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Author Topic: Feature Requests  (Read 7072 times)

EsKa

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Feature Requests
« on: November 24, 2014, 05:39:04 AM »

If you have a feature or request for Unending Galaxy, this is the right place.
« Last Edit: March 18, 2015, 05:37:22 PM by EsKa »
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Clou

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Re: Beta 2: Feature Requests
« Reply #1 on: November 27, 2014, 04:43:14 AM »

Hello you have a nice game here it is very fun to play it but i found some bugs that can make you rich in few minutes, all what you need to do is to buy and resale stuff at shipyard or station.

I would love some kind of contex menu that would let me change AI package of my all choosed ships and not only 1 after 1.

As to the suggestion to pirates and police i would like to suggest that pirates should first aim and destroy an escorting ships as i found out that it is impossible to do mining with pirates that own unclaimed sectors as in matter of seconds there will be a huge fleet of pirates on you so that kinda make it impossible to mine with bigger ships, even if you pay them to not attack you they just forgot it in matter of seconds.

I would love to see some  mini pirate faction that act independant and not as a whole faction with their own leaders that would have a special kind of a ship and would sit most of the time in their own sector ocasiocaly making a demand to factions of paying a defending money or they would raid 1 of their sectors, with something like that it could be like a player could make a pirate faction on their own and work with other Pirate lords or just simply go against them to see whos the best pirate here, additional to that pirates that destroy trasport ships with cargo could get like 20% of what it was worth and chance to drop some of that cargo so that would raiding transport ships would make it worth for them.

As we are on suggestion would it be possible to change how capping a sector work cuz as of now AI seems to take every free sector so, that kinda make it impossible to start as a trader and get your own sector later at game, my suggestion to that would be a some kind of a building defense sattelite that would be build always in center of sector and would act as a sector takeover so it would slow down AI from getting sectors too fast as it would cost lets say 2m ofcourse it would need to be hella tanky and have some defending capabilites like 4 special weapon slots and 10 XL shield slots with addition to some hangar bays for drones that would defend it and they would patrol sector, it would make a possibility to players to take sector on their own rather simply relying on AI manager that not always do that.

Well for now this is all what i have in my mind, i know thats is hell alot of read but i would love to see something of it implemented and sorry for mistakes as English is not my main language.
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EsKa

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Re: Beta 2: Feature Requests
« Reply #2 on: November 27, 2014, 05:11:54 PM »

Hi and welcome :)

Hello you have a nice game here it is very fun to play it but i found some bugs that can make you rich in few minutes, all what you need to do is to buy and resale stuff at shipyard or station.

Oh, that must be happening because of the prices adjusting in real time, I guess it's a rounding error somewhere. Thanks for reporting the exploit, I'll deal with it.

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I would love some kind of contex menu that would let me change AI package of my all choosed ships and not only 1 after 1.

Yes that's bothering me too (especially to put/remove ships into/from the military). I will make changes to the Ship Setup menu so it can manage multiple ships at once.

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As to the suggestion to pirates and police i would like to suggest that pirates should first aim and destroy an escorting ships as i found out that it is impossible to do mining with pirates that own unclaimed sectors as in matter of seconds there will be a huge fleet of pirates on you so that kinda make it impossible to mine with bigger ships, even if you pay them to not attack you they just forgot it in matter of seconds.

Yeah the dialog option to pay someone doesn't work very well at the moment. In my mind, it was more to deal with accidental friendly fire than to prevent pirates from attacking your assets. The next beta will allow you to sign a non aggression pact with the pirates, it will also make police and escort ships better at their respective jobs.

While at it, I will give the Mining AI a little boost by allowing them to jump away to safety and allow you to set a specific sector for miners so you can prevent them from mining in dangerous territory. That should be enough to balance things out without crippling the pirates.

