Lifeforms - Feedback thread

  • Dude take a chill pill, your testing was paused so others can test without disruption. Once you no longer prevent others from testing by having a broken account, you will be allowed to test again.

  • So same ships change power if they fly from the moon to the planet... It's a stupid mechanic. I hope designers rethink these things.

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  • Yeah, the issue of planet building-based tech bonuses and race level bonuses not applying to the moon has been both reported and mentioned earlier.


    Regarding performance: I'm like 95% sure that the issue is with lifeform technologies, and, unfortunately, this also means that it'll lag the server even on a reasonable amount of planets and reasonable levels of technologies.

    After all, if it lags really bad on 28 planets having lvl 25 for 18 lifeform technologies on each, it'd be only half as bad on 14 planets.


    The reason I think all that is because the lag was scaling linearly with the planet count, as soon as those planets got enough technologies.


    I mean I'd be happy to be wrong but it looks like level reduction will be a small band-aid and a programming solution is needed.

  • The v9 version was very playable ... now it has turned into a bad copy, pachydermic, of what we already have. :ninja:


    It was simply OP .... just reduce the bonus percentages .... and everything would be fine.


    It was a captivating V9, which with its clicks, it would be able to break the boredom and personalize the accounts


    We already had the eternal times of research and construction ... so in a new version, even no, thanks!:crying:


    For resources, on the other hand, we usually spend them profitably, not wasting them unnecessarily


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    Really, after all the investment to unlock TIER 1, will I have to do TEN levels to get the 0.8% bonus?


    Really .... after consuming so many other resources, will I unlock TIER 2 and I will do TEN more levels to unlock the 1% bonus?


    The difference between Magma Refinement I and II .... would it be 0.2% on 10 levels?


    At the start, but also in mid game.... sure that someone will find it attractive to do these bonuses... instead of usual ships and mines???


    It was enough to reduce the percentages


    Times and costs made the only news of V9


    (sorry for my english)



  • Really, after all the investment to unlock TIER 1, will I have to do TEN levels to get the 0.8% bonus?


    Really .... after consuming so many other resources, will I unlock TIER 2 and I will do TEN more levels to unlock the 1% bonus?

    It's 0.8 or 1.0% on all planets, and you can get this research on every planet. So if you do it on 14, 15, 16 or even more planets, it will add up to quite a boost still.

  • But what levels of mines are we talking about?


    Because to talk about 1% it's essential.


    How many resources will I have to invest to get those bonuses?


    If I have metal lv50 and nanites lv12... 16 planets or even more :blink:... it's a joke!!!


    So I will be able to play V9 in.... uhm.... 3 years?


    True that I can develop it on all planets.... but also true that, on each planet, I will have to spend the same resources to add 0.8%


    If I have an account and I can't use half game because if I develop the bonuses I don't increase resources and ships ..... and if I increase them I can't get bonuses.... how do I feel?


    And if a research needs a day to be developed ...how long will it take to develop the otherr 17 as well ... and to an acceptable level ... which justifies all the bn invested in buildings ????




    As I said, it was a very playable new, and now, it's a new pachydermic section ... where there's nothing exciting about it.

    Edited 4 times, last by mollyspace ().

  • well considering you have level 50 mines you’ve already spent considerable time building your account. Don’t forget pts is x4 eco, x4 research. Those 4 and 5 day researches aren’t going to be a thing once it reaches live servers. I play in a x8/x20. So those 5 day researches are going to be a day or so, which is perfect. Besides there are techs that actively reduce time it takes to research.


    I built up a planet with mines close to what I have on my main account. With just a few billion resources I was able to more than double my resource production. That’s not right because before long you’d have trillion point accounts making 40 billion metal a week. As it was people were doing ungodly amounts of Astro and such in pts. That was never the point of this update.


    I personally haven’t had much of an opportunity to play with it much since the nerf but just purely looking at the new numbers, it looks fine. Lot of techs went from 0.1% or 0.22% to 0.08% or whatever. That’s nothing. Basically a tenth of what it was. I will very much take that bump in res with minimal input. So I guess I’m looking at adding a billion or two more res a week quickly when it releases instead of out right doubling it in a day or two. After nearly 15 years on this account this is fine.

