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Altaweir last won the day on September 22 2016

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About Altaweir

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    Game economy, Player psychology, Metagame

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  1. I'm so - so about the new Founder's Canyon. The old one clearly had an issue. But the new one lacks... subtlety. You just put two gigantic rock masses on previous side paths to force a "8" shape where both teams have to meet in the middle. I would have preferred an extra side path somewhere, like a small rocky path dwindling on the mountain side, and allowing to reach the other base stealthy albeit slowly... More imagination was needed. That's just a map hotfix.
  2. Indeed. But they did that already plenty of times during beta. Weapon widely used ---> nerf. This is bad because eventually everything get nerfed after a while. You can't prevent meta from happening. A better handling is to have counter builds in a rock-paper-scissors fashion. Missiles do great against Cannon builds, but fail miserably to melee builds. You get the idea. Actually I'd never have fielded a Spectre in PvP. They get destroyed even by a light breeze.
  3. Hello, Currently, items changed via an appearance kit and upgraded items get the "not tradable" attribute, preventing them from being sold again on the market. As we can easily understand the reason behind this restriction (we can imagine the nightmare of browsing through every upgraded variant of a medium machinegun in market interface...) it is extremely annoying for would-be artisans, because using fusion or an appearance kit basically means your item is bound to your account forever. You may think that's a great idea to reduce the item pool but in fact it makes the whole point of weapon fusion and appearance kits quite pointless. The overall cost of fusion (a random gain for two or three similar items) or appearance change is just too daunting. People would use these features more if they felt more secure while doing so. A good way to make players more secure would be to introduce a clean-up / downgrade ability. The Clean-up would be available via the context menu on an improved item, as "downgrade" (for a fused item) or "clean-up" (for an appearance-upgraded item). A fused, appearance-upgraded item would propose both. The clean-up would lead to a confirmation choice reminding that the action is permanent. It may cost few resources, zero, or even give back resources - up to you to decide and tweak - but would simply remove the fusion upgrade or the appearance kit from the item, making it tradable again. Of course many resources would still be lost in the process of the fusion or appearance kit creation, but at least people would have a way not to be stuck with their item forever.
  4. I must agree, this sounds like an astrologist. And still not believable. From Crossout 0.7.0 release notes: Now what do you say ?
  5. Crossout servers are in the EU and I see no such ping peaks when playing MW:O on EU servers as well. In fact I have no problem playing even on MW:O US servers (ping is higher, but stable). And this did not happen during CBT. Will do a trace route later today.
  6. Not a bug. But I agree that preventing cap (or to call it more precisely, "stopping a capture progression" to distinguish it from just base camping) should be rewarded somehow. The player first entering his captured home base could easily be credited a 100 XP as per a capture segment of enemy base. Should some safeguards be needed, I guess no more than 300 XP could be earned this way for a given team (100 XP per capture segment).
  7. I have the same issue. Vehicles "blink" from one frame to another, even mine, as the client receive irregular server updates regarding vehicle position. Any attempt to aim with a direct fire weapon (cannon) is almost doomed. Got this problem some time ago in raids but now it happens in PvP as well. Unless you play a drone / turret build, literally unplayable. Edit: turned on in-game statistics (F9 for me, press multiple time to access to more detailed stats). It's not a packet loss (even if from time to time there's a 1% loss) but rather sudden peaks in ping time. My ping is usually 20-30 and quite stable but there are peaks of 150, 350, 800 ms response time frequently and lasting 1-5 seconds. Those situations seem more likely to happen when there's lot of "stuff" happening (both teams engaged in deep melee with vehicles turning around and firing etc.) than when you're just idle as the one of the few survivors in a corner of a map. So it looks more like a server-side issue IMHO. Note that from the same computer I play other games (like MechWarrior Online) with no such problem.
