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September 24, 2017, 03:18:48 AM

Author Topic: NPCs largely unhittable except for top players' private zero techs  (Read 3806 times)

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Offline Bah

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This happened a couple of weeks ago in uni 2, and I wonder if it has happened in other universes. The top player has more points than all the rest of the players combined.

I bring this up at this point because NPCs are currently unhittable except for the large zero techs that only the top 2 or 3 players can hit. I really can't fathom why there would be any time when defenses would cause players to stop playing. And as I've stated many times, I can't comprehend why only top players get zero tech npcs to hit.

On the original universe message board, Matt has stated that NPCs now are using 60% RSP for ships. I think this new formula has actually screwed up NPCs in this universe as previous to his statement defenses were far lower, and certainly below 40% if I understand his statement. Prior to this change NPCs were quite profitable and it was enjoyable to play. Any chance we can discard the new "fix"?
Dr Zed
Uni2 only

Offline Bah

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #1 on: March 02, 2014, 10:11:31 AM »
Also, BFG should increase the spawning rate. Just now, as happens many times each day, I have looked thru several hundred systems without any new spawns in my range.
Dr Zed
Uni2 only

Offline Matt H

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #2 on: March 02, 2014, 03:47:42 PM »
Any chance we can discard the new "fix"?

No. New NPCs spawning, in general, are far more balanced at all levels than they were before the change. Further reducing defenses from am average of 60% of the RSP to 40% means that NPCs are more profitable, not less.

 I'm sorry we can't make everyone happy.
« Last Edit: March 02, 2014, 03:52:49 PM by Matt H »
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kru

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #3 on: March 02, 2014, 03:56:59 PM »

 I'm sorry we can't make everyone happy.

and here's me thinking you'd be willing to just hand deliver rescources to all our planets

Offline napl

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #4 on: March 02, 2014, 07:54:56 PM »
Matt - have you actually looked at what is spawning??

Offline Bah

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #5 on: March 02, 2014, 10:52:52 PM »
No. New NPCs spawning, in general, are far more balanced at all levels than they were before the change. Further reducing defenses from am average of 60% of the RSP to 40% means that NPCs are more profitable, not less.


In this universe defenses are 500% to 1000% higher than before the fix on every NPC. Very frustrating and obviously substantially less profitable.
Dr Zed
Uni2 only

Offline CreoleLakerFan

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #6 on: March 03, 2014, 04:18:06 PM »
Matt - have you actually looked at what is spawning??

I don't think it's the ratio of RSP to DSP that is the problem.  It's the ratio of NPC Fodder to Capitol ships that is hurting.  I cannot make a reasonable profit on the NPCs that have been spawning since 2/28 without launching anything less than 10-12 Million Proms, with 4-5 Million Ares accompanying them.  That severely limits how many fleets I can have active, makes launches expensive, and since the NPC fleet ratios shrug off fodder, I am taking major hydrogen losses in DSP.

I thought the point of the changes was to address hydrogen usage.  Perhaps this has been the effect in other universes, but the changes have made this worse than before in UNI2.
« Last Edit: March 03, 2014, 05:18:29 PM by CreoleLakerFan »

Offline CreoleLakerFan

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #7 on: March 03, 2014, 05:24:51 PM »
Encounter Large Floating Colony ‎has:

RESOURCES:
* ore: 47,995,006
* crystal: 66,905,389
* hydrogen: 50,974,916

KRUG'S SHIPS:
* Artemis Class Fighter: 922,412
* Atlas Class Cargo: 92,794
* Apollo Class Fighter: 1,150,673
* Zagreus Class Recycler: 643,510
* Dionysus Class Recycler: 418
* Poseidon Class Cruiser: 5
* Carmanor Class Cargo: 473,860
* Athena Class Battleship: 269

DEFENSES:
* Missile Battery: 7,176,347
* Laser Cannon: 1,037,275
* Pulse Cannon: 213,610
* Particle Cannon: 229,091
* Decoy: 1
* Gauss Cannon: 43,767
* Large Decoy: 1
* Plasma Cannon: 41,683

Encounter Large Floating Colony ‎has:

RESOURCES:
* ore: 339,205,053
* crystal: 547,644,406
* hydrogen: 462,869,487

URCATH'S SHIPS:
* Artemis Class Fighter: 183,532
* Atlas Class Cargo: 29,145,050
* Apollo Class Fighter: 78,014
* Zagreus Class Recycler: 2
* Hercules Class Cargo: 4,164,483
* Poseidon Class Cruiser: 6,507,750

DEFENSES:
* Missile Battery: 68,911,315
* Laser Cannon: 12,050,258
* Pulse Cannon: 1,171,095
* Particle Cannon: 1,973,751
* Decoy: 1
* Gauss Cannon: 427,802
* Large Decoy: 1
* Plasma Cannon: 453,607


