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Moria15

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Everything posted by Moria15

  1. not true. mm/dd/yy is only a us civilian date format and the USA is the only country in the world that uses mm/dd/yy in civilian text and sometimes it is used by Canada when talking to people from the US who can't convert to a real date format and a few others, mostly middle east use M/DD/YY on occaisions rather than mm/dd/yy where single M is alphabetic rather than numeric. The Department of State and the Department of Defense (and NATO) timestamp their reports and messages with text date-time-group formatted as DDHHMM(X) MMMYY, where DD represents the 2-digit day of the month, HHMM is 24-hour time, X is an alphabetic character that indicates the time zone (ideally this should be Z for "Zulu Time" in UTC to avoid misunderstandings about the time and day, but L for "local time" may also be used), MMM is the abbreviated month, and YY is the last two digits of the year. For example, 091630(Z) JUL 11 represents 16:30 UTC on 9 July 2011.[6] The DDHHMMZ format is also used worldwide in aviation meteorology for timestamps in METAR and TAF weather reports (month and year are omitted altogether due to very limited validity of these reports). Only a non-military person in the USA would favour mm/dd/yy. The ISO standard is dd/mm/yy as well. For clarity please reference the following for civilian time formats....
  2. The figures are a bit hard to come by but the latest I have seen was from 2015/16 (eve keeps a lot of stats hidden for a few years) and for a player base of over 500,000 with a current online at any one time of about 35,000 the number of titans being built was around 20 - 25 a month with around 15 a month being lost so a net gain of around 5 - 10 a month. Total number owned is not a figure I can find with any degree of accuracy but it appears less than 300 overall in the same period. The closest I could get were the reports on the battle where 85 were lost in a day and it was stated that was about 30% of the supply However in one battle just before this period 85 were lost in a single battle, so overall the figures didn't rise much. Since those figures there have been some changes to the game making it a little easier to get the skills so it may have increased. Our corps/guild/clan has 275 active members with some members dating back 10 - 12 years and we have 2 in storage just in case.. both are a few years old now. We wouldn't consider building any more unless we lost either of them and we only have about 4 pilots with the appropriate skills to fly them effectively.
  3. Nope Lets break that down a bit.... 1) The training required to fly a Titan in Eve is around 250 real-time days (Eve allows training offline) and the cost of some of the training books is also in the many millions of ISK. 2) The cost of owning a titan.. just for the components is in the order of 120,000,000,000 ISK (120 billion) (you will probably have to make a lot of them) 3) The cost of fitting the titan so it can be used properly in game is around 250,000,000,000 ISK (250 billion) If you can find all the parts and you dont have to manufacture them. 4) The time taken for a guild of 10 to get and make all the parts required is around 4 months. 5) If you want to build your own then there is additional training of around 150 realtime days. 6) Then you need a Capital shipyard with all the costs involved in that. 7) Then you need a place to keep it, relatively safely, because there are very few places it can actually dock.. most of the time it has to be left in the open and if you are not there it can still be attacked Having done all that.. it can then be lost in a single (large but single) battle. Most people fly smaller ships in Eve purely because of the economies and facilities available.. plus flying a titan is not a skill you just pick up by doing the training.. it's a lifestyle choice I've been playing Eve 12 years now in a large guild and have flown a Titan once when we needed an experienced pilot for defence of a base and the Titan's owner was away on holiday. 90% of my time is in frigates (pretty much lowest of the low) and in Mining groups flying large Industrial command ships ( equivalent of 3rd rates I guess) and large cargo ships hauling bits around the star systems in a jump freighter.
  4. Just wanted to add another point... Clans are nation specific.. I don't know about others, but .. how do I put this... a good percentage of my trading is done cross nation.. I bring British stuff to a neutral port.. they bring their nations stuff to the same neutral port.. we trade and then take the other persons stuff to our home ports... I have one outpost in a port that has quite a few other nations traders with outposts in the same port so we can just meet up when we need to and transfer stuffs Theres so few people on the server that it's not really even a risk to do those short runs if you pick your time of day sensibly. Short runs.. big profit. A clan can't help with that
  5. Yeah well on that basis, I would join a clan to do the mission then immediately leave again. Forced clan membership is bad any way you look at it.. dictating how I MUST spend my time in any game is a huge turnoff, no matter the possible advantages. If I could raid the clan warehouyse before leaving though, I would.