  8. Crossout economy is a dynamic balance. It's advertised as "player-driven", and the meaning of this is rather "crowd-driven". Players in large numbers act as a crowd - they are very sensible to small things and are easily pushed one direction or another because of a small change somewhere (fuel, anyone?) Crossout developers have to maintain a careful balance between free item generation and paying players bringing Coins to the game. Too few items and prices skyrocket. No one is happy: early adopters have supposedly plenty of stuff but can't afford to trade it so are stuck with what they have, and would-be paying players are discouraged by the measly purchase power of Coins. Few people spend any money to buy Coins, so little money for Gaijin. Too many items and prices crush. No one is happy either: people purchasing stuff on the market see their value lost from one day to the next, crafting is discouraged, market transactions are rare (why bother buying? Just wait for prices to go down!). Coin buying power is so high that a small payment is enough to bring someone all he or she needs for months, so little money for Gaijin. So there's a dynamic balance to maintain between freebies (scrap, wire, copper, electronics, crates after daily logins or as season rewards) creating items out of thin air, and Coins brought to the game via paying players (who pay for servers, developer salaries and the like, so the very existence of Crossout.) The Market Tax is part of this design. It prevents speculation and hoarding because acquiring an item has a price in itself that the speculator has to recoup. The market price is totally akin to Workbench Rent rates allowing items to be created from raw resources (and paid again when said items are used as ingredients for a further crafting tier). Both systems are made to slowly decrease the Coin Pool, with the slight incentive to make people purchase more Coins on the long run. Will it work? It's a bit too early to tell, but I find it a quite intelligent design.
  9. Not a bug, as far as I can tell. You have 20 slots for selling and 20 more for buying. If you try to use more, the interface will decrease the number to the amount of available slots (i.e. you're already selling 15 items, you try to sell 7 of another, your "7" will become a "5" in sale interface window). And if you have no more slot at all, you'll just get the error message highlighted above. You can check the number of selling and buying slots you have in the "My Offers" screen, on top of the list.
  10. The Market service is back online for me. I think that the interruption lasted for less than one hour. I did nothing special - I just logged in again to check and this time, I didn't have the error above anymore. Still, hope you guys will find something.
  11. If I remember correctly, I was in Lunatics Crafting Window. Checking the components for an Epic crafting recipe (Lancelot) I selected "Trade" in the context window. Then upon creation of a purchase offer I got a "Internal Shard Error" error message or something like that (can't remember exactly, but there was clearly "Shard" mentioned in the message). From that point on I'm unable to create trade/sell offers on the market. I always end up with "Market Service Unavailable" error. Tried logging out and in again to no avail. Note that interface lists 0 Selling, 0 Buying, but in fact I have pending trades remaining - I know this because one completed meanwhile, and it appears in my History. Parts and History market screens are still available. I've included logs covering the game session where it happened. Please help - I'm stuck with no trading.
  12. As others have said, you're not making profit but turnover, your margin is much lower. Basically, all you provide is a flow of items people can't make because they haven't reached a sufficient faction level. Of course this won't last for long, as more people are gaining faction levels every day. Eventually even Steppenwolves items will crash as the rest of the market. Meanwhile, congrats to you, your grind let you reach a juicy spot.
  13. Heh. I'm 100% sure about that since we lost a game about it no longer than yesterday. Raiders do not follow the *active" pumpjack like they do for crates in Race ; they still attack the one they've been spawned for. It's therefore possible to have multiple pumpjacks taking damage if you did not clear attackers cleanly enough.
  14. Race: take your time! If you rush through targets you'll generate more AI opponents than you can handle and, finally, your team will be overwhelmed. Trying to be "fast" is not a way of saving time, but a sure mean of wasting your fuel. Assault: Aim for turrets (and not the structure) and stay together! Pump jacks are heavily defended and if each of you face one alone you may manage to kill it, but not without being damaged in the process, compromising your chances of completing the Raid. Defense: be careful to destroy every single AI of each enemy wave. If you let one behind it will damage the Pump Jack left alone and finally destroy it. Everyone can leave only after the "Defense Successful" message. Escort: You now have to stay close to the truck to set it moving, so stick together or you'll waste 20 minutes crossing the damn map. Yet you have to know the map for there are mines in some areas. Clean them off before the truck gets near or it'll be heavily damaged. Be careful too, for mine radius is surprisingly wide. The PS score doesn't count in Raids, that's not a reason to get here with minimum PS requirements but quite the opposite. Always field your absolute best!