Encounter Large Floating Colony has:

RESOURCES:
* ore: 545,041,885
* crystal: 580,565,489
* hydrogen: 452,975,056

URCATH'S SHIPS:
* Artemis Class Fighter: 36,311,310
* Atlas Class Cargo: 341
* Apollo Class Fighter: 2,015,692
* Zagreus Class Recycler: 27,634,781
* Hercules Class Cargo: 175,588
* Dionysus Class Recycler: 4,783

DEFENSES:
* Missile Battery: 79,511,066
* Laser Cannon: 13,345,810
* Pulse Cannon: 1,364,033
* Particle Cannon: 2,453,640
* Decoy: 1
* Gauss Cannon: 507,546
* Large Decoy: 1
* Plasma Cannon: 532,259

Encounter Large Floating Colony has:

RESOURCES:
* ore: 43,446,949
* crystal: 147,223,241
* hydrogen: 93,716,220

URCATH'S SHIPS:
* Artemis Class Fighter: 4,929,794
* Atlas Class Cargo: 11,101
* Apollo Class Fighter: 63,330
* Carmanor Class Cargo: 101
* Athena Class Battleship: 2,098
* Ares Class Bomber: 10,447

DEFENSES:
* Missile Battery: 3,156,204
* Laser Cannon: 1,871,267
* Pulse Cannon: 85,957
* Particle Cannon: 86,368
* Decoy: 1
* Gauss Cannon: 19,906
* Large Decoy: 1
* Plasma Cannon: 18,073


Encounter Large Floating Colony ‎has:

RESOURCES:
* ore: 13,063,257
* crystal: 54,532,552
* hydrogen: 41,184,619

URCATH'S SHIPS:
* Artemis Class Fighter: 4,708,467
* Atlas Class Cargo: 226,369
* Apollo Class Fighter: 58,120
* Zagreus Class Recycler: 8
* Hercules Class Cargo: 23,746
* Prometheus Class Destroyer: 220

DEFENSES:
* Missile Battery: 4,163,967
* Laser Cannon: 793,650
* Pulse Cannon: 51,051
* Particle Cannon: 78,248
* Decoy: 1
* Gauss Cannon: 20,530
* Large Decoy: 1
* Plasma Cannon: 18,591

Encounter Large Floating Colony ‎has:

RESOURCES:
* ore: 545,041,885
* crystal: 580,565,489
* hydrogen: 452,975,056

URCATH'S SHIPS:
* Artemis Class Fighter: 36,311,310
* Atlas Class Cargo: 341
* Apollo Class Fighter: 2,015,692
* Zagreus Class Recycler: 27,634,781
* Hercules Class Cargo: 175,588
* Dionysus Class Recycler: 4,783

DEFENSES:
* Missile Battery: 79,511,066
* Laser Cannon: 13,345,810
* Pulse Cannon: 1,364,033
* Particle Cannon: 2,453,640
* Decoy: 1
* Gauss Cannon: 507,546
* Large Decoy: 1
* Plasma Cannon: 532,259

Encounter Large Floating Colony ‎has:

RESOURCES:
* ore: 51,785,287
* crystal: 59,321,726
* hydrogen: 48,288,666

URCATH'S SHIPS:
* Artemis Class Fighter: 71,510
* Atlas Class Cargo: 2,204,527
* Apollo Class Fighter: 1
* Zagreus Class Recycler: 207,790
* Hercules Class Cargo: 540,957
* Dionysus Class Recycler: 318
* Ares Class Bomber: 156,215

DEFENSES:
* Missile Battery: 5,512,184
* Laser Cannon: 2,976,817
* Pulse Cannon: 89,845
* Particle Cannon: 178,602
* Decoy: 1
* Gauss Cannon: 33,129
* Large Decoy: 1
* Plasma Cannon: 34,754

Encounter Large Floating Colony ‎has:

RESOURCES:
* ore: 27,198,746
* crystal: 65,864,020
* hydrogen: 51,734,882

URCATH'S SHIPS:
* Artemis Class Fighter: 9,717,205
* Atlas Class Cargo: 12
* Apollo Class Fighter: 4,124
* Zagreus Class Recycler: 7
* Hercules Class Cargo: 302,007
* Poseidon Class Cruiser: 39
* Carmanor Class Cargo: 1

DEFENSES:
* Missile Battery: 8,531,783
* Laser Cannon: 1,162,882
* Pulse Cannon: 126,263
* Particle Cannon: 195,278
* Decoy: 1
* Gauss Cannon: 42,968
* Large Decoy: 1
* Plasma Cannon: 42,382

Offline CreoleLakerFan

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #8 on: March 03, 2014, 06:02:21 PM »
Here's the Espionage Report for my last hit.

