Even if stEvE does prompt you (have been working hard at purging my self of that habit so cant remember) it will only do it at most for regional average. Currently being able to check all orders available in perp and having also prompting to tell you will only flatten market values much quicker and leave even less variation.

So while protecting me from DERP market transactions would be nice until the market is given more variation and uncertainty we need to at least leave a little option for variation.

DEV Gargaj wrote:
Winter Solstice wrote:

What I know is there's no planned GTG yet, and that will be at 10k subs. tongue

I didn't say it WILL be, I said I'll start looking into the possibility smile

OK help the noob wth is GTG

I got EP back correctly which immediately went on recycling 9 for the nice new rare ore drops.

4

(7 replies, posted in Q & A)

DEV Zoom wrote:

This "interview" is based on an ad-hoc presentation by DEV Crm, during which he may have touched a few subjects that have not yet been discussed or planned whatsoever, but they sound like cool ideas - and nothing more than that. Please don't take it as a roadmap written in stone.


Thanks zoom, will agree that they cool ideas and knowing that they are only just this right now I will wait to see what actually comes out the other end of the design and implementation process.

5

(15 replies, posted in General discussion)

My current 3 account setup is:

Combat,industry,miner.

All accounts can use sequer, industry account can use termis and mining account Rivler.

Industry is focused on manufacturing, recycling and research
Mining is focused on Mining, refining and eventually prototyping

For Pve'ing combat in what ever bot is suitable, industry in sequer / termis (depends on support or hauling) while the miner is off sucking down ore into a field can.

For mining industry in termis and miner in rivler with the combat char hauling.

For PVP (not current but planned) Combat dps with industry running support rivler.

Yes there is a *lot* of duplicated extensions across industry and mining (support and bot fitting) but I find this way allows me to maximise my character usage without having to split my attention to far.

6

(7 replies, posted in Q & A)

So can i confirm these are plans the Devs currently have? if so are these in the +year time frame?
The Assault breakdown I have previously heard about but the multiple radar circles, alarm probes and area defense assignments those are new on me and very interesting.

Age old discussion Look here for the beta thread.

Inspiration wrote:

This is not true, at least not on ATI cards as far as I can tell.  As soon as you move one client window to another monitor, frame rates go from near 60 to around 8 to 12.

Then you have other problems i currently run 2 1080p screens off a 6870 and 2 1280x1024 screens on a 9800GTX (I have been running multiple monitors for over 12 years now) with no performance issues running clients on any combination of screens, I can also see the gfx load move from adapter to adapter as the window moves.

Inspiration wrote:

You would be surprised and in fact I do run on a duel 6970 setup. And contrary to your suggestion, it cannot connect all three displays without additional converters since my monitors are true display port and not mini-display port as seems to be the rage these days. And the secondary DVI on these cards is not dual link, so my 30" displays running 2560x1200 resolution cannot be handled by that connector either. So without using converters this arrangement is the only one possible!

Besides connecting everything to one card without special support from the game software would not use the secondary graphics card and would therefore be pointless.

Your initial statement was that you were *unable* to run more than 2 monitors per card that is obviously not the case and is only due to the fact that you do not have suitable components to do so.

Inspiration wrote:
Tailn wrote:

All adding a render device option ingame will do is tell windows which monitors to exclude, you will also need to specify an attached monitor as well as card for that to work as you would like.
It is impossible with out coding to use cuda / OpenCL to offload processing then send results back to the primary card through the bus completley un-optimal and full of bottlenecks, or use crossfireX.

As explained CrossFile X cannot work given all these constraints, manual assignment of resources is needed. And my proposed solution does in fact fix the issue, as it does also work in EVE where I got the exact same situation.

That game does have the option to select one out of three adapters (those are the visualized ones for each display I have connected) and when I assign them properly, it runs very smooth. When i assign it in a way that there is no 1:1 relationship between the card it being renderer on and the display it is being displayed on, performance drops to 3-6 fps for obvious reasons!

