Forum - Space Odyssey MMORPG - a massive free online space game

General Talk => Report Abuse => Topic started by: zyggy on April 11, 2006, 12:29:47 AM



Title: speed missions
Post by: zyggy on April 11, 2006, 12:29:47 AM
while i know this is not an abuse, something has to be done about speed missions. there are some players who know how to manipulate the  missions to be able to do 10x-100x the missions normal people can do. it is very frustrating to click on mission after mission to see they have been taken, somehow. no wonder missions disappear so soon, with only a few left, if any. and this with only 16 ppl on the game. either up the respawn rate or ban speed missions!  :11:


Title: Re: speed missions
Post by: Smee on April 11, 2006, 03:42:52 AM
speed missions ??? ive notice that i also get booted from the missions sections when someone has completed a mission as well but a fast way to do massive missions mmm weird i dont know of any personally but if this is goin on its a glitch that should be looked into


Title: Re: speed missions
Post by: ronald on April 11, 2006, 03:53:58 AM
Well, I don't know what it is you are talking about, "speed missions ??".
Just think off it.
if 16 people do 1 mission every 20 seconds (that is slow, I can do it faster  :15:) then those 16 people would be able to do 960 missions every 20 minutes. So it has nothing to do with speed missions, it's probably so that everyone wants to do the same missions => the good missions are done first by everyone => very fast all good missions are gone.
It's clean logic. It's fine with me. I can live with it. And besides, I've never seen that there were no missions left, right now with 25 people online there are still 820 missions left that can be done. So, what is the problem?  :21:


Title: Re: speed missions
Post by: Admin on April 11, 2006, 04:07:38 AM
very good point.

You have ****  turn(s) left. ***** turn(s) used.

You will get 1 turn every 1 minute.

23 people online


so if 23 people do 1 mission every 30 seconds ... that would mean 43 missions / minute

dont know oyu but i make more than 15 missions /  minute. Also the missions speed is determined by the Connection each has with the server.

I dont know how tose "speed missions" work but i know a way to make 10 missions / 10 seconds but its kinda flooding the server , i tryed it once or twice , you also need a verry good fleet to do this. ( and of course i wint tell you how to do it for the server's health sake)


Title: Re: speed missions
Post by: Seither on April 11, 2006, 01:11:34 PM
I do know how to speed mission, but it only helps those with dial-up get missions they normally wouldn't be able to. I tried it once, got about 20 missions in 10 seconds (highest broadband avaliable + a good server connection) and it ended up lagging like mad because i was requesting too much data at once. You cannot actually do speed missions unless you have dial up, at which point it isn't speed missions, it's doing the same amount as we are. But I do think we need a quicker respawn rate or more at a respawn time, as later on there will be times when you have 20-30 people wating for a 30 mission respawn at the 1%-10% missions, and anyone on dial-up will get screwed over (I'm broadband and there are times even I don't get any.)


Title: Re: speed missions
Post by: Gunfighter Frank on April 11, 2006, 01:59:54 PM
Well I know that I hate clicking a mission and clicking attack and the mission being gone
I am slow dial up so I know why those with high speed can do 5 missions in the time I can get 1 done.  how about a mission is no longer available when it is clicked on in order that a person may choise thier fleets for the mission without worry of some one else doing the mission before our slow dial up can download and trasmit the data


Title: Re: speed missions
Post by: Seither on April 11, 2006, 02:10:54 PM
No, because then those with broadban could just open up a ton of windows and reserve every mission for themselves and do them at thier leasure. It wouldn't work well.


Title: Re: speed missions
Post by: zyggy on April 11, 2006, 03:39:23 PM
luffy understands what i was trying to say. and ronald, i watched 600+ 1-10% missions go to zero inside of 2hrs twice this last week. prolly more times. but, this could be solved by having the respawn time reduced to such that as 1 mission goes away, its replacement is immediate. we went thru this debate last round, that with missions being so intregal to the game now & so many ppl doing them, the replacement lag is too long.


Title: Re: speed missions
Post by: Charlemagne on April 11, 2006, 04:36:38 PM
To be honest, I wanna side with both camps right now, because I too am pissed when I see a mission go missing right under my nose.  However, I do not think that it is a problem.