  15. Possible but I think it might be the opposite. I've been a casual PvE player and since the fuel nerf I'm using all my daily allowance because "FUEL IS IMPORTANT NOW". I guess everyone seeing fuel evolution on the market doesn't want to be in the situation of having to buy fuel to gather Copper, so I think in fact that there are more PvE battles now as every player should try to maximize his free daily fuel. And I think that it's confirmed by the fact that after a short surge, Copper prices came back within 50% of what they were before. So maybe they dropped the ball, or there are more fuel restrictions coming.
  16. There are quite a number of winning conditions, in this order: If a team eliminates all opponents, it wins. If a team gets three capture markers (full circle) it wins. If a team has more capture segments when time runs out, it wins. If a team has more players alive when time runs out, it wins. If no condition above is applicable when time runs out, the game is a draw. Conditions 1 & 2 immediately end the battle. Conditions 3 & 4 are harder to understand, especially for new players. More than once, I've seen people hiding to keep their numeric advantage until the end, while the enemy had a one capture segment lead. I also admit like the original poster that it's somehow difficult to see how many players are still alive on each side (though you've plenty of time to count that once you're destroyed). But knowing how many live players remain is only part of the equation - because what matters is who is actually winning, right? So instead of a "live player count" maybe we should just have some kind of visual indicator (halo or whatever) showing up which side is winning, and why. Maybe the player count, maybe the capture circle.
  17. Thank you for your long and detailed post. You define yourself as a PvE player and are annoyed by "forced PvP" to get Fuel but the opposite is also true: someone indulging in PvP only will not gather any Copper unless doing some Raids. So Crossout forces everyone to do a bit of everything (seasons are also pushing for this). I also agree that some people really made tons of money in the first days of the game, but everyone had the same initial chances. Remember that almost every CBT member already paid for the game, something OBT players haven't ; and that the tons of money made in the first days were likely extracted from over-optimistic CBT members to more cunning ones. Such is life I guess, and I don't think it will affect much the game on the long run. Ah, economists... Like one saying goes, they've been invented to make astrologers look believable. Like I said, I'm almost sure better fuel collectors may come by, but they'll have to be crafted first so that's more grind before you can indulge yourself in the comfort of easier fuel returns. At least I think that's their plans. For the rest I guess they're just checking market prices and player conversion (the rate of paying players in the game). The sad truth is that if too many people indulge in the game as it is without paying, they'll probably introduce more grind in hope to make people pay to avoid the chore. That's the way of life of F2P games and Crossout is no exception.
  18. That's... Different. The player base was immensely different. Most people there accessed Closed Beta Test via paid packages - the cheaper being the "Born to Fly" at $19.99 IIRC and it brough 1300 Coins at that time. So everyone in the player pool had some starting money - and blue items to boot. That's very different from Open Beta Test where most players are Free players, didn't spend a dime and have no gear. On average, there was a lot more money flowing in CBT than now. Some people left, but each new player was getting in with fresh money and a will to test everything. I'm glad I could. But to me the whole difference in CBT is that there people knew a wipe was coming. They were spending liberally simply because it had little long term consequences.
  19. Hi all, I've been studying Crossout economics since Beta and I think there are some misconceptions about the reasons behind the fuel restriction. To understand the change (I repeat: understand, not accept) you must grasp basic concepts of Crossout economy. Let's state the obvious with a few bullet points: Market Prices are player-driven. This includes resource prices. Item creation is loot-based, luck-based (crates) and craft-based. There is no durability, hence an endless flow of new items for the player pool. The item pool shrinks only when: a player silently leaves the game forever, abandoning his inventory ; a player uses items as crafting ingredients to create a higher tier item ; a player uses the fusion feature to create a unique, untradeable item. The Coin pool is shrinking continuously through market transaction fees (10% of sale value) and workbench rent rates. So, to summarize even more, Crossout Devs set up a few things and the rest lies in the hands of players. Of course the "few things" Devs