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I would love to see some  mini pirate faction that act independant and not as a whole faction with their own leaders that would have a special kind of a ship and would sit most of the time in their own sector ocasiocaly making a demand to factions of paying a defending money or they would raid 1 of their sectors, with something like that it could be like a player could make a pirate faction on their own and work with other Pirate lords or just simply go against them to see whos the best pirate here

Well, Beta 2 plans include that pirate bases become individual entities. Giving them a "boss" of sorts is what I did in my Pirate Guild mod for X3, I am likely to do the same here. So to answer the first part of your question, yes, pirate bases will basically use their money to build their boss's fleet. A demand will be made, if for some reason the target faction refuses to pay, the fleet will be unleashed against the target.

Later on, different leader will have different bonuses / traits (similar to the faction traits you see when the game starts).

About having different factions for the pirates, it's much more problematic from a technical standpoint. Yes it would allow pirate on pirate fights, but I don't think to pros outweigh the cons to be honest, especially if we already have pirate bases acting on their own, with their own name, prefix and traits. Maybe as a post 1.0 feature if the game is successful, but it's not gonna happen in the beta, it would take too much time to properly add.

Also, yes, when ranking high enough in the guild system, you'll be allowed to build your own pirate bases and unlock the Raider AI for your ships. Once unlocked, what you do with these features is your concern :)

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additional to that pirates that destroy trasport ships with cargo could get like 20% of what it was worth and chance to drop some of that cargo so that would raiding transport ships would make it worth for them.

Some pirate ships already do that. Raiders that aren't tied to a specific base do collect cargo pods and sell it for a profit. It will be extended to all pirate ships when the update is done.

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As we are on suggestion would it be possible to change how capping a sector work cuz as of now AI seems to take every free sector so, that kinda make it impossible to start as a trader and get your own sector later at game, my suggestion to that would be a some kind of a building defense sattelite that would be build always in center of sector and would act as a sector takeover so it would slow down AI from getting sectors too fast as it would cost lets say 2m ofcourse it would need to be hella tanky and have some defending capabilites like 4 special weapon slots and 10 XL shield slots with addition to some hangar bays for drones that would defend it and they would patrol sector, it would make a possibility to players to take sector on their own rather simply relying on AI manager that not always do that.

The way factions expand will be reviewed later in the beta process. But I agree, the way factions expand across the map currently isn't good. That said, you can take over sectors even if the whole map is conquered. The "declare independence" button in the empire manager is used to that effect. For instance, you could, with enough troops, clear one of the large nebulae from the pirates, put a few trading stations down, and declare independence. Voila, your own territory.

Yes, it's a bit artificial, and it will be improved upon in the next months.
 
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Well for now this is all what i have in my mind, i know thats is hell alot of read but i would love to see something of it implemented and sorry for mistakes as English is not my main language.

Thanks for the input, it's always appreciated. No worries for the English, it's perfectly understandable :)
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Clou

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Re: Beta 2: Feature Requests
« Reply #3 on: November 28, 2014, 04:43:32 AM »

Thank you for you ansver it just covers everything that is needed, and as pirates station will work independantly theres no need for pirates mini faction i did must missed your  notes about pirates  :P .

Well as to police i thought that they could work as a faction on their own, like others factions would hire them to protect their sectors additional to that there could be some mission like capture pirate bosses that would reward alot for bringing that pirate to police stations but ofcourse you would need to race to it as pirates would like to free their boss, still this needs alot of reconsiderations as of how the police would work exactly, maybe some police prisoners transports and it could bring in additional missions from pirates faction like rescuing their pirate buddies while they are transported from their police stations to police HQ.

small edit

If you would prefer police to belong to factions then the police should only protect a sector with planet and around it ocasiocaly sending patrols to far away sectors belonging to faction, so there would not be police ships in every sector ofcourse if the patrols would fly with a patrol mission they would not use their jump drive.
« Last Edit: November 28, 2014, 04:56:15 AM by Clou »
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kothyxaan