Title: Re: speed missions
Post by: Nicholas Duo Wolfwood on April 11, 2006, 05:36:39 PM
Heres a few tips for you whining babies who cant do missions quickly . . . When your not typing in a text box, the backspace key can be used to go back a page, shift backspace goes foreward . . . .

Instead of looking at mission results to find the same exact outcome of losing no ships, people just see the top part of the results, click back twice, pick a new mission click all and repeat the process over and over . .


That is how I do missions (except my keyboard has a back button on it so I dont need to press backspace)


Title: Re: speed missions
Post by: Borg! on April 11, 2006, 11:00:25 PM
i can get a mission done every 5 seconds with dsl


Title: Re: speed missions
Post by: ars68 on April 11, 2006, 11:23:39 PM
I have dial up, and I know I can do 100+ missions in 20 minutes if I really stick to it and not be bothered by anything.  (or 100 in 40 minutes, not sure, wasn't counting how many)

but ya, what duo said, there is no "speed" mission, only doing a mission "speedily".

in order, step-by-step, with nothing in between, this is what I may do:

1: scan through and pick a credit mission
2: hit all, and deselect the powership fleet right below all button, then hit enter
3: hit backspace twice (because I already know what is going to happen, like 98% sure)
4: find another mission.

this whole process may take half a minutes, IF that, even on DIAL-UP.  (I don't think the pages take long to load due to how they are set-up, congrats to emi)


Title: Re: speed missions
Post by: zyggy on April 12, 2006, 12:53:29 PM
ok, the methodology of doing missions rapidly doesnt do anything to ensure that there are always plenty of missions available. i started this cuz i got really P.O.'ed when lammalord came on the chat & bragged about wiping out 90% of the missions in a short period of time. all he left the rest of us with, was the trash he didnt want. Emi, the cap on mission quantity is ok, but the regen rate needs to be increased! :please:


Title: Re: speed missions
Post by: ronald on April 12, 2006, 01:13:36 PM
Maybe it's time Sir emi informed everyone off the changes he made.
You'll be surprised.  :11:


Title: Re: speed missions
Post by: Seither on April 12, 2006, 10:05:47 PM
He HAS informed us of the changes he's made. If you read through the updates section and the add on projects in progress section, you'll see exactly what he has done. Sir Emi does have a real life, which you people tend to forget, he can't work on the game 24/7. So cut him some slack.


Title: Re: speed missions
Post by: ronald on April 13, 2006, 02:41:50 AM
Message I received from emi:
---------------------------------------------------------------
e(#1)
2006-04-13 10:07:00
Re: mission bug

yeah there was a security check that lowered the fleets for the cost calc, if tyhe rewards were bigger, up to only one fleet... I set the min to 3 fleets, and there's another sec check that makes miissions a little harder if you do many missions in a short seconds time.... the difference is not noticable unless you do 100 miss or so in a row, in a short sec interval. It is no bug.
----------------------------------------------------------------

Could you tell me where exactly he posted this? I don't see it in the updates section off this forum.
Somehow I lost about 160.000.000.000 credits because I did missions too fast. And that while I didn't even know anything had changed. Because if I had known he made the changes then I would probably have lost a lot less then this. I had a chat with lightseeker and he had about the same problem as I did.

Now you tell me, where on the forum can I find an explanation off this update?


Title: Re: speed missions
Post by: Gunfighter Frank on April 13, 2006, 04:38:39 AM
Yes Roland we all have and I am not sure what he has changed but I know my ships that have won enough to be regulars all the sudded lost half the fleet on a stinking 5%
and they were doing 50% with no looses


Title: Re: speed missions
Post by: Seither on April 13, 2006, 05:18:35 AM
Umm, not sure, but there's one in that message!


Title: Re: speed missions
Post by: ronald on April 13, 2006, 05:32:23 AM
That message he send me was after I send him a message asking if he made changes we didn't know about. I had the losses before he explained what he had changed.
So then I guess no-one else knows about the changes. Am I the only one who got an explanation from emi ?
That's unfair, because this is important information, everyone needs to know about it.  :4:


Title: Re: speed missions
Post by: Seither on April 13, 2006, 05:46:32 AM
Maybe he plans on putting it up, but hasn't got around to it or forgot? A lot can happen, but it's here now, so there we go.


