F2P and microtransactions cant work in a sandbox MMO blah blah blah.. what was that about toast? I'm hungry now you bastards..

2

(21 replies, posted in General discussion)

I didn't either, but I have my own..

3

(3 replies, posted in General discussion)

Jasdemi wrote:

Good idea. But I think people who can't type "ms" should not be included in the beta.

Cant see the problem.. I frequently get over 400 meters per second lag....

4

(25 replies, posted in Feature discussion and requests)

Iam Abanana wrote:
Lana Torrin wrote:
Iam Abanana wrote:

Firstly, i would like if someone could explain to me why this system is good, and why it should remain as it is.

Because its robots and robots walk. If they didn't walk they wouldn't be robots and you would be playing a different game..

Would it help if we had a working autopilot?

Yes it would. But to clarify, maybe the name of the thread is misleading. I should have called it "introduce evelike teleporting/warping", because obviously i don't want to remove walking completely, but the concept of the long walks.

or if you don't like teleporting/warping, see how incredible hulk does it with jumping (first 30sec of the movie):

http://www.youtube.com/watch?v=tMCAjnKnnJg

If you did that you would get exactly the same problem you have in eve which is to shrink the universe, and our universe is already small enough.. Also the concept of warping around (or at least moving very fast around) between otherwise isolated locations works fine in space, but how you could possibly implement something like that on the ground, without making it look odd, is beyond me.

There was a devblog with 'spark jumping' described in it a while back (essentially clone jumping seeing as you understand eve terminology) but thats not going to fix the problem you say you are having.

I don't think I get this problem though because for me, walking around IS the game..

*looks at T4 miners*
*covers them with hand*
Umm.. nope.. None on market at all...
<.<  >.>

6

(25 replies, posted in Feature discussion and requests)

Iam Abanana wrote:

Firstly, i would like if someone could explain to me why this system is good, and why it should remain as it is.

Because its robots and robots walk. If they didn't walk they wouldn't be robots and you would be playing a different game..

Would it help if we had a working autopilot?

7

(28 replies, posted in General discussion)

Alexander wrote:

Well, you're not alone in your issue which means either all the effect people are being effected by the same thing (I keep thinking firewall update/new netcode in the last patch responding differently to your firewall/router.

I honestly doubt anyone has the same network setup as me..

Win7 (Only the MS firewall which I have disabled, but its never truly disabled so meh) -> Linux server -> NAT in to PPPoE tunnel -> Bridged ADSL connection to ISP.

The nix box is running the standard IP stack/firewall so its basically got a 'NAT firewall" with no filtering on the outgoing connections. There is some mapping on the incomming connections, but unless the patcher is trying to use a common service port (FTP, SMTP, VNC, etc) its not gona be an issue.

Again, running wireshark on the PPPoE tunnel showed just not traffic coming in.

8

(21 replies, posted in General discussion)

0110011100001111001010001 wrote:

My Epeen is THIS Long.

Tried to click on the word 'this' assuming it was a link.. Fail..

9

(28 replies, posted in General discussion)

Variable, but I tried a new IP a few times and it did nothing.

10

(5 replies, posted in Balancing)

This would be because what they drop isn't determined until you kill them.. Making it so a scan shows what they have would actually be a lot more complex than you think, for very little gain.

11

(66 replies, posted in General discussion)

Scyylla wrote:
Lana Torrin wrote:
Annihilator wrote:

sorry, didnt see GO very often on Tellesis, because it was a SO, and if that one is not killed, it is passing you very often in a short time

1 day before patch, the GO was running around, and it was passing me two times within one hour. so i guess around 40 minutes for one trip?

Or there were 2 GOs.. I have seen on Tellesis 2 SOs and a GO roaming the same path 5 mins apart.. The GO usually gets popped within a few hours so that just leaves SOs..

I dont mine (much) I rat. SO coming my way means I have to run and fast (like immediately) usually through the mob im farming. I realize its an Alpha 2 but the speed of those things means if im distracted or in the wrong spot for just a second, pop gos my bot with no chance of getting away. Thats not right.

It all boils down to the attention you pay the game. You said it yourself. Plus if you fear the observer, go find a different spawn that isn't on its path.

I am fine with removing the SOs (not really but I am in the minority on it) but the GOs need to stay on alpha 2.

Starter islands should be the safe haven and things should get progressively harder as you move away. GOs fit in on alpha 2 islands.

There are very few spawns on Tellesis that aren't in the path. There are a few light bot statics for missions and a couple of random spawns, with only 1 of them being any good and its ALWAYS camped.

And by 'as soon as I saw it' I meant the second it was on my landmarks if I wasn't running for cover I wasn't going to make it out.. They are just too fast to run away from in a tanked mech.

The GO is much easier to get out of its way (or even try and kill it) but I have no strong feeling toward it one way or another.. People want a reason to go on to beta, perhaps observer farming can be one of those reasons..