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Re: Feature Requests
« Reply #4 on: April 23, 2015, 10:34:45 AM »

hello, nice game, i was actually thinking now that long ago it would be great to have a 2d version of the X series
(it always annoyed me how much time it would take to set up little empire, ie, buy station, set station paramaters, buy transport ships, set their paramaters, buy defence craft for aforementioned items, then you go away and find out that half of your ships have been destroyed, not due to enemy action, but because they were apparently very depressed and decided to commit suicide by crashing into space stations)
anyway

my suggestion (maybe its been implemented, going to be implemented, but regardless)

another game i played (good game too - distant worlds, probably other games have as well) has postures for your craft that you can choose
such as if the enemy is more powerful they will avoid, run away, or just open up with all their weapons

then you can choose to have them stay at distance, close in etc

there is also a setting for having your ships flee if their shields are 50% 25%, an enemy is spotted, they are attacked etc

anyway, hope  this makes sense, i typed this up quickly at work

ps. maybe just me being a noob, but is there anyway to sell a ship? if not, could there be?
« Last Edit: April 23, 2015, 03:02:39 PM by kothyxaan »
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EsKa

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Re: Feature Requests
« Reply #5 on: April 23, 2015, 08:15:29 PM »

Thanks and welcome,

Yeah I had the same feeling about X, I loved those games but they were glacially paced. UG, on the other hand, when you know what you're doing and want to beeline to the empire stuff, game length is more akin to a standard strategy/4x game.

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another game i played (good game too - distant worlds, probably other games have as well) has postures for your craft that you can choose
such as if the enemy is more powerful they will avoid, run away, or just open up with all their weapons

then you can choose to have them stay at distance, close in etc

Distant world is a great game :)

It's more or less under development. Right now, apart from the "let's hope i don't die during the 8 seconds it'll take me to jump away", there's no true flee / avoid mechanisms. As a result, automated / AI ships are often wasted because they still go against much stronger foes.

It'll likely take a bit of time to get it right, there's a lot of parameters to take into account when it comes to combat behaviors.

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ps. maybe just me being a noob, but is there anyway to sell a ship? if not, could there be?

It's a good thing you mentioned it, not sure I would have remembered about it otherwise. So, no, it's not yet possible, but I will add the option next update :)

Cheers,
SK.
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kothyxaan

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Re: Feature Requests
« Reply #6 on: April 24, 2015, 07:20:16 AM »

no problem there, its not like you can add everything you want right away,
always best to make incremental steps rather than try to throw everything in at once

it is a fine balancing act of injecting as many features/realism as you can into a game without making it a buggy/resource hogging mess (dont envy you there)

yeh the x-games where good, slow (but rewarding) but honestly id have played them more if not for the station ramming ai tendencies your ships seemed to have (i remember reading that it would be too difficult to fix because of how much resources the ai was already using or some such, im not a programmer but the excuse seemed a bit lame)

glad i remembered you :D (ship selling, probably be too awkward to add station selling though)

i am going to give you some more ideas (i may add more when i think of them, you may have thought of some, but feel free to accept/discard any or all, they will just be ideas that have been present in other games that i found helpful, i also need to play the game more to notice more - havent had time to play throughly)

1) more than one quick save slot (when i remember to save a game i tend to quick save, and i seem to have a talent to quick saving just before something bad happens)

2) autosave (i also have a nasty habbit of forgetting to save which may seem contradictory considering what i said above... also more than 1 auto save)

ok only 2 so far
« Last Edit: April 24, 2015, 07:28:42 AM by kothyxaan »
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EsKa

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Re: Feature Requests
« Reply #7 on: April 24, 2015, 12:42:42 PM »

X's pathing issues were annoying. And, yes indeed, the excuse is a bit flimsy. Sure, handling multiple moving objects (with ship physics) in 3D space isn't a very simple endeavor, but it's not like they had to do it in sectors the player isn't looking at. What I know for sure is that the fixation on bigger and bigger stations didn't help.

