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Messages - betocorp

#1
Game discussion / Re: T31 review
November 25, 2021, 08:57:38 PM
Tomorrow is T4 weapons tech unlock.

Changes to pvp were good, we fought a lot.

>Pragmium is still boring. Few things uses it and only mass use is bombs (reactors are still useless if compared to solar panels)
>Solar panel costs changes were good, they are near to a good point.
>Leather, bones, poison went to zero to dozens of stacks. Those need some rework at the early game.
>Events are good, just due to keynite and xp. Some people liked the buff on hack one but I didn't noticed. But the keynite drop is still low, if you kill everything you will earn like 1 implant. May need to increase the # of event spots, to make more groups have access to implants. May need to make the blue mushroom drop keynite too.
>And the most important, again from 6months ago, oil cracker machines┬┤s completion time is half than refineries, it needs 2 slots to match production.

#2
Game discussion / Re: T31 review
November 21, 2021, 09:27:25 PM
some pvp action! (is possible to link videos in this forum?)

https://www.youtube.com/watch?v=8kDZBx7gU2g

https://www.youtube.com/watch?v=p9tCmK5xqSs
#3
Game discussion / T31 review
November 21, 2021, 09:25:15 PM
Here I am again, 1st I would to thank Lurler/AI to listen us and remove faction limit as well several small little changes in-game and huge changes in combat that made a lot of old friends come back to play.

Now is the end of 3rd day, full T3 tech unlocks tomorrow, so the real game is starting!

Few comments:

we have now 9 full chests of ash, is possible to change stacks to 250?


Now that we have 4x more bullets, can you change the crafting time of armors/weapons? I spent ~4h each day semi-afk crafting armors/weapons but I can make 2 full big chests of ammo in minutes. May a new time to 35% for weapons / 70% for armor should be good.



rubber > I think that is still to easy to get, still an overshot from last change.
herbs > all are fine now
potion mushroom > they are the bottleneck to make potions, so a little increase will be great
water bulb > if increase potion mushroom, should increase this too.
bones/leather > we killed every moving life at the early game (sad that people don't give leather/bones), and now that we arent on shortage anymore, is useless. May need a boost.
poison > may a boost on pink mushroom recipe will help the north having more action.

I am still sad about the energy penalty when having several claims connected, I miss when was 5%

Some bugs/exploits already talked with AI.
#4
Game discussion / Re: launch 1.0 / A30 review
May 06, 2021, 10:31:10 AM
2 days ago I have finished my great wipe project, my oil fortress. There are some doors missing, but everything is working.
It is energy self-sustainable and feeds the main base with fuel, plastics, and yellow oil. The output is near 250 yellow oil and 250 gas per hour.



#5
Game discussion / Re: launch 1.0 / A30 review
May 06, 2021, 10:27:04 AM
We got full T4 today.

All went smooth, weapons, ammo, meds, mechs done.
We lacked rubber. I think that was a lack of more people farming rubber than the lack on map. I went to farm and find the almost usual amunt.
I noticed (as always) bad behaviour in strategic resources, they come clustered all the same time range of few hours and after lots of time without anyone coming.
I really liked the water pump change, we can manage all water with a few of them, instead of several before.
I think that the prag/lith balance is broken with the removal of prag in implants and optical comps. Prag is now almost not at all useful, just for mech stuff and prag bombs, while lith is really precious, we have 2 dozens of lith farms and is not enough. This comes with resource, what is the strategical value of one resource when we can have a similar output in a farm next to the base? May a buff in the resources will help, like doubling slots/speed.
About keynite, they are really hard to get and is the only thing that I think is valuable now. Big brain floater, rhino event are usefull now and worth to PVP for. Can you add keynite to blue mushrooms events with the same ratio of the prag drop? It should make killing all blue mushrooms good instead now that are useless.
#6
Game discussion / Re: launch 1.0 / A30 review
May 05, 2021, 09:14:49 AM
A quick update, tomorrow is the full unlock of T4 so the big things will start there.

I could manage to do a 100% self-sustainable huge big oil base, all due to the new gas generator+solar, but the main issue with that is the oil cracking, they finish in half time of the refinery. So they are a bit messy to manage.

I should suggest changing that. Can you double the input/output slots of that, to be in pair with refineries? So all gas gen / refineries / oil cracking will have about the same cycle time.

#7
Game discussion / Re: launch 1.0 / A30 review
May 04, 2021, 01:12:59 PM
T4 partial unlocked today.

We had HUGE issues with lithium (but I think that is ok), we just managed to make 3 dozens of solar panels so I write about it later.

We are having little issues with power, we are processing everything at base, using most gas and burner generator.