  • 1% for ten levels of one tech per planet...there's many teches, all of that is further modified by race experience and buildings. All of that adds up.


    It'll take some time to calculate the effect of the new update after rebalance; but gut feeling tells me that lategame is still at 300/500%+ production increase. And that's quite a lot.

    And if early game gets "only" 100% production increase at low cost, that's still quite a lot.


    Regarding billion investments - that's only necessary to unlock tier 3 research; T2 is much more accessible.

  • even then I think things will happen relatively quickly. People will be spending billions but at the same time those people will be making hundreds of millions more res a week. I don’t know what the numbers actually look like to break into tier 3 but I think for most late game accounts were talking a couple months across the entire account.

  • Cost of 448M T3 pops is ridiculous considering it just unlocks the last lifeform technology. And it's not a really good one. (especially with how ship upgrade technologies make combat technologies a little less interesting...). It's even worse with the new balance changes, I had 26 billions T1 pops and now only 12 billions, and lifeform buildings build time is now huge.

    However, the lifeform tech just before, player class enhancement, is really good and worth it.

  • In Italy we have, at most, 8x eco universes .... and only after the merge.


    Before March... universes was 4 or 5x


    Anyway if you only want to look at old accounts, then.... that's fine. It's about a week or two .... sure


    In my opinion it will be useless at the start and not very profitable in the mid


    In the PTS I have mines 36 27 25 and 10 planets .... the thing is not so smooth


    However if most agree .... if you are sure that the changes are playable with satisfaction .... ok, maybe I'm wrong

  • don’t forget these techs are supposed to stack. I’m not sure what how much a single tech affects other planets but at minimum that very first Rock’tal metal boosting tech in the first tree, if you had 15 planets and did one level on every planet. That’s still a lot of res. At 5 billion metal a week that’s still an extra 400 million metal a week. The cuts were drastic but very necessary.

  • in my opinion, in the current form, fleet players gain a great advantage over miners, because their research allows you to increase the attack, reduce the combustion, etc. of ships, that is, increase the effects of the attack and the miners do not get support to defend against them? The miner becomes an even more tasty morsel, but does not get any spikes to defend himself. In summary, as a result of these changes, the miner is an easier target with more resources.

  • in my opinion, in the current form, fleet players gain a great advantage over miners, because their research allows you to increase the attack, reduce the combustion, etc. of ships, that is, increase the effects of the attack and the miners do not get support to defend against them? The miner becomes an even more tasty morsel, but does not get any spikes to defend himself. In summary, as a result of these changes, the miner is an easier target with more resources.

    Defense is the same as know - fleetsave.

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  • so were the bugs fixxed / adressed ajanga ?


    whats the plan of timebacks?

    do I really need to scan + enter 15+ planets with all lifeform techs?

    some ar so cheap and a switch can happen anytime, meaning I cant timeback anyone, because everyone can totally hide/change their flight time easily mid flight more than just occassionaly?

  • so were the bugs fixxed / adressed ajanga ?


    whats the plan of timebacks?

    do I really need to scan + enter 15+ planets with all lifeform techs?

    some ar so cheap and a switch can happen anytime, meaning I cant timeback anyone, because everyone can totally hide/change their flight time easily mid flight more than just occassionaly?

    3/4 of my account was deleted. Even my pre-lifeform resource buildings, nanite factories, depots, fleets, even researches and 22.000.000.000.000.000 resources got deleted. I had them even before lifeform update and bugs. 16x17 nanites were decreased to 10. Metal, crystal, deut buildings were 60-55-55 and they were revised to 40-40-40. My fleet of 1.2 billion ships were deleted.


    All of my lifeform buildings were decreased to 10 levels from 70-80 even some of them 99, My techs were deleted. So, there is nothing left for me to test even if I wanted because performance of server is still too low for me. Clicking lifeform tech tab takes 40-50 seconds, improving a tech or a building takes 20-30 seconds.


    Weird thing is, even though I have mechas and human on most planets, there are Kaelesh techs on my planets.


    So, there is nothing else I can do other than put my account in vacation mode.