12

(28 replies, posted in General discussion)

I had almost exactly this issue with the last patch (website and game downloads were slow, when I did manage to patch I kept getting disconnected). Trace was good as above. It went away after 3 days.

I reported it in the 'lag and disconnects' thread..

13

(66 replies, posted in General discussion)

Annihilator wrote:

sorry, didnt see GO very often on Tellesis, because it was a SO, and if that one is not killed, it is passing you very often in a short time

1 day before patch, the GO was running around, and it was passing me two times within one hour. so i guess around 40 minutes for one trip?

Or there were 2 GOs.. I have seen on Tellesis 2 SOs and a GO roaming the same path 5 mins apart.. The GO usually gets popped within a few hours so that just leaves SOs..

I dont mine (much) I rat. SO coming my way means I have to run and fast (like immediately) usually through the mob im farming. I realize its an Alpha 2 but the speed of those things means if im distracted or in the wrong spot for just a second, pop gos my bot with no chance of getting away. Thats not right.

14

(21 replies, posted in General discussion)

Assuming my current rate of income is linear (and it isn't) after 12 months I would have about 630Mil.. So he's doing better than me.

15

(22 replies, posted in General discussion)

Still get roaming gangs and you can still get some nice person crack one open from an artifact site..

No that's a horrible idea how could you possibly think this is a good idea..

(Obvious troll post is obvious, its a great idea)

17

(19 replies, posted in General discussion)

When they get stuck, just walk toward them and they will back up and then move around the thing they got suck on..

I prefer to think of it as they are scared of getting killed..

18

(69 replies, posted in General discussion)

Serpens wrote:

Also if they implemented a large scale map with LOTS of island or just two HUGE islands to build your own kingdom with POS's this game would take off. Just my opinion.

I'm down for huge islands, but they REALLY need to be low on the NPC count. Some of the current beta islands are so crowded in some places that just about every fight ends up with someone trying to retreat and getting wiped out by an NPC mob. While its funny, its not actually much fun.

Been having massive problems getting the game to do anything since the patch. I has taken me 3 hours to log in and now that im in I have undocked and nothing is loading (The bot in on the ground, but none of the landmarks have populated).

Currently have no other net issues (TS is working, web browsing is fine).

mtr to test1.perpetuum.com is as follows:

 Host                                                 Loss%   Snt   Last   Avg  Best  Wrst StDev
 1. nexthop.wa.iinet.net.au                            0.6%   359   15.7  15.7  15.0  21.0   0.5
 2. te7-1.per-qv1-bdr2.iinet.net.au                    0.0%   359   15.8  16.8  15.1 142.5   7.4
 3. po1-100.per-qv1-bdr1.iinet.net.au                  0.0%   359   67.9  71.3  67.4 272.7  20.9
 4. te4-4.ade-pipe-bdr2.iinet.net.au                   0.3%   359   64.2  65.1  63.4 207.5   9.8
 5. po4-100.ade-pipe-bdr1.iinet.net.au                 0.0%   359   63.9  64.7  63.2 160.3   7.5
 6. te6-4.mel-pipe-bdr1.iinet.net.au                   0.3%   359   64.0  64.6  63.3 137.7   5.2
 7. te6-1-100.mel-pipe-bdr2.iinet.net.au               0.0%   359   64.0  65.2  63.2 259.6  11.7
 8. xe-0-1-0-0.syd-mas-core1.iinet.net.au              0.3%   359   64.2  70.3  63.1 138.8   8.6
 9. 34023.sydp06.cu.reach.com                          0.0%   359   64.6  76.2  63.2 260.1  40.6
10. i-0-0-2-0.paix-core01.bx.reach.com                 0.0%   359  203.4 203.6 202.4 241.3   3.1
11. i-2-1.paix01.bi.reach.com                          0.0%   359  207.1 236.9 206.3 720.6  76.2
12. te4-5.mpd01.sjc04.atlas.cogentco.com               0.3%   359  210.6 214.4 209.1 406.9  22.4
13. te0-0-0-6.mpd22.sfo01.atlas.cogentco.com           0.0%   359  210.7 210.7 210.0 214.9   0.5
14. te0-4-0-6.mpd22.mci01.atlas.cogentco.com           0.0%   358  243.4 243.0 242.2 263.3   1.2
15. te0-3-0-2.mpd22.ord01.atlas.cogentco.com           0.0%   358  257.7 257.8 256.9 290.8   1.8
16. te0-0-0-2.ccr21.bos01.atlas.cogentco.com           0.3%   358  351.1 351.3 350.6 381.9   1.8
17. te0-4-0-1.ccr21.lpl01.atlas.cogentco.com           0.6%   358  348.3 348.3 347.7 354.4   0.5
18. te0-1-0-4.ccr21.ams03.atlas.cogentco.com           0.0%   358  353.4 353.3 352.4 358.6   0.5
19. te0-3-0-3.ccr21.fra03.atlas.cogentco.com           0.3%   358  367.6 367.5 366.7 375.6   0.7
20. te0-2-0-4.ccr21.muc01.atlas.cogentco.com           0.0%   358  386.7 387.2 386.5 398.9   0.8
21. te0-2-0-5.ccr21.bts01.atlas.cogentco.com           0.3%   358  383.8 384.1 383.0 421.0   2.5
22. te2-1.ccr01.bud01.atlas.cogentco.com               0.0%   358  395.1 382.8 379.6 578.7  15.9
23. te1-2.ccr01.bud03.atlas.cogentco.com               0.0%   358  381.5 385.5 381.2 580.6  20.6
24. 149.6.182.42                                      24.6%   358  414.4 414.8 413.3 458.5   3.7
25. 81.183.0.98                                        3.6%   358  416.7 417.9 415.7 454.5   5.5
26. 81.183.0.43                                        0.0%   358  412.3 412.4 411.1 433.0   2.5
27. 81.183.2.225                                       3.6%   358  414.6 414.6 413.8 416.4   0.5
28. 84.2.225.113                                       4.5%   358  418.0 417.7 416.6 429.3   1.0
29. perpetuum-online.com                               0.3%   358  415.0 415.0 414.1 445.2   1.7