Title: Re: speed missions
Post by: Gunfighter Frank on April 13, 2006, 05:51:43 AM
I think Lightseeker, Roland, and I got the message because we are the ones that questioned it. Light and I were talking about how all the sudden we started loosing ships like crazy, and I guess Light was talking with Roland as well. So we sent questions to E about it. Since it was happening to all of us.
That is when E sent that message to us


Title: Re: speed missions
Post by: Seither on April 13, 2006, 05:55:27 AM
This explains why I was having problems with ars's ships, since I was doing missions pretty fast. But I'm guessing he means like, 100 missions in about 2-5 minutes, maybe towards 10 minutes, because 100 in a couple seconds IS impossible, no matter how you are trying to do it.


Title: Re: speed missions
Post by: ronald on April 13, 2006, 06:09:33 AM
That's the same I'm trying to get to know.
It's impossible to do several missions in just 1 second. You would have to click lightning fast, so how did I loose those fleets I wouldn't have lost before the changes?


Title: Re: speed missions
Post by: Demitrious Ducas on April 13, 2006, 12:36:40 PM
I suspected something like this, or something based on ship cost vs fleet numbers adding an extra difficulty to missions. Since recently, I have taken quite a few big $ fleet losses on missions that were quite a bit below the risk level where my normal safety level falls. Lunanova was also talking about something like this as well.


Title: Re: speed missions
Post by: Seither on April 13, 2006, 03:42:40 PM
What I think Sir Emi means is if you do a missions in a certain number of seconds after another one, it gets harder to win. The more in a row you do, the harder the missions become, but if you wait a little bit, say a minute or so, then it resets to normal.


Title: Re: speed missions
Post by: ars68 on April 13, 2006, 06:57:19 PM
while this is interesting, this screws over people like me who have limited time.  you have exactly 1 hour to do many, many, many, MANY missions to make up for past 20 hours of inactivity, with dial-up.  now you get penalized each mission you go like crazy, (and I mean crazy, losing billion ships on a 30 some million mission)


Title: Re: speed missions
Post by: Seither on April 13, 2006, 10:43:27 PM
Ars, we think it's if you do a mission every couple of seconds, which with dial up, you can't, so your safe. He set it low enough so that as long as you pace yourself a good amount it won't mess you up.


Title: Re: speed missions
Post by: Gunfighter Frank on April 13, 2006, 11:54:04 PM
I have slow dial up so it has to be not so many so fast  the most I have ever got was like 5 missoin in 1 minute


Title: Re: speed missions
Post by: ronald on April 14, 2006, 07:25:39 AM
Look guys,
Something has changed the missions very much and no-one knows anything about it. Just a really vague explanation (that is what I think off it).
I am hoping that maybe emi could find a moment time to explain this all a bit more exact.
Because all everyone does now, is just GUESS. He could have meant this or that, I don't know.  0o

It is working for me now, I've been able to do missions without any abnormal losses. All I did, was doing like maximum 1 mission every 30 seconds and it is working. So untill we get some more info about it, that's what we will have to do I think. If that is all the explanation he can give, then I feel really sorry for everyone who has only 1 hour playing time everyday because they won't be able to do the missions in a normal way anymore.

And I don't want to blame anyone, but zyggy, you started this I think. If you hadn't said anything about the speed missions, then no-one would have had any trouble now.


Title: Re: speed missions
Post by: Seither on April 14, 2006, 11:14:33 AM
Ok, I'll see if I can't get Sir Emi to explain better.


Title: Re: speed missions
Post by: Ricu on April 15, 2006, 04:06:38 PM
 :21: they are fixed.... but now they cost 15 turns.