  6. sigh... ok let me break it down. 1) Many traders are a clan of 1 so they can get those benefits such as warehouse. 2) Because of the hours spent sailing, traders are more of a solo breed. 3) I haven't seen anywhere that says players MUST join a clan (even in the future).. I believe that would lead to a lot of players leaving. 4) A GOOD trader probably has their own infrastructure laid out and is unlikely to want to share all that info. 5) a GOOD trader wants to deal with all people in the game including many clans rather than join 1 6) There’s nothing inherent in the term “massively multiplayer” that says you must be be teamed up at all times or be social and many want to exist and participate in an online world without necessarily joining the equivalent of the cool kid fraternity okay?
  7. a lot more was known than people give credit for... for example.. in the period of this game.. ships docked in Portsmouth before heading to London so the semaphore could get information to London 2 days before the ships arrived. There was a simpler, but effective, system of information across Jamaica.. ships docking and sending messages before completing their journey. A trade price in KPR would be known in Saint Ann in less than a day as couriers used horses to carry trading info back and forth (48 minutes in game) Ships travelling distance brought news about the local prices etc where they had come from. That is measured in days whereas the info in game currently is presented in months... that';s not good
  8. nope. that just gives clans with hundreds of alts yet another P2W advantage over the ones they already have and isolates traders who prefer that aspect of the game and are not in clans and its the traders that need the info whether they are in a clan or not.. We have AI routes that the ships take.. theoretically most(if not all) ports have AI visits.. currently their only purpose is to provide targets for players.. use them to add to immersion in the game.. and have them update info.. I was going to suggest that when an AI ship arrives.. it updates prices from its journey but thats way too much work at this stage for a small dev team.. a generic update of prices based on trading of about 3 to 6 in-game days would seem a much simpler way of doing it.. but again.. if you are in a port the trader tool for that port should be the same as the shop.
  9. +1 I also believe that the fact that the trader tool only updates once a day is a problem... we all know that the trader tool is usually wrong as the prices change per shipment sold.. Currently (without contracts) I am looking at the trader tool telling me that in my port Oak logs are 37/128 yet when I go into the shop they are actually 37/200. I think it would be useful if the trader tool were updated more frequently. I KNOW this period communications were limited and took a long time, so my suggestion would be that current port updates in real time, local ports update frequently and the ports further away update in x days game time. Example.. to sail from Plymouth to KPR it takes me (on average) 6 days at sea.. if I am calculating that right, at 48 minutes thats 288 minutes or around 5 hours. On that basis, in KPR I would like it if the prices updated at least every three hours to represent ships arriving at (fairly) regular intervals at various ports and bringing information about current prices. I know that this would be work in the system but I do believe it would really help the trader situation. Currently, in game time, by resetting the prices once a day in real time.. the prices are resetting in the game once a month which I believe is too long.
  10. more people coming to the game perhaps, perchance? People coming into the game because it really is a sandbox not a one shot pony?
  11. Great idea.. seen it suggested a number of times in 2015.. 2016.. 2017 and now in 2018... I don't think it aligns with what admin is looking for even though it is standard MMO/Sandbox stuff and would, I agree, make a LOT more people be present in game.. AND the majority of the background coding is already in the game. Personally, my first character would be a trader, but that's just me
  12. LOL okay so I am not picking on you or anything.. just trying to do some good design work here.... This was suggested back in 2016... "Multiple characters per acount should be allowed, and the ability to build a warehouse (yes at a cost) in a port that the "ACCOUNT" rather than the "CHARACTER" could use.. it would mean both characters having an outpost in the same port but would have to be in a nuetral (not a port that can be taken) thus encouraging trading in Open World. That, I believe, would solve your issue and encourage a little more OW use? as to your afk activities.. that can be done as well... eve online allows activities (some) to happen on chars that are not logged in such as skill building and a few others.
  13. but that's awesome, you know what you want, and you know what you like and by using alts you have found a way to enjoy the game the way you want to play it. (That's sandboxing btw) and you should be able to do it. But to do it, you had to BUY (for CASH) alts. Now.. in what way would it be different if you were allowed to have multiple captains on your primary account? Would that be the same for you and your style of play and getting FUN from the game?
