26

(107 replies, posted in General discussion)

Jita wrote:

Maybe the game has been going for years and has had people making rational and realistic suggestions. Maybe the devs have been working really hard to implement them among their own great ideas. Maybe they understand the deficiencies of their own game but unless bill gates comes along and gives them 200 coders and ten million dollars it has to be an ongoing work in progress.

The Devs in this game, HHN that they may be, listen and react more responsively than any game I've ever heard of. While I don't agree with every change the onward steady progress has been undeniable and given their small size and diet of basement toast it's remarkable that they had the will to go this long. I truly believe that we are around the dark side of the moon and on our way home, ready for entry.

My apologies, I have not been around this game for years. I can only comment on my short experience with this game. If what you say is true, then thank you, I feel much more positive about it.

Jita wrote:

There is something about your posts that make me want to take a fire axe to your skull.

Threats of violence makes me so hard. I really love rough foreplay. It is usually the violent ones that puts up the best fights, and enjoy it the most without lube. PM me your picture and a phone number, and we make a plan.

27

(107 replies, posted in General discussion)

Thank you for your thoughtful response. I have been involved in successful and failed MMOs, and a few times as more than just a player. So I have the benefit of seeing things from both perspectives, and have learned a few lessons along the way. I believe in the end we can all agree that this MMO is not stillborn, and do have a few things in place that could make it great. It also has a few negatives (dommon mistakes/problems) that can be avoided and fixed.

I think we all realize that if the Steam release does not work out, this MMO might be shut down. The success is up to the players as much as the developers. Maybe it is time to help them, maybe it is time to apply some of your real life skills and make rational and realistic suggestions. Or be negative and let this game die.

28

(92 replies, posted in Feature discussion and requests)

I am aware of the rare compounds during mining. I am saying it is not enough. I am suggesting that rare random fields of the high end ores appear, although they should be tiny. No more than 20U in a field. The random compounds during mining should also be re-balanced to include all the new ores. There should also be a chance of finding a "wild" noralgi plant.

The idea is to enable newer players to obtain some advanced components to assist minor industry, without impacting advanced players or larger corporations too much. If you want to mass build you will need to join a Beta/Gamma corp - if the player wants large red fields of epri then he will have to PvP for it.

A solo player, or a very small Alpha corp, should be able to build a Mark 2 (or a few T4 module) with some effort. They should not be able to mass produce those either.

In the end you want to feed people's greed just enough to convince them to go fight for a spot on Beta/Gamma.

29

(107 replies, posted in General discussion)

I do not think anyone is evil. I simply comment on perceptions.

Generally when I squat and deliver pearls, I get paid a consulting fee. But for all my Very Best Virtual Friends the service is free.

There is no manual for playing MMO. There are however proven practices that makes them successful or die.

Anyway it is an opinion. Read or don't, flame or don't. Pixels are serious business.

30

(92 replies, posted in Feature discussion and requests)

Stating the obvious again (squatted and delivered more pearls):

There should be 2 different models/formulas.

1) Alpha 1 & 2: More random mineral fields but smaller amounts to entertain new players, but dissuade veterans. The total amounts available should be driven by consumption. Balance by amounts available on the island's market (per island), which prevents over or under supply.

2) Beta & Gamma: Larger static fields that support corporate mining ops and defense (and therefore PvP). Also balance amounts by consumption, but across island groups. If yours is mined out, you will have to go next door for it.

Also, there should be rare random "trace" spawns of all high end minerals on all alpha island. This will stimulate industry/manufacturing on the alpha islands. It should be enough for the diligent miner to make a few million quickly, but if he wants more he will have to join a Beta Corp.

31

(107 replies, posted in General discussion)

This game already has all the components needed to be successful. What it will need is understanding and commitment from the existing players and management to make it work. The recipe is actually quite simple: you need to engage players. People in real life and in games rally to specific causes, and that emotional drive is what engages them.