OK children , Thank ars for this  :11:
Children : Thanx ars  :4:

sorry man , i coundt controll it , its from Married with Children it craks me up.  :5:



Title: Re: speed missions
Post by: zyggy on April 15, 2006, 06:20:04 PM
y'all can blame me all u want, i did not want to slow the game down, which is what emi did. i was sick & tired of not having ANY missions to do. MY SUGGESTION WAS TO RAISE THE REGEN RATE. which was completely ignored. :4: kboom :ranting2: argue2 :wallbash: :wallbash: :wallbash: :wallbash:


Title: Re: speed missions
Post by: mrtimbr549 on April 20, 2006, 11:54:11 AM
EMI QUIT SCREWING WITH THE GAME SETUP!!!
Every time you get into a rythym with this game, you change things up.  Good God, I hate playing with someone who constantly changes the rules.  This is not to say that you are not appreciated for all you do, its just leave the flow of the game alone.
Once again , I say we shut the game down for a week, let Emi put all his changes in, then we all play from the start.  Without resets, strategy changes, and whatnot.


Title: Re: speed missions
Post by: Seither on April 20, 2006, 01:25:32 PM
It's way too late for that now, if we were to do that, there would be a massive revolt from people who were high up going It's not fair, I was doing good, you reset my account, put it back or I'm quitting, ect. We'd lose so many players. We'll just have to adapt mrtimbr,like it or not.


Title: Re: speed missions
Post by: mrtimbr549 on April 20, 2006, 03:31:38 PM
ONCE...JUST ONCE...Id like for Emi to respond instead of.... kboom


Title: Re: speed missions
Post by: Seither on April 20, 2006, 06:04:33 PM
he's very busy, I've only seen him online 1 time this week.


Title: Re: speed missions
Post by: Lammalord on April 24, 2006, 04:26:11 PM
click on mission click the ships you want to attack click enter... dont look a results, click backspace 2 times and repeat i usally do misisons at about 1 mission every 5 seconds only thing that slows me down is having to change the page


Title: Re: speed missions
Post by: Ricu on April 24, 2006, 04:30:41 PM
Mistery Solved  L:)

i was doing this ... but now i cant , not that i dont have turns or smt , i just dont have a fleet capable of doing 1% missions  :2: they all got waked. same as Lamma's and Ducas  and Ronald and Lightseeker , check the bountys , the most wanted had the most looses , wich was Lightseekr , than I and we'll see next wo will come ...


Title: Re: speed missions
Post by: ars68 on April 24, 2006, 05:31:12 PM
ya...  funny huh?  it seems almost as if Sir Emi has inadvertently made missions 15 turns to slow people down, then kept the "limit" on just how high missions can be effective.  even though really it is just because of design being used.

question:  have you ever tried putting some-most of the cost into powercore instead of space, then design off of that, it worked for tinyman to get lower power to stats, that way you once again have more powerful ships then what your power will indicate -somewhat-


Title: Re: speed missions
Post by: Lammalord on April 24, 2006, 05:48:05 PM
once someone boards you the ship is done...small ships = small amout or marianes... it wouldnt work sopposieng that jsut about everyone in the lower ranks board


Title: Re: speed missions
Post by: ars68 on April 25, 2006, 04:53:44 PM
???  oh, no, no, not what I meant at all.  lol.

what I meant is like, 330 tril for the hull, so make it...  150-200 tril or so for the powercore.  then 150-200 tril worth of energy for stats is unaccounted for by the hull size.  you think about it, though VERY small, everytime you upgrade your ship and NOT do this, the ratio of "accounted for" and "unnacounted for" by the hull get bigger and bigger.  that and bigger swarm fleets meaning larger swarm bonus's for the enemy.


Title: Re: speed missions
Post by: zyggy on April 27, 2006, 06:09:51 PM
 :( after a hiatus of a few days(to let my turns max out), what to my surprise, 10, count them 10, missions in the 11-25% block. 7 for segs, 2 for creds & 1 went away b4 i had a chance to see it. even tho emi slowed the game down with the turn thing, STILL, missions DO NOT respawn quickly enuf. what next, 25 or 30 turns per mission? lets slow the game down some more, that will solve the problem!!!  :gun2: :puke: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash:


Title: Re: speed missions
Post by: ars68 on April 27, 2006, 09:52:46 PM
 :21: oh, well, let me see, what words can I use to describe what I am feeling?  :21:
 :21: what words of wisdom can be imparted here, to show the true nature of things? :21:
 :21: :21: :21: :21: :21:

WAIT!  I know!