The simple way to manually assign the resources is to move the window to a separate monitor.  You should have started of with defining the problem you actually have and then postulating your solution.

I would hazard a guess that the performance issue you are seeing right now is in fact exactly what you are identifying, however the cause will most likely be a result of spanning 2 monitors (and 2 cards) or some quirk of your system configuration / drivers.  The low FPS has been a Direct-X issue for many years when you attempt to display a 3d render across multiple display devices (recent cool stuff from ATI has worked around this some what but only for single output devices).  Running multiple clients on separate cards with v-sync disabled has no impact on fps for myself and a number of other people I know who are running multi-monitor setups.

I am quite happy with Hersh being less active due to people being lazy (or impatient),  nice to have the variety and the choice.

I really don't understand the problem here, the card that the window is running on (ie the monitor) is the card that does the rendering.  To change the card that the game is being rendered by simply drag the window to another monitor.

Alternatively have your clients icon on the desktop of the monitor that you would like the client to start on.  of course to do this you need to be running in windowed mode (you are doing that are you not?)

Also your little know fact is definitely not little or unknown that is absolute basics of multi-gpu rendering as it is currently implemented. I also take it that you are not running 6xxx series cards then as if you were you could run all 3 monitors of the on card (display port).

All adding a render device option ingame will do is tell windows which monitors to exclude, you will also need to specify an attached monitor as well as card for that to work as you would like.
It is impossible with out coding to use cuda / OpenCL to offload processing then send results back to the primary card through the bus completley un-optimal and full of bottlenecks, or use crossfireX.

11

(106 replies, posted in News and information)

What I am curious about is if factory costs are part of the services? if so 0 factory costs thats a very big % of the production cost saved right there?

12

(6 replies, posted in Q & A)

Snowman wrote:

What I'd like to know, which ive yet to find a definate answer on.. is wether or not there is any difference between Alpha Islands and Beta islands?

Do higher levels more regularly spawn?
Are the contents of the artifacts on Beta more likley to be better?
are the mobs which spawn oh a higher level on beta?

From what I can tell from people ive spoken to suggests that the answer is 'No'  but surly there must be some difference... risk vs reward an all that.

Answer is still no, was introduced and *balanced* for alpha I guess we wait for iteration to balance the risk / reward of beta islands.

There is also the current outstanding changes to the balance of ewar in spawns that should hopefully make some big changes to the viability of most spawn sites for hunting.

Annihilator wrote:
Tailn wrote:
Annihilator wrote:

As soon as dynamic ore deposits are in

More details please? this one seems to have completely slipped past me

DEV-Blog wrote:

All the small things

Of course these are not the only plans we have, but at this point it would be too early to write in detail about them, simply because we have to collect all the ingredients before we can present you the full meal. Some of these already reach beyond our summer-list, but in order to make room for some healthy theory-crafting, here is a short menu: geoscan result trading, dynamic mineral nodes, free camera and other camera improvements, persistent (SQL-based) field containers, improved NPC AI with different behaviors, random assignment objectives, titles/achievements and more.

Ohh thanks, so end of year at the earliest though.  Much needed changes IMOH.

Annihilator wrote:

As soon as dynamic ore deposits are in

More details please? this one seems to have completely slipped past me

Marak Mocam wrote:

Your solution is to hurt those who don't have vast stores of stuff - helping only the most overstocked types by letting them be lazier.  Right now, players can collect the stuff while the jobs are queued up but your "fix" ...

Leave it the way it is.

The current system has some nice benefits however having to leave every thing in the root storage folder that you also need to move things to for trading etc. makes this a pain in the back side. 
Please a new 'hopper' location in the factory that you load with materials for the factory to use as its source.  Or at least allow the use of subfolders (designated at production start) for the factory to source from.

It is not only multi-body bots that are an issue there are also issues with animating other bits on the bots turrets etc.

As to where they are, last I heard 8 mths+ ago they were writing the new system, probably not much further considering all the other work they have been doing after release, compared to some of the other features that is relatively minor.  But it is there and they have done at least some work possibly a lot of work.