set are very important things, like crate reward tables, average gains of crafting resources (Scrap Metal / Copper / Wire etc.) and, bringing you to this topic, Fuel income. A crashing economy - expected! First topic at hand, item prices: Yeah, sure. But 7500 coins are sold for 100 €. Do you think it's a realistic price for a single, epic (not even top tier!) item in a mere free-to-play game? In any game, while we're at it? You can play for hours many recent AAA games for half that amount. Those prices were - and still are - insane. Literally. Why did they happen in the first place, you ask? Simply because many first-hour players of Open Beta were Closed Beta members waiting for the wipe. And most CB players accessed the game via game packages including Coins. They were credited again with their starting packs and gear as soon as Open Beta started. So there was a huge pool of rich kids playing the market, and foolishly trying to apply the same, Closed Beta prices that were occurring in the past... In a totally different environment, swarmed by free players. What happened? Exactly what is quoted above. Prices went down, sharply, simply because the money pool was shrinking 10% after each transaction. 1'000'000 coins became 900'000 coins after changing hands once, then 810'000, 729'000, 656'1000... You get the idea. The more transactions on the market the less money everywhere. Prices went down because (paying) players became poor. A fool and his money are soon parted, as they say... Inflating the economy - a Dev Hope! So far, so good, but irrelevant to fuel. We're getting here. A crashing economy has its merits - the purchase power of Coins increases - but this is only true unless it crashes too much, which becomes a problem for the game publisher. What happens if Whites are sold for cents, Blues are 10 Coins each and Purples at 50 ? Someone paying a measly 150 Coins (3 €) will be able to purchase two Epic items and five Rares and basically have almost everything he or she needs for his dream layout. And not much money for Gaijin. There's worse: getting the same while not paying anything at all, just through crafting. The impoverishment of the player base was already an issue, but the ease of crafting could only push down prices further. This problem already happened during Closed Beta and Crossout team decided to cut down in half Copper rewards in Raids (yeah, there was quite some unhappiness on the forums back then...) . But things stayed that way and that's what we have now. Yet it's not enough: in a single week, we saw double fuel consumption for Easy Raids (10 fuel before, 20 fuel now) and now a shaft in fuel income for barrels. As with most other artificial caps in the game, this is made to reduce the crafting abilities of the most hardcore gamers in the community. Mundane players still have free fuel daily - 60 fuel, then 200, and more increases awaits through factions experience. 200 is enough for 10 easy raids, 5 normal raids or 2 hard raids. That's already quite a long playing session (it's a lot more annoying for weekend players and raids are often failed... but I digress). Of course for many enthusiasts this is not enough so they field barrels to get fuel, and play more raids, earn more Copper, craft more, sell more... And contribute to pushing prices down. Have you been happier if instead Devs had chosen to cut Copper income by 5 on each raid difficulty? The path they chose is far from perfect but has been decided not to punish too much casual gamers, while hindering the most extreme players. What will happen next? It all depends of the market. We can't know for sure what are the "normal" prices Crossout Devs expect to be for top tier items, but new restrictions may come if they get too low for their taste (and Gaijin bottom line). That's understandable - Crossout is a great game but also a business. There must be some incentive to pay a bit. What we can expect however is probably a new set of "fuel collectors". Like rare, epic and legendary fuel barrels if you wish. You can be sure those items will be available only at higher levels and require much resources to be created. Most players won't even care. But hardcore players will fight like crazy in battles and on the market to get fragments or whatever is needed to get those high-end barrels. So, in a way, the path for high-end players gathering fuel to play more raids and earn more Copper, craft more, etc. will still be available (it somehow already is since those people can buy fuel, it's just not very game-friendly) but will just become a lot harder to walk on. Stay tuned and remember, nobody beats the casino.
  20. It would be great to have some hovering text on each Portrait describing how it is (or has been) unlocked, e.g. "Lunatics level 2", "Nomads level 15", "Member of Closed Beta Test". Now there's simply a lock symbol on each and you know which faction they refer to, but when the lock is gone there's no trace of what has been achieved to get the Portrait.
