26

(42 replies, posted in General discussion)

Twiz wrote:

Star Citizen is out with their Area commander, pre alpha, works like a charm.

6 months late, does not work like a charm (well, it does for a pre-alpha I suppose).

Odd, didn't get the impression the thing worked well enough on the test server, so was a bit surprised to see they put it in already. Still, you should've seen (the actual) exploits possible with the previous system.

28

(13 replies, posted in Q & A)

I'd suggest you put in a ticket if you're unsure.

Nope, hauling is a player's job.

PCGamingWiki is focused on solving issues and crashes with games.

Ville wrote:

It falls back now to who the better pvpers are.  The better PVPers own all the stations. Back when it was subscription based there was seperation with Gammas and like 40 individuals playing.  Now that there's a challenge it falls on pvp skills.  Now Why is the a problem?  because we can be boots on the ground in 3 mins basically anywhere.  I told you guys it was going to happen.  And look what's happening.  Regardless, I told you so.

A bunch of hyperboles and blowing your own leaky trumpet - you can do better. I remember this discussion being based on 36 islands, most of which were gamma, not a whole lot of fun to live on for a lot of players, and usually took some 30 (usually more) minutes to reach if you were starting from an optimal position from alpha. Not to mention that *** autopilot, I cannot remember a more dreadful thing before sparks than running around alpha doing basic trading.

Yeah, we're down to 12 islands - even just having sparks on alpha 2's allows you to be anywhere on beta within a few minutes. With some tweaks to the inner alpha teleport network and highways and a commitment to making gamma fun for most, if not all players, spark teleports can be removed.

Mr Swine wrote:
Doek wrote:

'Throttling' until confirmation does does have an added advantage of counteracting fraudulent uploads even more. Besides, you probably want a moving average for this, so timely data is very relative.

First, throttling has no immediate value, which is, for me, more important than moving average. I can still have moving average with corp orders being sorted out while having full immediate value, which is a justification for a request.

Second, throttling does nothing about fraudulent uploads.

Okay, so 'throttling' (that's me quoting it again), or rather data reconciliation, is pretty much the only method of validating this data without some kind of authority in place. But you seem to have a pretty good idea on how to proceed, I will say you don't have me convinced yet based on your current proof of concept cool

'Throttling' until confirmation does does have an added advantage of counteracting fraudulent uploads even more. Besides, you probably want a moving average for this, so timely data is very relative.

Well, people can change their exports at any point either way, so in the grand scheme of things it doesn't seem to  make sense to ask for features while you can put some time in yourself instead.

Have people send their corp tag with if you're doing an automatic uploader. Doubt there's any out there who would want to see their corp listings show up outside the game.

Mr Swine wrote:

1) Order id. It would be a great help in tracking orders! I'd make a feature allowing people to subscribe to certain market orders and receive notifications about their status - like stuff being purchased, or when a "better" order outbidding them appears.

The attributes of an order should usually be enough to track them, depending on the frequency of your updates. Set theory, look it up yarr

Mr Swine wrote:

2) Corp orders. They are differentiated by color on the market view, but in csv there's no indication if the certain order is corp-only or public. This is one of the blockers which prevents me from releasing csv exports automatic uploader to users outside my own corp, because it'll be like the glitched market we had just a few days ago, showing corp orders outside. Currently I edit csv's before uploading to get rid of in-corp orders manually, and planning a function to export corp-only orders separately to filter them out, but that's a crutch hack.

This is easy - orders that don't appear on every's user export are corporation orders.

Norrdec wrote:

Because it was not yet set to do it. And people are divided should it have this functionality.

It's probably good balance, since manually driving get's you places faster. But, most of the island need serious highway work, since manually driving is almost never faster right now anyway.

Alexander wrote:

Asked for this when Autonavigation first came out and I think Gargaj nearly removed my internal organs.

Would be awesome to have but not worth spending hours on or rewriting code or risking slowing down the client.

I think the math is pretty much there on drawing the line on the radar.