Quote
i am going to give you some more ideas (i may add more when i think of them, you may have thought of some, but feel free to accept/discard any or all, they will just be ideas that have been present in other games that i found helpful, i also need to play the game more to notice more - havent had time to play throughly) [...]

No problem, I am too close to 1.0 to consider adding large features right now, but it's always useful to hear from others. Duly noted regarding the savegames, though. And I will likely add the ability to scrape stations for a fraction of their building cost too.
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kothyxaan

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Re: Feature Requests
« Reply #8 on: April 24, 2015, 01:19:28 PM »

yeh i never did see the point of the bigger stations etc (x series), was pointless (counter productive even)
i also prefer to play a game with good gameplay over a game with good graphics
as i said with my ideas their entirely up to you to use or not, and yeh stay focussed on what you consider important to the game, other stuff can be added as and when and if needed

i did have another idea,
ship experience,
simple idea is that ship gains exp related to what they do and get a % increase based on "level"
combat level: + to armour/damage/shield
just flying around adds to speed?
trade level: profits off course
mining more ore etc
its really just extra fluff isnt it

anyway, keep up the good work!
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r0pp

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Re: Feature Requests
« Reply #9 on: April 25, 2015, 11:20:58 PM »

Man, this game seems to come along really nicely. Am still not able to play it quite yet, but I bought the Deluxe Ed on itch.io nonetheless.

That got me thinking that there are a few other online stores with lower entry barriers than Steam or GOG that you might want to put your game on for more exposure/sales. Gamersgate seems to be very welcoming towards indies of all shapes, sizes, and dev progress (it's the only platform I know of that would publish Olderbyte's Swords and Sorcery: Underworld, which had rather hideous graphics originally and therefore a rather hard time getting published anywhere else). They also do early/alpha access (e.g., Kenshi) or paid DLC for free games (e.g., TOME).

Then there's Desura, though I've heard their update process can be a pain sometimes.

Fireflower Games and DotEmu might also be worth looking into, though I'm not entirely sure how hard or easy it is to get published there.

So not a feature request per se, but I thought I might as well throw this out here, since this seemed to be the most appropriate (and active) topic for that.
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kothyxaan

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Re: Feature Requests
« Reply #10 on: April 26, 2015, 06:13:51 PM »

this site any use?

http://iconizer.net/en/search/1/spaceship

not sure if you can make new images, but you can resize and change colour the ones there

*** just checked it more thoroughly
http://iconizer.net/en/users-manual/how-to-search

so only use the "free for commercial use" option (which means only one of the ships there is available... but it looks nice!)
« Last Edit: April 28, 2015, 07:55:09 AM by kothyxaan »
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EsKa

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Re: Feature Requests
« Reply #11 on: April 29, 2015, 03:43:26 AM »

Wow sorry, been busy :)

Let me see

@kothyxaan

Quote
ship experience

AI pilots will likely gain combat xp when it comes to accuracy, but that's about all at the individual ship level. However research and tech production is planned, it'll have similar benefits on a faction's scale. Political systems will likely sooner or later have a similar role.

Quote
this site any use?

Yeah the ship's nice, I may find a place for it. Thanks.

@r0pp

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Man, this game seems to come along really nicely. Am still not able to play it quite yet, but I bought the Deluxe Ed on itch.io nonetheless.

Thanks ! By not able, do you mean you've been running into technical issues ? If so, I am here to help :)

Quote
That got me thinking that there are a few other online stores with lower entry barriers than Steam or GOG that you might want to put your game on for more exposure/sales. Gamersgate seems to be very welcoming towards indies of all shapes, sizes, and dev progress (it's the only platform I know of that would publish Olderbyte's Swords and Sorcery: Underworld, which had rather hideous graphics originally and therefore a rather hard time getting published anywhere else). They also do early/alpha access (e.g., Kenshi) or paid DLC for free games (e.g., TOME).

Then there's Desura, though I've heard their update process can be a pain sometimes.

Fireflower Games and DotEmu might also be worth looking into, though I'm not entirely sure how hard or easy it is to get published there.