  14. LOL we could get into multiple essays here (and many have been written on the topic).... let me just say the following.. Yes I have seen production sandboxes that have dealt with "alts" or even rendered them unnecessary but the interesting thing is the term sandbox.. The term sandbox is a widely used term these-days but it's difficult to nail down as it is a term that crosses so many genres with disparate mechanics and settings.. but ultimately it comes down to trying to provide the player of the game with freedom. Hence.. any restriction on freedom is counter to the aim of sandbox. I think one of the best statements about the whole of this relates to this freedom... and the philosophy is that if the game is truly sandbox, then there are few (if any) limitations within the parameters that the game is about (ie no steamships in NA is fine), not just on what a character can do in game, but also what a player can do with their account. If a player is having enough FUN on their main account, then there is no need to have a second. If a player can truly sandbox their main account, then there is no need to have another. The second you introduce hard limits on an account (or number of accounts) then you introduce a subculture that allows the use of second, or alt accounts to flourish and provide a benefit. I know you have alt's Jodgi.. why? what benefit do you get from having that alt.. theres a good place to start looking at the design parameters for removing them.
  15. obtuse huh.. no it's nothing to do with Steam rules. If the design of the game allows anything to be a bonus by having a second account, then it should be changed. No-one (except fanataics that want to support the devs) would ever buy a second copy of the game if there was no benefit.. therefore the design means that by owning a second copy gives a benefit and has done since the game was launched. The game should be such that artificial limitations which can be got round by paying cash and buying a second copy of the game, don't exist. There are always other ways to balance things. The "Steam allows it" is just a cop-out. Alternatives to needing a second account and balancing this for one account have been posted on these forums regularly since 2015 and ignored. I'm not actually saying theres anything wrong with it.. if that's what the devs want.. its their choice.. I just believe it should be made plain that there are benefits to having a second copy which are pretty huge and you shoulkd be prepoared for that when you buy the first copy.
  16. You have answered your own question... a clan of 5 players will all belong to the same nation. You have paid an additional amount of CASH (second copy of game) to allow you (as you say) .."but I normally keep one in another nation for resource gathering". Therefore by paying cash you have a trading advantage over those that do not pay that cash.. therefore P2W. Whether you agree or not you have an advantage which you paid for over others who haven't paid that same amount.
  17. allowing alts.. by meaning that for an additional cost of the game gives you additional copies of basic things that are restricted to those that haven't bought alts makes the game Pay to Win. Devs are obviously happy that the game is P2W and so I doubt anything will be done.
  18. OK I will offer alternatives :- 1) if you delete character.. a flag should be set if you have the herc note/ship or the rat note/ship in your port/inventory you should get notes back along with the rank M&C (without the repairs). The system KNOWS whether you have completed the exams, as I've proved and remembers that when you delete the character and start a new one. 2) The system should make it extreemly bloody clear that if you have passed the exams and earn't the rewards.. deleting the character looses those rewards 3) The system deletes the status of the exams on delete character and you can re-earn (my origional proposal). If the rewards are too strong (and personally, I never knew why they give you all those repairs), then the rewards should be adjusted to enable option 3.
  19. not the same situation in any way whatsoever.. if you have an alt.. yes you can do it on an alt.. what were talking about is removing a character from the server FOREVER by dleleting it.. hence EVERYTHING goes. When you start a new one.. you CANNOT redo the exams to get back the ships and rewards for a NEW character that has NOTHING. The Yaght comes back.. I'm not asking to be GRANTED the ships and rewards.. just the opportunity to re-earn them. There is NO possibility for exploit as the ships are non-tradeable so you cant even give them to a friend then get them back on your new character.
  20. how is it exploitable.. if you delete the character you delete EVERYTHING on that account and character. The New character should be able to start again from SCRATCH.. not have an inflated rank but no rewards for getting to that rank. Yes.. once you have done the exam, you know how to do it again.. just as if you had read the forums or watched videos and done it first time on your origional character without trying it multiple times.
  21. they are not giving them away.. the ones on the deleted character get deleted... the new character should have the option to earn them back.
  22. dont get your point.. they should be linked to the character NOT the account. The way it is now, you delete character and if you completed exam on deleted character, you start at M&C rank with a basic cutter and no exp... it should be reset all or reset nothing from the exams.
  23. @admin If you have already completed the tutorial and then delete the character and start a new one on that server.. the tutorial is already flagged completed and there is no option to do it for your new character. You gain the M&C rank but loose both ships and all the rewards. Should reset to nothing and allow you to start again from scratch.
  24. macro solves this... just set it to press a random key out of a selection of keys that are not mapped in game every 10 minutes and you can sit in the corner of OW and fish all day whilst away from the computer if you need to... problem solved. Just because it will be asked.. no I don't do this but I do know some who do in their endless attempt to get bottles.
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