I really think that the boost in big bases was bad, before the only drawback in big bases was energy efficiency, but now is always good to always make huge bases, what big factions will have more resources to do. I think that a 3x3 should have 30-40% energy eff to be fair with its benefits and it may make pragmium reactor useful. So the efficiency of scalling should be like 7-8% for each added connected claim.

#8
Game discussion / Re: launch 1.0 / A30 review
May 04, 2021, 09:24:57 AM
another good change, now is viable to use trash gen in small base like farms. Or just to dump trash.
#9
Game discussion / Re: launch 1.0 / A30 review
May 02, 2021, 02:26:31 PM
Review so far in playing about those 3 days almost all time on with 40people team. Up to T3.
All went smooth, no disconnect, almost no slowdown, no big lag spike. I just noticed about 10 halts of 2-3s each in total so far.
Ultil T3 all things looks balanced, heals are easy like before, we dont need to worry so much about using teleport.
We got more rubber than usual, I always have found rubber all around the map, so 200people in server didnt make farming rubber harder. May spawn is a bit higher than ideal now.
About factions, as we have already talked, we miss a good way to quick manage people when we have 20+ people and need to put the most active ones in main faction. 6h cooldown is good after T3, but we need a way to quick change at the very early game when we dont know who will play and that 6 h is really needed to leveling faction.
I really liked the changes in canisters, I went from the usual 6h to set up oil to 2h.
The desert is really hard now, it is really difficult farming prag naked and you need to kill animals. So I am really happy making prag a valuable resource. Farming in 2, 3 people early game is easy but I think that is fine because now farming takes more time.
Swamp is a very interesting biome now. It is almost impossible to walk there without shooting at stuff. So is a good place to live and receive few visitors.
Big brain floater event is good to do because it gives keynite, but blue mushrooms is almost all useless. the only good thing that it does is LP from killing. Rhyno event I didnt make but I still think that is not worth wasting good ammo on those.
#10
Game discussion / launch 1.0 / A30 review
March 22, 2021, 11:13:40 AM






#11
Quote from: ai_enabled on January 28, 2021, 06:43:53 AM
We're not planning to change the mushrooms spawn or any other resource spawn now.

We cant craft enough herbal meds/medkits to heal because the lack of redherb/murshroom, we are healing after teleport with bandages, we can craft 3big chests of bandages but dont even have enough mushrooms for few stacks of tinkture/herbalmed.
Having to use 7bandages with all cooldown time after teleport is a bit silly.
#12
Mods / [Client] betocorp mods - release 09/04/2020
September 04, 2020, 02:39:26 PM
I am making public all mods that we have tested on last wipe, in case of any bug, call me on discord.
Choose your mod and install as usual.

https://drive.google.com/drive/folders/1rg9xNT4kRmte_ezqa9XJrLH49xMg8vSz?usp=sharing

BetocorpAimLine
All weapons with different sight line color regarding type, with max range displayed.



BetocorpBag
Better bag visual.



BetocorpCrater
Brighter and bigger crater.



BetocorpCursor
Better crosshair.



BetocorpIcantsee
Now I can see that are in chests! Thanks @mav for support.



BetocorpNausea
I fell sick in real life with nausea effect, now screen blur less.




09/04/2020 - public release



#13
Quote from: ai_enabled on August 28, 2020, 03:13:32 AM
We will analyze how it works and consider changes there for future updates.

I did this some time ago regarding loot table ans as can see it isnt just an algorithm issue but a balance issue, it is my post:

betocorp08/11/2020
I have looked into code about drops in ruins and filtered about good drops. Simplified a little on cumulative probability but the error is  small. You can go to anywhere, the loot is only linked to crate and tier gate.
mili > 1 piece T4 armor 0.12% / 1 piece T3 armor 0.31% / extra loot in skill is just 10mm trash
food > rice 8% /  wheat 8%
med > stim 3.2% / medk 3.2% / extra loot in skill is trash
ht > drones ~5%, but all loot is already good / extra loot gives more components
ind > ~30% chance to get components /  extra loot gives more components
supply > any specific seed has a chance of 1.5 rolls of 1.3% /  extra loot gives more components
So statistically you must open 240 supply crates to get tobacco with 99% chance to get it
#14
Mods / Re: [Client] CNEI
August 11, 2020, 10:27:01 AM
<improvement>
I was looking into files and noticed that robots have armor value that isnt displayed in CNEI
#15
Game discussion / Re: About fishing
August 08, 2020, 07:37:31 PM
Save 3 stacks of insect baits and fish on lake, use the bait made with wheat to save your fish.
You will soon have more fish than you can handle.