I am indeed planning on putting the game on different platforms as soon as the 1.0 release plus the last minute patch(es) are all set to go. Handling the logistic tied to those platforms (uploading files, keeping the thing up to date) takes a bit of time, I'd rather wait for a non beta build first.

I am looking for desura (as I am already on indiedb/moddb which probably makes things easier), gamersgate and likely humblebundle first. Then have a go at steam green-light at least for the added visibility. And i have to admit I know nothing about GoG's process or fees.


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kothyxaan

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Re: Feature Requests
« Reply #12 on: April 29, 2015, 09:25:26 AM »

ok more ideas (im working by memory since i forgot the paper i wrote them down (or one of my kids ate it))

bounty hunting ai: choice of which faction/s to hunt (saves a player making enemies, could also be implemented so that factions at peace with each other wont hunt the ships of their allies)

salvage ai: having another salvage ai (rescue salvage?) that, instead of selling passengers, will release passengers to the nearest appropriate station

blacklisting sectors (sorta related to bounty hunt idea above and i know this was mentioned in another forum)  i believe you should be allowed to blacklist sectors/faction areas - although it doesnt mean that all ships will obey (maybe a percentage chance they decide to ignore their ruler and head off for a holiday into a known war zone)

faction information: you know how you have it so that you can see at a glance (in the diplomacy screen) the eh... "stats" of a faction (ie military strength, wealth etc and how it is pitiful/weak/strong etc) how about introducing that to the players empire screen (the window that shows you how much money/military points etc the player has, how about putting in brackets the pitiful/weak info, itd be good to have an at a glance page to show how you compare to the other factions without going through the graph menu) eh... hope this makes sense, im at work and cant access the game to give you the proper menu names  :-[

ship dodge: just an idea about ships avoiding damage (even if it looks like they have been hit)
give ships a chance to "dodge" certain weapons, based of their speed, size and turn vs enemies accuracy, be most beneficial for fighters)

modding tools one: (this one may be a nightmare to implement) would it be possible to add some kind of cost suggestion (cost in money and parts) to ship/station creation
i have made ships, but i have a major headache trying to determine how much they should cost
faction a: produce powerful and efficient ships that are still less costly than less advanced races
faction b: produce cr... poor ships that are more expensive (they like gold inlay decorations with diamond door handles)

also modding tools related:
would it be possible to have multiple faction choices for ships/stations and wares?

ps. as ive always said these are ideas i like the sound of, please dont flame me if you dont like :D
« Last Edit: April 29, 2015, 06:10:31 PM by kothyxaan »
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EsKa

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Re: Feature Requests
« Reply #13 on: April 30, 2015, 02:23:25 AM »

Quote
salvage ai: having another salvage ai (rescue salvage?) that, instead of selling passengers, will release passengers to the nearest appropriate station

Salvage AI is a good replacement name for the scavenger. And yes indeed, i could add a
few variants of those. Will keep it in mind.

Quote
bounty hunting ai: choice of which faction/s to hunt (saves a player making enemies, could also be implemented so that factions at peace with each other wont hunt the ships of their allies)

It's not the first time I am asked about similar features, player settings for specific AI modules. I have nothing against it from a feature point of view. The issue I am facing here is that I also need to make a new sub-menu per AI module, I also need to save/restore said settings in/from the savegame file adding its own layer of things that can go wrong.

Also, bounty hunters and raiders AI modules are more of bonus, i keep them in the list for role play reasons not for efficiency ones :)

Anyway, it will happen sooner or later for most modules, but not right now, the game improvement to coding length ratio makes such changes a bit low on the priority side.

Quote
blacklisting sectors (sorta related to bounty hunt idea above and i know this was mentioned in another forum)  i believe you should be allowed to blacklist sectors/faction areas - although it doesnt mean that all ships will obey (maybe a percentage chance they decide to ignore their ruler and head off for a holiday into a known war zone)

I remember the other topic. most ships still do that, your traders avoid war zones and territory you are at war with. The issue here is that pirate sectors aren't considered hostile per say, you are not at war after all. Trading ships still try to avoid crossing pirate sectors when going from A to B if it doesn't make the new path way too long, but that's about it when it come to pathing.

