Reinstalled the graphics drivers but didnt delete the gbf yet. Will do it now.

Video cards are fairly new but one of them could be defective ill test.

thanks for the answers.

Hi guys,

I've been trying to figure out this one for a little more than a week now. My graphics driver crashes after a while of this but its pretty much constant. It seems the game either doesnt like my rig or it doesnt play nicely with directX... i dunno. Also weird thing: I only have the problem on 2 of my accounts. The others (on the same machine, of course) are running peachy. It leads me to conclude that the files on the problematic accounts are suspect. Help?

Here's how I've been playing the game for the past 2 weeks.

P.S. My rig is recent and my config is:
CPU: 2600k intel
vid: 560gtx ti msi x2 driver ver. 8.17.12.7533 (275.33-desktop-win7-winvista-64bit-english-whql - nvidia)
ram: 16 gig corsair vengeance

3

(111 replies, posted in Q & A)

Gut Punch wrote:

Isn't the point of a sandbox game to not have to play a game within defined paradigms?  If it is worth while, it will happen.  If it isn't worthwhile, then people will trying something else.  Forcing people in a sandbox game is hypocritical.

I agree with  with idea of having basic blocks and let the players come up with interesting constructions. I just don't like to see the do-it-all block and end up with everybody playing the same way.

4

(111 replies, posted in Q & A)

I guess i'll stop it here...

Yeeessss...  must. find. more. energon.  and the cube of course.

6

(3 replies, posted in Feature discussion and requests)

Why else would we buy expensive 234 button mice?!

I too, would like the game to handle mice buttons. Linux players can suck it, just use the windows mice interface and give us more control.

pretty please.

Snowstyle wrote:

Go with the Logitech G35, extremely comfortable, durable, 7.1 surround. And you can use the mic at the same time.

Forgot to mention... the Razer is wireless. hence the dual mode thing with the mic.
-full surround mode no mic.
-Really decent any usb headset quality level with mic.

both sans the wires.

Arga wrote:

...

Although I think there is a psychological factor players have for paying to move cargo. They'll spend 20M on a lithus and make 30 runs over 15 hours, then complain about transportation; but balk at 500K per load to have someone else do it. Granted, there is the issue of them not being able to directly deposit the loads, and needing to be in the outpost to xfer the load; would be nice to have that feature *hint again about contracts*

I like contracts as well. We do use teleporters. Still want massive haulers: Lithuses just dont cut it. Besides who said it needed to be visually so big (right, i did...)?  Just make a one tile bot that looks like a beefy truck and set the cargo value to waaay up there. It's just pixels and integers after all.


Grim Faust wrote:

I have a great idea that would benefit the community, F-Navy sharing their killboard coding so that we can get a few more rolling.

It's my only bargaining chip with Gargaj smile No API, no open Killboard. Simple reasoning behind this really is that i don't want put any more work in it (like cleaning the messy code in it) before we get the tools to really let it fly and create the app we want, community-wise.

Annihilator wrote:

1.see my topic about POS implementations
2.if someone is "production manager" he should see all production lines of the corpmembers at any factorywindow.
3. like a hauling bot that has only a small own cargo, but an accessible container attached to it?

1. good post i had not seen it.
2. Seeing production lines somehow feels like it's lacking something. Some sort of of job orders in a queue for proders and protoers to pick up so they dont have slack would be nice as well. Kindof like the waiter just pinning the orders on the kitchen board of a restaurant. Gives anyone in the back something to work on after what they are finishing up. We do it externally atm: pita.
3. That's not how I saw it but i like this idea. Was thinking of a can (with modules in it ) you can put in a bot. Like in Steve.



And also, the mining spicing up idea came from industrial guys from our corp. As I state in the title, this is a collection of ideas from my corp an I may or may not endorse them personally. I do realize it's already a stressfull job mining in dangerous zones as it is. Ask nat4raya, he's an expert  wink

Bonus for Anihilator and sake of readability: this thread now with moar lists.

3000U is about the minimum we have to move every day just to keep up with production. I understand smaller alpha corps can manage with a few lithuses (not forgetting to factor in the escort pilots guarding the convoys) but SERIOUSLY come back to this post when you know what you're talking about: Larger transports are necessary.

As for mining afk, not everyone likes it. Some player actually do enjoy the activity of mining but would like it even more if some more risks and rewards were added to spice things up once in a while. One should consider the whole player base when designing a game... not just the alts of some pvpers imho.

GLiMPSE wrote:

I remember hearing at one time that the current engine is limited to putting bots in a single tile so making anything bigger then a lithus would just have to grow upwards... may end up looking more like the leaning tower of pepperoni pizza wink

Not sure if this holds true, but this may be why you haven't seen bigger bots yet and may be a factor in what's holding up destroyers?

Time to open up the hood and start modifying the game engine then /devs run in fear...

Hello devs and fellow agents,

Here is a list of features or modifications we have been compiling for a little while inside the corp. Those are annoyances or nice to haves that our agents have noted:

  • Highlight own buy/sell orders in the market range view on the market.

  • Review the highway system / general layout of Alsbale island: Yes, we know the grass is always greener on the neighbor's side but this is blatant.

  • Missions.
      Add a dynamic difficulty setting that adjusts to the number of agents in a squad. Would make group missions interesting: Go on a mission alone and get n mobs. Go at it in a group of five and get 5*n mobs or something along these lines.

  • Agriculture: Align other plants management on the noralgis model: plantable wherever the soil will allow.

  • GreenHouses: Deployable structures for planting and harvesting plants. Allow for it to be breakable by other player but should still offer some kind of risk reward to the enterprising botanist. Maybe with some defense modules. We are talking about a code-protected field-deployable enclosure inside of which plants could be grown and harvested.

  • Revisit the Production UI. It's just not made for cooperative production. (sharing production tasks). Something that allows the production manager of a corp to dispatch jobs, make commodities available to prodders, etc.

  • Mining could use a little spicing up. Some suggest explosive gas pockets inside the mineral veins, mother lodes, excavation sites to get to deeper veins, etc.

  • Boardable containers that can be put inside transport bots. Would greatly help transporting other pilots assets and keep cargo separated.

  • Add a container navigation system with back and forward button when navigating nested hangars and containers for the corp hangars. We hear a lot of complaints about having 10 windows open.

and last but not least: A massive cargo capable bot. The point has been made that at this stage, the needs for next level logistics and production brought on by the advancement of EPs and the organization of corps demands a larger robot capable of transporting larger amounts of material than a small lithus can. some have suggested a type of jawa sandcrawler (in starwars) type of bot. Some kind of massive mobile hangar with around 1500u of cargo or something similar.

I use the razer chimaera 5.1 headset. Insane piece of hardware, highly recomended.

Only low point of the headset: No 5.1 while using the microphone. It's a dual mode thing and 5.1 is only available when not in chat mode.