- 1 pixel at 1:1 is 1 tile
- 1 tile is 10x10 meters
- Say you're running at 84 kph, so that's 84 * 1000 / 3600 = ~23.33 m/s
- Say you have to draw a line of about 200 pixels, so that's 10 x 200 = 2000 meters; divide by speed, so 2000 / 23.33 = ~85.7 seconds = 1m26s

My math skills aren't great but this must be close.

38

(9 replies, posted in Bugs)

Alexander wrote:

I thought this issue was based on the fact that extensions boost the base value and not boost the already boosted value.

What the UI is missing is a breakdown of where additional values are coming from and what the base values are.

Those are extensions like Energy Management and Reactor Expansion.

And yeh for slightly more readable code:

https://github.com/sequer/PFT/blob/mast … Domain.php

39

(9 replies, posted in Bugs)

Accumulator capacity = Accumulator capacity + (Accumulator capacity * Accumulator expansion * 0.03)

40

(10 replies, posted in General discussion)

Snowman wrote:

I dont really see the point of it.

Hardly anyone streams Eve either, its not really a good idea for these kinds of games and they dont make for very entertaining streams

Some 10 channels up right now?

http://www.twitch.tv/directory/game/EVE%20Online

41

(10 replies, posted in Q & A)

Or simply run a replace (CTRL+F), replacing NIC with, well, nothingness.

Gunner wrote:

Wow that isnt a great way to gather intel on whos on at all.

Inda wrote:

"How about a population chart?  Members in game or something.  Would be a great tool to compare to steam charts that lists the same kinda info but only for steam users which gives a smaller number."

There was one time, but they take off.

Imagine he was thinking about members of your corporation? Not everything out of game is a metagaming exploit waiting to happen.

Gamma and the game in general *might* be served better by an alpha-like sandbox, with small player-built settlements (including 75p industrial facilities) with tiny footprints, all while generating highway terrain (like Starcraft's creep - perhaps with terraforming privileges) around them. I'm thinking small personal buildings (like yurts) and limited slots on industrial buildings, with degradation/destruction after 30 days of non-use. With an aggressive terrain generator (creating some heavier slopes than players can terraform) this might make for an interesting landscape, all the while making gamma accessible to -all- players (I mean, we all had access to gamma before, but only a handful of people, directors, ever got to play with the system outside of the test server). With some effort players can create their own little complexes, and corps can just group theirs together - maybe tie in the relation/corporation system as part of upgrades to make this work out better. Throw a bunch of cosmetic items (for credits, obviously) on it as well, and it'll be awesome for everyone (not to mention a great selling point).

Then do the same on beta-like islands, where structures become destructible on a short reinforce timer (at most 24 hrs - owner sets the exact time/duration), with a quick way to reset them while defending (so the attacker has a very short window). Offer better bonuses (slightly better than OP's, 150p or so), maybe some slow automated mining.

Need even more incentives to get people on these islands? Dynamic assignments and on-terrain events - make gameplay happen right after players get out of their settlement.

Just my opinion, and I didn't want to derail the testing thread - it seems you guys are getting all caught up in details without realizing why gamma was the mess it actually was - other than overpowered industry, fortresses and turret spam.

Under robot bonuses, there are some minor inconsistencies, like resist <-> resistances.

See:

http://i.imgur.com/8LltpEK.jpg

Shadeless wrote:

Good idea, and remove sparks then while ur at it, at least get some decent old combat back instead of this current jibberish.

I agree, but only beta sparks. Without decent remote market/assets management, removing alpha sparks is not the best idea.

46

(9 replies, posted in General discussion)

I think I was the only one with decent commodity buy/sell orders on all alpha terminals a while back.. with the AP improvement that might actually be worth pursuing again.

Yes, please :-)

Yes, please :-)

I noticed that too - had the damn thing in front of me but it wouldn't save to disk.

Mr Swine wrote:
Rage Rex wrote:
Mr Swine wrote:

- Ability to keep me as far from combat PvP as possible

STC

Like I've been saying, they only recruit spacebar seals for now, and thus your trolling is misplaced.

You can F1 your miner modules now.

Oh, and, pros know to split their guns.