18

(51 replies, posted in General discussion)

Neoxx wrote:
Tailn wrote:

Really I think the point is that every thing that is not yellow has been added since release.  so while many new items may well be orange the theodolica colour is yellow.

Of course we may want to work with a changing colour identification method, prepare for theodolica  to be green and pelestiel to be yellow at some point when something new (energy) is introduced in that case.

The original colourings were yellow, green and blue. No matter what things are what colour now  we should at least to be able to stick to the origins, you will not find any older players referring to them in any other way so be prepared to confuse every one by trying to be clever.


In other words noobs dont know nothing, learn the lingo even if it does not make sense and stay out of trying to change things that are not broke.

I are young player?  Sure, I wasnt around for the 3d terminal, but I have thought of them as red since I've been around for over a year now.  I dont think theres many older players than myself still around.  Maybe Gremrod, Blackomen, Annihilator?  Maybe you are as well but I just dont remember tongue

I was going to say you don't count Neoxx, seeing as you will shout about which ever colour is best for trolling as many people as possible.

And yea noob tongue unless you pre-date the terminal changes, npc ewar introduction and remember security towers as the way security on alpha works.

Bah youths, in my day we called thelodica yellow none of this orange / amber / umber stuff.. you can't even settle on one colour.

19

(51 replies, posted in General discussion)

Really I think the point is that every thing that is not yellow has been added since release.  so while many new items may well be orange the theodolica colour is yellow.

Of course we may want to work with a changing colour identification method, prepare for theodolica  to be green and pelestiel to be yellow at some point when something new (energy) is introduced in that case.

The original colourings were yellow, green and blue. No matter what things are what colour now  we should at least to be able to stick to the origins, you will not find any older players referring to them in any other way so be prepared to confuse every one by trying to be clever.


In other words noobs dont know nothing, learn the lingo even if it does not make sense and stay out of trying to change things that are not broke.

in any case it being a bot and not a Mech immediately says you should not be using medium gear.  Check the fitting reqs esp accu usage and look at your bots recharge time and accu cap that should tell you not to fit and run it.

21

(51 replies, posted in General discussion)

Really this is a question.

And just to make sure Thelodica = yellow, always have been and always will be.  Syncos Background and plasma are noobs to perp bot paint scheme and icon are the defining metrics.

Mouse Tiger wrote:
Tailn wrote:

I can completely agree with the randomness factor meaning that we should not allow the taking of all materials at the beginning of the run as it allows us to cancel and restart with better %'s.

You loose all your materials if you cancel the production run

I that case why are we still required to hold all our commodities in the main storage folder? until the last cycle starts and not have them sucked into production immediately, I can see no reason for this not to happen if any benefit from cancelling a run for better resource usage is nullified by loosing all of the materials.

Only a little necro,

I have just become a victim of this, set my production runs up kicked every thing off and tidied up for my next set of production.  Requiring the base storage area for a lot of operations fitting transferring etc. makes it very hard to keep multiple production jobs with more than a single cycle and preping new materials for further production.

I can completely agree with the randomness factor meaning that we should not allow the taking of all materials at the beginning of the run as it allows us to cancel and restart with better %'s.

As such I have off the top of my head 2 suggestions.
1:  All materials and nic are taken at the beginning of the first cycle however if you wish to cancel the job the CT takes the % loss for all planned cycles, optionally you also loose all the nic for each of the cycles but all materials are refunded

2:  There is a new storage location created this is where all factory jobs take their materials from.  This storage location would only accept commodities not rew materials or modules / fragments.

Looking really excellent.
Have you talked to the perp-kill developer as I see you are planning on showing kills / losses and I expect this will be from imported mails? It would be nice to be able to pull the feed from a KB as well.

25

(30 replies, posted in General discussion)

mind you with 2 clients at 1080p my 6870 cant get the frames above 60 (around 50) so I am not to worried about tearing and the card wont kill itself any more buy running at useless refresh rates.  Hence there being no value in turning on Vsync.