You need these things:
1) An evil empire. This requires willing players that will not mind being perceived as evil. (Syndic and Ville are already so damn good at this!). But this needs careful thought and balance, as griefing players will make them leave.  The game management needs to be aware and supportive, and therefore sometimes turn a blind eye, or sometimes be perceived as to take sides to punish the evil empire. Case in point: M2S (although they really did some nasty stuff, they caused a rally and a decent war.)
2)  The good empire. The counter balance that carries the flag against the evil empire. This needs to be carefully balanced not to over run or crush the evil empire. You want a long and engaging war, you want to fight over the same territory or assets regularly. Both CEOs (and possibility the devs) needs to watch over this carefully.
3)  Engage the free market. Self sufficiency is bad, both sides need to create a culture of consumption. This will grant opportunity for the pure PVE types (care bears). It also means that there needs to be places/areas managed by smaller 3rd parties where industrials can gather resources and build in safety. Don't hog all the Betas and Gammas, leave some space and manage your killboard whores to remain mostly "hands-off" those areas. For balance those areas needs to be roamed, and carebears needs to lose some stuff - you need the QQ on the forums.
4) PVE content needs to be balanced. Any player should be able to recoup losses easily. The formula is quite simple: a player needs to be able to lose his bot and rebuild it in one play session. This balancing the devs will need to look at. In my opinion the PVE content to enable this is lacking, especially for an average skilled player. This absolutely needs to be solo-able on 1 account. When you "require friends" or a second account this is broken.
5) 95% of MMO players are casual players. They have lives, jobs, real friends, and many other reasons not to login. Corporations and the game content needs to support this. (BTW this is why WoW is so successful.) Whether a person plays for one hour or 8, there needs to be some engagement, something to do. They need to feel some form of achievement for that duration. Whether they mine or build or mission or PVP, there needs to some goal achieved for that 1 hour of play (this is why Eve is marginally successful). That is why they will login tomorrow, else they go watch Game of Thrones. Again this needs careful balancing by CEOs and the Devs.

What kills MMOs? Boredom. Repetitive Grind. Losing gear that can be expressed in real monetary terms. This is lack of content, lack of engagement. Most of the MMOs that failed in the past failed due to this. The key to success is the Sandbox, the ability to do anything, go anywhere. Real reward for taking risks.

Good job Etil.

1. Weapon Tunings bonuses do not apply.
2. Universal Armor bonuses do not apply.

3. Some way of adding / subtracting skill levels to see impact would be nice.
4. Some offensive indicators like Alpha and DPS would be nice.

Johnny EvilGuy wrote:
Winter Solstice wrote:

*backs away frightened*

Yeah, I know what you mean.  If he would have mentioned wrapping himself in bacon and going as the magical meat roll so everyone can have a bite while we're casting magic missile to attack the darkness, I wouldn't have been so scared either.

I think Lady Gaga did that one already. She wrapped herself in beef and LARPed as the Mad Cow, while everyone else played with their Magic Missiles.

Alexander wrote:
Squint wrote:

Add it all together into simple maths approximately 500 accounts per timezone (500 x 24 = 12000).

You're suggestion 500 unique visitors every hour?
More like 100 to 200. (That's a lot closer to the right answer)

It was an over simplification as stated. You hint at knowing the correct answer ... do you know something we don't? If you know the answer please post so we can stop guessing.

Even if there is only 100 unique visitors logging in every hour and each visitor plays for 3 hours, then your average after 3 hours would be 400 users online. If we use the simplified 15% usage principle on that number, we get ~2500 accounts. This does not take into account multiple accounts, people playing 15 minutes to spend EP, people playing weekends only or weekdays only, etc. I also suspect that more than half of regular players have 3 or more accounts.

Then there is also the issue of the question posed. If the question was "how many active people?" then I would agree with ~2000. Just add the starter corp's numbers together, as well as the freelancers (~4500), gives ~35000 characters. Add another few thousand for player corps, and divide by 3 gives ~11000 accounts (assumes every account has 3 characters).

Johnny EvilGuy wrote:
Squint wrote:

My guesstimate is between 11000 - 13000 accounts. About 3000-5000 active over a week period.

Really?  That high?  I'm not being a jerk...I hope, but I'd like to understand the basis for your estimate.

This game runs across 24 time zones. At its highest on weekends there is an average of 900 logged in accounts across about 12 of the zones. Add to that, on average only 10% of accounts of accounts are active at any given period. Consider player trends such as some people play once a week etc. Add it all together into simple maths approximately 500 accounts per timezone (500 x 24 = 12000).

My guesstimate is between 11000 - 13000 accounts. About 3000-5000 active over a week period.

+1

Agreed, it is a bit irritating to have to re-size windows every time.