I will add an option to choose if pirate sectors are considered fully hostile or not, because that's really depending on what your ship is doing in game.

Regarding faction black listing, maybe. That's something I'd see as a diplomatic setting/option instead (border policies, something like that) instead of a ship setting, though.

Quote
faction information: you know how you have it so that you can see at a glance (in the diplomacy screen) the eh... "stats" of a faction (ie military strength, wealth etc and how it is pitiful/weak/strong etc) how about introducing that to the players empire screen (the window that shows you how much money/military points etc the player has, how about putting in brackets the pitiful/weak info, itd be good to have an at a glance page to show how you compare to the other factions without going through the graph menu) eh...

Will do, it's an oversight, should have done that earlier.

Quote
ship dodge: just an idea about ships avoiding damage (even if it looks like they have been hit) give ships a chance to "dodge" certain weapons, based of their speed, size and turn vs enemies accuracy, be most beneficial for fighters)

I just added damage modifiers vs fighters (and other ship class) to the damage types. Not exactly the same as a dodge, but it's close. I could also force ships to make a turn when they get hit, making them more likely to dodge the second bullet.

That said, dodge chance, and other similar effects will likely be added as passive / active abilities sooner or later. Abilities are something I want to experiment on, but outside of UG at first.

Quote
modding tools one: (this one may be a nightmare to implement) would it be possible to add some kind of cost suggestion (cost in money and parts) to ship/station creation
i have made ships, but i have a major headache trying to determine how much they should cost
faction a: produce powerful and efficient ships that are still less costly than less advanced races
faction b: produce cr... poor ships that are more expensive (they like gold inlay decorations with diamond door handles)

Well, yes and no :)

I should indeed, at least for weapons, shields and ships because it's annoying to me too. My estimate will be as good as any, but a few particular items aside, power and price should scale more or less properly. I'll give it a go.

Any calculations more complex involving custom wares, productions chains and so on and so forth, no can do :)

Also, note that there's a lot of data changes between beta and final, mods won't be compatible.

Quote
also modding tools related:
would it be possible to have multiple faction choices for ships/stations and wares?

Something that only a limited amount of faction can use ? As you can see I rely on duplicates myself (copy of the ship with a different tech group) as a work around. It's not ideal and it need a makeover, but that will be post 1.0 work.

I'd like to give a full makeover to the modding toolkit at some point. The current version has really not been built for efficiency / ease of use.

Quote
ps. as ive always said these are ideas i like the sound of, please dont flame me if you dont like :D

No worries :)

I am never going to complain about any form of input, on the contrary.
I just like to explain my thoughts when I am evaluating an idea.

Cheers,
SK.
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kothyxaan

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Re: Feature Requests
« Reply #14 on: May 01, 2015, 05:38:57 PM »

glad you see it that way :D, as ive said your making the game not me, its your decision what is good and implementable and the priority

the "dodge" idea is worth considering, i think keeping weapon damage the same, if an xl weapon hits a fighter bye bye fighter, but maybe making a hit penalty for larger weapons hitting smaller ships?
meh, your choice :p

with the ship cost i basically kept the cost in money roughly the same as the template i was using (since when your buying a ship you need to spend the money on equipment anyway) but the parts cost...
i took the value of parts (10k) multiplied it by 2 (since producing something is cheaper than buying) then i added the cost the the extra weapon/shields together and every 20k cost an extra part (off course i noticed that ships tended to use their maximum size and one step below, so i added both cost and divided by 2, used particle canons as a base)
with the remainder i did some weird calculation (i wont bore you with the details) involving shield cost and adding to armour/cargo space
not even sure if what i said made any sense... oh well, good luck deciphering it :D
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