(400-450ms ping for me is normal and works fine)

mtr to test2 is as follows

 Host                                                  Loss%   Snt   Last   Avg  Best  Wrst StDev
 1. nexthop.wa.iinet.net.au                             0.0%   346   15.3  15.8  15.2  31.1   0.9
 2. te7-1.per-qv1-bdr2.iinet.net.au                     0.0%   346   15.8  17.9  15.3 164.7  13.8
 3. po1-100.per-qv1-bdr1.iinet.net.au                   0.0%   346   68.1  72.2  67.6 221.0  16.6
 4. te4-4.ade-pipe-bdr2.iinet.net.au                    0.0%   346   64.0  64.3  63.2 118.8   3.5
 5. po4-100.ade-pipe-bdr1.iinet.net.au                  0.0%   346   63.8  64.3  63.2 141.9   4.5
 6. te6-4.mel-pipe-bdr1.iinet.net.au                    0.0%   346   63.8  64.4  63.2 154.2   5.3
 7. te6-1-100.mel-pipe-bdr2.iinet.net.au                0.0%   346   63.9  64.8  63.4 153.4   6.9
 8. xe-0-1-0-0.syd-mas-core1.iinet.net.au               0.0%   346   70.9  69.3  63.1 114.6   8.3
 9. 34023.sydp06.cu.reach.com                           0.0%   345   64.1  76.0  63.2 261.1  37.7
10. i-0-5-0-0.tlot-core01.bx.reach.com                  0.3%   345  216.7 217.2 215.6 257.2   4.7
11. i-4-1.eqla01.bi.reach.com                           0.0%   345  218.5 222.4 218.1 380.2  19.0
12. gblx-peer.eqla01.pr.reach.com                       0.0%   345  250.1 262.6 248.5 477.4  37.7
13. GTS-DATANET-TELECOM-LTD.TenGigabitEthernet2-2.ar2.  0.6%   345  397.1 400.2 396.5 470.5  10.9
14. ???
15. 194.149.20.173                                      0.0%   345  410.6 418.5 409.3 607.3  31.7
16. 194.149.20.9                                        0.0%   345  415.6 423.6 414.8 606.8  31.7
17. www.nexus.hu                                        0.0%   345  413.2 413.4 412.0 419.0   0.9

Or you could make Alpha less 'safe', thus making the risk on beta not that much more than on alpha..

How about, when someone is successfully jammed, everyone sees an ECM symbol above their heads for 3 seconds. (or 5 seconds, or some short period so it doesn't get confusing). That way no one needs to know whos locking who and the overview isn't completely cluttered with useless information, but the ewar bots get the useful information they are after.

22

(54 replies, posted in General discussion)

Sundial wrote:
Norrdec wrote:

So the Alpha2's had some better ones? Neat.
Still the point of this is... smile

GIVE US A DAMN CHALLENGE ON BETA big_smile

/thread

All these swarms of 2nd and 3rd star lights are ewar bots.. Once NPC ewar is fixed these will hurt... Especially if you combine them with the 4th and 5th star mechs..

23

(11 replies, posted in Feature discussion and requests)

Annihilator wrote:

Zoom once linked me a game where it was your challange to programm bots with C# code wink

CRobots best robots.

I personally think 3 is too few a number of slots, but perhaps like 10 total? (as in not per island, just 10)

24

(69 replies, posted in General discussion)

Ville wrote:

I would pay real dollars to pilot that.

Voting now they Rey gets to decide on the corp colours...

25

(54 replies, posted in General discussion)

Mark Zima wrote:
Syndic wrote:

L4-L5 star mechs were NEVER available on Alpha.

They were (L4 mechs on Tellesis at least). And probably still are, if the random spawn mechanic haven't removed them (it shouldn't).

Picked up 3 4th Star Heavy Mech kernels last night.. Darkstar Mesmers are awesome.