  21. Hello and welcome to Crossout! I've been playing the CBT for over a year so I guess I can give new players a few advice for enjoying their first hours in the post-apocalyptic world of Crossout. Mandatory information: you should have a look to the Official Crossout Channel. They're making great effort into presenting the game through short, to the point videos. There's plenty of good advice here, and they're from an official source so no reason not to watch them! Understand Missions and Raids. Simply put, Missions are PvP and Raids are PvE. Missions only require you to field a car and you'll play as long as you want. Your Power Score (PS) is used for matchmaking, so no matter how weak or powerful you are you're likely to end with similar players. Do not think that you'll come ahead simply because you put more gear on your car! Raids consume fuel from your daily allotment (you should start with 60 fuel daily and 20 consumed on each attempt, so 3 raids a day.) Try them - even if you fail, you have nothing to lose. Stick with other players if you're not sure what the mission is about. More on Raids. There are two specific aspects to Raids: PS doesn't matter. So put whatever you want on your car, the more the better! You can go completely overboard with everything you've got in your hangar. You'll fight plenty of enemies, so avoid munition-dependent weapons like cannons. If you really want to field one, bring in a back up weapon like a Machinegun. Register for Easy Season. Seasons are 2-weeks "quests". They are undertaken while playing raids and missions with some specific conditions (like, use "shotgun" armament). There are three seasons but only the easy one is doable unless way later in the game. The easy season gives you Scrap along its path and you'll always want plenty. Try to understand what is required (raids/missions/brawls, armament conditions, win condition or participation condition) for your current Season task. Do Not Craft. This is probably very counter-intuitive to every MMO around where you have to begin your crafting career as soon as possible in order to achieve excellence. Crossout doesn't work this way. For a start, there's no crafting experience. Experience is earned from battles, not from crafting. Crafting also consumes valuable resources. When considering Crafting, always look at market prices of the item you want to get, and compare it to the market value of all resources you would burn in crafting. For low-level items (whites and many blues) you'll conclude it's probably more efficient to sell your crafting material on the market and buy the item you want from the market, instead of creating it. Sell early, sell often. You'll get plenty of loot from your battles. White items, copper, tickets, DIY crates, scrap metal. It's absolutely pointless to fill up your inventory with tons of useless stuff. You can salvage them too, but frankly it's not worth it. So as usual the answer is the market. Sell everything that isn't necessary. Market is not your enemy. Some people are turned off by the apparent complexity of the market. There are plenty of categories and numerous items listed for absolutely insane prices. Familiarize yourself with item categories, browse items to see what they do, pay attention to which items are sought after and which ones aren't. You may not need the market early but you'll surely need it later in your Crossout adventure, for there is absolutely no chance to get everything you need from battle loot only. Decorate your car. If you ever manage to get any "decoration" item, put them on your car! Each one brings 1%/2%/3% XP gain (depending on quality) in every battle you take part in! The earlier you can put decorations on your car the better. During battle, be smart. Stay with the pack to maximize your chances of surviving and doing damage - lone wolves are usually not lasting long. Sniping is possible, but difficult and rarely game-winning. If in close-quarters with your enemies, try to destroy their frail weapons first (Machineguns and Shotguns). If you're too far away to pick them, aim for wheels. When destroyed, be curious. The camera shows the enemy who destroyed you, which may give you some interesting insights over how to build a vehicle, but then you can switch camera to follow your surviving teammates, see how they fare and how they designed their vehicles. Battlefield examination is an excellent way of getting design ideas. Hover on numbers. In many places (especially battle stats / XP gain etc.) hovering over numbers provides details over how those numbers are calculated via a detail frame. Useful to understand the mechanics of the game. Useful white items on your car. Some items are often overlooked but can be useful even from the beginning: Fuel Barrel. They allow you to earn some fuel after a victory. You'll hardly get rich with the resource earned this way, and the barrels may explode, but people often put one underneath their Cabin so they can get extra fuel, hence extra raids daily. Radar. The radar, even White, lets you discover enemies from further. Excellent to know if the red dot on your minimap is a lone wolf or the vanguard of a full pack. Radio. What's the point of having found the enemy column if no one in your team is aware of it except you? Radio increases transmission radius to your teammates and can make the difference between victory and falling one after another in a trap. Steering Wheels. You can perfectly put four steering wheels (ST Wheels) on your car instead of two steering wheels and two regular wheels. Not only you'll turn much faster, but you'll still maintain some steering ability if your car front gets destroyed. So, hoping these advices were useful, good luck and see you on the battlefield!
  22. The market is neat but if you're using it the history grows quickly, to the point of making the whole "history" screen a complete waste. You only see your last transactions ordered by time, and must browse from there. As we're just in Open Beta I can only imagine the chore of finding out how much you paid for a given item two weeks ago. This screen would be much more useful if you could filter history per quality, item class or item itself - much like the market interface actually - and select sales or purchases only.