benefit of having multiple accounts... That would have been a welcome change, but I don't really understand the underlying purpose of why you made the currently announced change. Maybe you could elaborate as to what you guys had in mind when you decided to implement...
If there aren't measures put in place to acknowledge and address some of the issues the game is experiencing, I fear the game will go the way of the DO-DO. Or just have a gave full of AI....
I don't understand why Devs make these changes over anything else like...
We need to start making the game more inviting and playable so that we can attract and retain new players... I noticed that new players get lvl 1 MC now but is that enough ??? Love to see making the game better for newbies but I'm not sure that is the final solution.
So much to do yet when I see this I feel it is quite a superficial change when there is some systemic stuff that needs work.
!popcorn
Totally this.
This was actually almost unavoidable after we allowed respawn. It was very easy to game the system by respawning, doing 20 easy and fast explorations, respawning again and again.
maybe implement an additional variable cost to respawning alpha. 250 SD * number of discovered planets. That way it favors new players being pillaged and discourages well established players from abusing...
Really don't like it because I got used to something else ;)
It might improve the game. Curious to find out how the game will change
Posted using Partiko Android
Keep moving. (:
Ouch! That changes things a bunch for me. I can't say I'm against the change though.
Thanks. (:
I think this is a very nice update, finally the base building is worth something. It also slows down the exploration of the universe, which is nice too.
That are the positive outcomes besides closing a gap, yeah.
Thanks, @sco! (:
I don't think this change is useful.
I would prefer to see the start production of all ships button. The number of my planets is increasing and in each I have to start production manually. This would be a wonderful update!
There should be a way to automate ship production; I second that!
Something like that's gonna be necessary soon, yeah.
There were and always will be 'ninja updates' for various reasons, we have already said that.
Closing a gap is anything but 'seppuku'.
A heads up would have been nice.
We had to close a gap quickly.
Yeah, once our crackers see a dime, they are on it like fried on rice.
World class, a couple of them.
It's the first time ever I used the new downvote pool feature in steem, this is to stress how mich I dislike this "feature" (in fact, it's a bug, because it is bugging me): it's fracking rickdiculous.
We wouldn't call that feature, it's a necessary adjustment.
I'd call it a failure. You grounded old Players who only have an Alpha in their desperate effort to find their Beta. They have mission control 0, the extra mission for Alpha is gone, so they are grounded for at least 5 days until MC lvl 1 is enhanced. If I was such a player, I would just say "fuck you" and leave the game. After all the effort put in, leveling shit to build explorers, exploring a lot of space without success.
We had to close a gap quickly. This is a little uncomfortable but necessary.
The problem with centralized backends for blockchain games is, that you cannot fork if you don't like changes in consensus rules. This would be a fine reason to make "NextColony Cash" or "Nextcolony Classic" or even "NextColony OV (Olis Vision)" :D
Es ist nun ein Fakt, egal wie sehr dich das nun auch triggert. Ich kann es nicht immer allen recht machen. Das weis ich und das weist Du. Natürlich werden wir weiterhin Lücken schließen, wenn wir dafür die Notwendigkeit im Sinne des Spiels sehen und in diesem Fall war sogar Eile geboten. Also atme ein paar mal tief durch, schlafe drüber und in ein paar Tagen ist das überwunden. (:
Die Lücke zu schließen war nötig ja. Die wurde aber durch das defekt implementiert respawn und das schlecht gebalancete Markt feature aufgerissen.
Problem: dicker Account respawned -> Explorer am Markt kaufen -> exploren -> direkt danach nochmal respawn -> goto 10
Ein verträglicher Fix wäre zum Beispiel: nur 1 (2? 3?) respawn events pro Account zulassen oder das Respawn pro event exponentiell teurer machen. Euer Fix: man fuscht fundamental in etablierter Spielmechanik und zerstört den Spaß. meh.
Natürlich haben wir das damit nicht ausgemerzt, sondern nur ausgebremst, das hast Du vollkommen richtig erkannt. Das ist auch genau die Art und Weise wie wir seit jeher Dinge angehen - wir implementieren keine Brecheisen und wir beobachten das was wir einführen und bessern nach, wenn wir da Bedarf sehen. Easy.
good update!!
Thanks, @zzings! (:
It's great to see a game developer group on steemit
Thanks! (: