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I took 3WPPKPWAHFNX, thanks!!
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# ¿ Sep 25, 2013 17:55 |
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# ¿ Apr 28, 2024 20:12 |
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Has anyone played Empire since the big update (yesterday, maybe)? It looks pretty interesting I just haven't had a chance to mess with it.
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# ¿ Nov 6, 2013 19:50 |
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Emron posted:Why are there two kegs of keys and why is one of them worth as much as a mound of keys or whatever. Honestly who keeps their keys in a keg anyway!
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# ¿ Nov 7, 2013 03:36 |
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I grabbed N3Y4RHT9EFL7 - thanks!!
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# ¿ Feb 25, 2014 19:13 |
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Vulgar posted:Electrium dev, I would like to suggest the ability to either sell ships or just get rid of them. I'm not very happy with my current fleet configuration and would live to be able to swap ships out Yeah I agree with this as well. I really like the game, but like others have mentioned it might be nice to queue up common tasks (like a "mine until full" type deal). It might be nice to upgrade your "HQ" as well, and maybe tie that in? So for a boatload of minerals/etc you expand HQ and that enables you to queue up x number of actions. Further upgrades allow for more convenience, and so on. e: This sounded annoyingly "ideas guy"-ish. The game is pretty enjoyable as is!
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# ¿ Apr 8, 2014 19:00 |
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FlashBangBob posted:That's pretty cool. I put in the news events (although right now players can't see what the exact news event is) and the 15th one it rolled since it put it in place was a Great Depression roll (1 in a 1000 shot). It lasted awhile too. That's pretty cool but knowing that was possible would've been nice as I slowly bought up Electrium starting at $550 down to $475 (because I had only ever seen it trade before in a 500ish-650ish band). Also didn't realize there was a limit to the amount you could buy!
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# ¿ Apr 20, 2014 03:35 |
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FlashBangBob posted:The most recent update said: "The resource market is now MUCH more volatile, and less influenced by players". This should indicate that anything is possible. Yeah in retrospect I suppose it does, and you mentioned it here too, I just didn't make the connection. Honestly I was probably more hurt by the limit on elec storage, since it reduced my ability to further drop my average cost per unit. But I get why you would limit the storage. It's ok SPCO can recover from its 2nd - 13th fall, my board is fully backing my recovery plans: mine more space rock.
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# ¿ Apr 20, 2014 03:43 |
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FlashBangBob posted:I should at least elaborate, not that it truly helps since you don't know what event is forthcoming, but news events come in two forms: Instant Resource Drops/Gains (most common) and Slow, Global Resource Gains/Losses. For what it's worth, I like the idea of having both types of "events" possible - it keeps the market dynamic, and creates opportunities for those who happen to be sitting on a huge pile of cash to skyrocket. As for the news, that's tough - because there isn't nuance to interpret, and the market is now limited in its response to players (because without nuance response to any news item is gonna be obvious). In the normal market I can read the news and notice that a plant exploded in, say, Oregon or something. I can then check and see how bad the damage was. If I find the potato crop was significantly harmed, I'm gonna sell any stock I have in companies that depend on potatoes as fast as possible (and buy stock in companies that do soil rehabilitation or sell recovery equipment in that area or whatever). In the game obviously that won't work. On the other hand, having a witty news story regarding the cause of x material dropping (or gaining) might make it more fun even though it won't make sense to trade off that news. Anyway it's pretty fun the way it is - even gritting my teeth through massive losses.
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# ¿ Apr 20, 2014 04:22 |
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Daedalus Esquire posted:My biggest problem with day trading is that I bought a lot of resources at a price that hasn't been seen since the first or second day the game existed. I assumed that the day zero prices would sort of be the "average" of the expected range from whatever your equation is to calculate, instead the resource I blindly picked as my major investment has just dropped and I feel it's totally arbitrary. Looking at ships, the ranges of finding every resource average out to even if you have equal numbers of each ship (lava/ice). I get you don't want the market to be gameable or too dependent on users flooding or buying up a market, but I'm essentially playing spin the wheel. I can't see news, I can't see historical prices, I can't even see an all time high/low to make an educated guess. I'm guessing blindly, on orange, green, blue, or grey, and I that would be fine except for the fact you are trying to tell me that it's a market. I agree with all of this, although a good question would be how many players will be approaching the game with a fairly strong investment strategy vs a "lets buy and sell wheeee!" approach. I do agree re: the information, just buying and selling stuff in a vacuum is not engaging. I want to see some piece of news and think "man, that's really bad for x material but could create strong demand for y material" and therefore sell off x and buy y. I don't have to be right about that every time, or it doesn't have to always work out the way I guessed it would, but there needs to somehow be the illusion of control.
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# ¿ Apr 20, 2014 06:11 |
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FlashBangBob posted:I really need your help with this: Your first point isn't necessarily true though. Consider the success of the roulette wheel, especially when players can see historic information. We know humans extract patterns where there are none, right? But seeing the history gives you a feeling of control or knowledge that while very false, still feels better than blind guessing. "Wow, it's been red the past four spins, bet red!! Drat, black. But now red again?? Black was an anomaly!" If we saw historic prices (maybe just over a daily period with intra-day significant movement) you would at least be able to decide if the low you saw at noon was the lowest it was going all day, even if that's a blind guess. It still feels better than having no information at all to support a decision. Even better would be the news stories that accompanied movement. So I see Electrium was $400 at noon and it's slightly up off that low at 1, and I reason that it's unlikely to break that barrier now that it's off the low, so I buy. Then the price drops and I see a news story that a one-time influx of Electrium due to the liquidation of some company has hit the price. That "news" is random, and is just generated to justify the price going down...but I, as a player, can more easily believe that I was RIGHT about that pattern and some random thing screwed me over. You'll find (I think) that people see patterns in all kinds of ways if you give them information. Wow the past three days between 3-4pm electrium jumped because of company liquidation! It must be a daily thing!! This is basically the way the short-term stock market works too actually, almost 100% random in the extreme short term and yet people are content to play that game, because of the illusion of control.
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# ¿ Apr 21, 2014 06:52 |
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Kalman posted:Graphics aside, so far Dream Quest is a ton of fun to play - the deck building and combat both are fun and the rogue like aspect keeps it interesting. Really nicely designed game - if you let the graphics keep you from playing it and are a fan of deck building type mechanics, you're missing out. I think it's been noted before but it really sucks on an iPhone - the tap targets are far, far too small. I found myself tapping repeatedly at tiny squares to get any result. On the iPad it's a much better story and the game does seem like fun so far. Also it annoys me the iPhone version isn't 4" screen size, but that's less about function and more about aesthetic
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# ¿ May 29, 2014 17:28 |
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# ¿ Apr 28, 2024 20:12 |
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Kepa posted:Super Quickhook probably holds up the best. Though we've yet to update any of them for iPad/the new iOS sizes. One day we will, just need to make time. Maybe use any Android porting as an excuse to devote some time to updating them, at least SQH. SQH was amazing, I played the heck out of it. I would even pay money for the re-release with updated screen size.
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# ¿ Jun 9, 2014 00:12 |