I TOLD YOU SO!!!

you figure there is 200 people playing, and that is MUCH lower then what there probably is, and each can do JUST 20 missions a day, that is enough to do 4000 missions every 24 hours.

that is NOT "in the future" when I said that the first time, I meant NOW.

edit: our only hope now is the speed of Emi's fingers as he types away mountains of code as he prepares to launch his next big update.  personally, if I were the owner of a game (which I am not, so this is all my own personal OPINION, nothing else) I would fix what is going on NOW, then build on the fixed version. 

But if Emi truly believes that this next update will indeed solve this problem, which it MAY, then fine.  Who am I to argue, anyway?

it is a simple thing of population, really, you CAN'T feed an army of 100k with 10 small lunches no matter HOW low you ration it off.  you may get a piece to everybody, but by then it is so small, it doesn't even matter.  Sir Emi, the 15 turns may have been an interesting way of solving missions being so much more then what they should be, but it did NOT solve the problem of not enough going around.  and if you are hoping this game gets bigger (as any programmer of any game would hope) then the number of missions will get less and less sufficient.  you limited the number of max missions one can do, don't make this ANOTHER limit.

sorry if this seems a little...  childish, but I just kinda flipped when I said this would happen, I get shrugged off that it won't be a problem right now, it can be solved later, and in less then 2 weeks MAX what I said in the first place came true. 


Title: Re: speed missions
Post by: Seither on May 01, 2006, 03:01:49 PM
Like I said, we need the more turns per missions, to set a lower max limit for turns, now Sir Emi needs to change the respawn amount and rate, then the problem will be solved.


Title: Re: speed missions
Post by: zyggy on May 02, 2006, 02:17:31 AM
no, luffy, u never said that b4, u said u were happy with whatever emi decided to do. anyway, doesnt matter anymore. like duo, i threw a chunk of change at this game, unlike duo, i never got "it". after 6 months, ive got to cut my losses. the game changes too much, too quickly & i apparently cant keep up or adjust/adapt. the frustration level is way too high. while i may not "kill" my char(s), they just wont be on as much. oh, well,it was fun while it lasted. :fishing1:


Title: Re: speed missions
Post by: Seither on May 04, 2006, 02:11:50 PM
I did say it before, in another thread. I said we needed higher turns per mission, and I agreed with someone who said to raise the respawn rate and amount that that was needed too, but they wanted it set back to 5 turns, which isn't a good idea, because then we're back to square one. All we need is to get all the major updates in, and then end the round so that everyone can have a freash strt and not have any huge changes until the end of the round.


Title: Re: speed missions
Post by: Lammalord on May 12, 2006, 07:13:49 PM
yes 5 turns per mission and faster spawn rates.. aka keep the same mission limet as before..- about 800 1% missions but have it spawn 30 missions every min.. it would be the same amount as usuall not taking up much more bandwitch.. but there would always be there.. unless people can do 30 missions a minunte for who knows how long to get rid of all 800..

in other words reduse the time there on to like lets say an hour instead of 5 hours.. and increase the amout that spawn my 5x faster.. that way there would be less chance of running out of missions beacuse misisons would spawn alot faster... 5x faster to be exact... ya i would take me + like 3 other ppl doing 1% missions as fast as i can for 2 hours to get rid of all 800 now... if it was 5x faster... it would be near impossible to deplete the missions...


Title: Re: speed missions
Post by: ars68 on May 13, 2006, 08:35:33 AM
what if you had 100 people for 24 hours straight non-stop (once 100 people ran out of turns, another 100 get on) would it still be depleted pretty quickly? (and btw, I think it says there is like 8-9k people playing this game now, so there is enough for this to actually happen)


Title: Re: speed missions
Post by: Seither on May 15, 2006, 01:46:25 PM
Lamma, you totally bent my words out of proportion:
I said we needed higher turns per mission, and I agreed with someone who said to raise the respawn rate and amount that that was needed too, but they wanted it set back to 5 turns, which isn't a good idea, because then we're back to square one. All we need is to get all the major updates in, and then end the round so that everyone can have a freash start and not have any huge changes until the end of the round.

I think no less then 10 turns per, though I'm fine with 15. But the respawn rate, in both the galaxy and in the missions and ranks need to be faster and more, too many players now, and not enough of those to go around. Also, mining needs to be choosable wither you use credits or turns, like training your commander. Makes it more balanced.