Encounter Large Floating Colony ‎has:

RESOURCES:
* ore: 339,205,053
* crystal: 547,644,406
* hydrogen: 462,869,487

URCATH'S SHIPS:
* Artemis Class Fighter: 183,532
* Atlas Class Cargo: 29,145,050
* Apollo Class Fighter: 78,014
* Zagreus Class Recycler: 2
* Hercules Class Cargo: 4,164,483
* Poseidon Class Cruiser: 6,507,750

DEFENSES:
* Missile Battery: 68,911,315
* Laser Cannon: 12,050,258
* Pulse Cannon: 1,171,095
* Particle Cannon: 1,973,751
* Decoy: 1
* Gauss Cannon: 427,802
* Large Decoy: 1
* Plasma Cannon: 453,607

TECHS:
* Armor Tech: 19
* Shield Tech: 19
* Weapons Tech: 19

This was an in-system, so launch costs were much smaller than usual.  A total of 2.8 Billion Hydrogen to launch, using the Propulsion Mech for a savings of 10%.

Here is the truncated battle report:

CreoleLakerFan (ATTACKER) lost 35,246,535 RSP and gained 178,318,502 DSP. (less)

  * Contributed 3,130,494,815 RSP to the battle.

  * Lost 20,489,335,000 ore, 11,112,455,000 crystal, and 3,644,745,000 hydrogen in damages.


In summary, 6.3B Hydrogen losses to generate 50B Ore and 31B Crystal.  It took all of my Caps, so I can only launch one at a time.  My fodder is sidelined as these NPCs just laugh at them.  At this rate, I am going to run out of both fuel and resources (crystal) to convert to fuel. 

Since the inception of the game I have been very supportive of BFG with my wallet and ad-click/sponsored purchase.  I enjoy the game, and other subscription based games get pricey, so I have had no problem regularly purchasing credits.  If there are no significant changes with the UNI2 NPCs, I will burn through my credits more quickly than is worth to refill them.  I hope BFG addresses this, because I would hate to have to severely restrict my participation in UNI2 on account of hydrogen costs.
I

Offline Bah

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #9 on: March 03, 2014, 11:31:44 PM »
Another cycle has come and gone and the 40% rsp formula "fix" remains. I might feel it weren't a grind if before it was 60% defense instead of the roughly 10% that it was. As it is, I shan't grind much longer.

Expectations might be the devil, but I expect if somebody applies a fix to something that isn't broken, they are obligated to undo the damage.
Dr Zed
Uni2 only

Offline Bah

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #10 on: March 03, 2014, 11:44:59 PM »
I forgot to mention, as apparently Matt has forgotten to address, zero techs continue to be available to the top players only. This is now a serious disparity with the rise in defense.
Dr Zed
Uni2 only

Offline Matt H

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #11 on: March 04, 2014, 03:22:12 PM »
I forgot to mention, as apparently Matt has forgotten to address, zero techs continue to be available to the top players only. This is now a serious disparity with the rise in defense.

We'll be deploying a fix this afternoon which should eliminate instances of zero tech NPCsappearing except at the lowest level of NPCs.
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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #12 on: March 04, 2014, 04:00:52 PM »
I forgot to mention, as apparently Matt has forgotten to address, zero techs continue to be available to the top players only. This is now a serious disparity with the rise in defense.

ye, way to go.......make the top players have to spend more vs loss....

ALL 0 tech npcs are available to everyone as there is no protection on npcs.....

Sometimes, moaning and bitching gets a serious role reversal.....now you will NEVER find a 0 tech except at the very lowest level....

Sometimes people like you piss me off......instead of re-designing your fleet outlay and hitting the 0 techs for 0 loss you just complain

Offline Bah

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #13 on: March 05, 2014, 06:04:27 AM »
LOL I want zero techs for everybody. Troll, there is no way I could have redesigned my fleet to hit most large zero techs.

Anyway, now that we've gotten rid of that unfair advantage months after I first pointed it out (and was told by Matt I was incorrect about the distribution), let's get some more profit into the NPCs. Please either revert the formula to what it was in this universe or make a new one.

Also this may be coincidence but I have twice searched the 30 systems on either side of my planets in the past few hours and not found a single new spawn above 100M dsp (a level whose color would be mostly green to me). Unless there is something wrong with the spawning, I don't think I should be able to search 549 systems without finding an NPC. I suggest the spawning frequency be increased.

Dr Zed
Uni2 only

Offline commander abаб

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Re: NPCs largely unhittable except for top players' private zero techs
« Reply #14 on: March 05, 2014, 07:16:14 AM »
Maybe move to a more inhabited galaxy?

 

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