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10/20/08 6:21 PM
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Viewed 913, Replies 40
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Jita, with the changes, starts becoming considerably less responsive with about 800+ players. It is a physical node, though. Sadly, the world is not an ideal world. People form trade hubs, mission hubs etc.
The problem with a gameworld of thousands of zones is, that people crowd up. The challenge is to stop them from doing that, so you can run it smoothly. If you ask me, high travel times and regional "ressource hubs" could help with this. What i mean is that your world is split up in regions that hold all required ressources. Within these regions, which could consist of hundreds of zones, there could be ressource spots to fight over. High travel times would assure that people prefer using the ressources in their current region and fighting over those, or moving into another region. So, basically, you'd end up with a quasi-sharding. While you can move from every region to another, meet friends, trade rare things, you can live without ever leaving your region. Regions are unique, but there are many of them, and all feature the same basic set of ressources.
Long story short, the eve way isn't the best. But in the right direction if you ask me. Btw. actual numbers are very difficult for eve. One physical node might host several zones, so sometimes a starsystem might lag horribly with only 50 people, because a fleetbattle is happening somewhere else, or a 700 people battle runs smoothly because the other systems hosted on that node idle with 1-5 people in them. |
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10/20/08 11:25 AM
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Viewed 348, Replies 3
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My updated fitting, for added survivability. Tanks ~1800dps when flown in pairs, not factoring in signature. This fitting has proven itself tanking a fleet of 5 bs with fighters for several minutes until reinfocements ganked them. [Guardian, fleet] 10MN Afterburner II Large 'Solace' I Remote Bulwark Reconstruction Ancillary Current Router I Light Armor Maintenance Bot I x5 |
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10/20/08 11:23 AM
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Viewed 361, Replies 2
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Updated setup, i'll let the old one stay though. [Basilisk, fleet] 10MN Afterburner II Large S95a Partial Shield Transporter [empty rig slot] |
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10/20/08 11:14 AM
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Viewed 120, Replies 3
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Heh, for logistic work, look in the fitting section on this forum. I'll update my posts on the Guardian and Basilisk. Basically, logistics are something for very special people. People who don't mind killmails, don't care that the only times they appear on a killboard are their losses, and don't care that they will always be primary. The usual logistics tactic is like this: Engage cap-cycle with your partner (logistics fly in pairs). Since the Basilisk and Guardian have a bonus to cap transfers, they can generate a lot of cap out of thin air. Two cap transfers are enough to run all modules on those ships and still have a lot of cap left in case someone neutralizes you. |
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10/20/08 8:05 AM
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Viewed 2551, Replies 93
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Train his skills within first paypemt period so you have bs 5, large turret 5 etc. ready. Set long training. Renew when your alt has finished the long skill, train smaller ones, gap with large turrets at the end of the month. Renew when your alt has finishd the long skill, train smaller ones, gap with capital ships / carrier skills at the end of the month. Repeat Process. Come back, sell character for isk, buy a new gtc for a fraction of said isk, rinse and repeat, make isk out of it, ruining the character market and artificially inflating the gtc market.
End of story. A lot of whine for something that was rarely used by normal players. |
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10/20/08 5:23 AM
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Viewed 913, Replies 40
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The thought that eve works just because the devs were able to intelligently hide a lot of polygons without sacrificing look is kinda funny.
The only difference in eve is, that they have over five thousand of zones. The real difference is, that ccp chose to not shard a few hundred of those zones, but just pile up a few thousand of them, distribute wealth around them so people have a choice for going to system a or b,c,d,n instead of z. This is the only real difference to a game like wow, where you level around linearly, and a zone you visited earlier in your career is not really interesting anymore. What this means, is that they found a way to distribute tens of thousands of players around their world. Of course, this is not trivial, as the jita-case shows (1400 players was the peak). This would have to be avoided by better game design in a ground based game, and travelling times would probably do this. If it takees an awful lot of time to travel to the main trade hub, people will build local tradehubs instead. If you ask me, the system eve uses could be directly translated into a ground based game. You would have to let go of custom quests though and invent a well working quest generator system instead. You'd have to let go of the linear raiding and leveling progression system, too, so people don't let your starter zones crash on the first day, and so there is a motivation to visit zones again. For this to succeed, you will have to go with a well executed sandbox model. Crafting and world shaping would have to play a large role, with territorial wars between clans over ressources and strategical points. What i'm speaking of is basically a larger, more polished version of wurm online. The only problem i see there is player congestion, which has to be avoided. The key to this is ressource distribution and travel times.
Every physical blade server can run several nodes. |
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10/20/08 4:41 AM
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Viewed 276, Replies 5
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Considering you need isk to make more isk, they are probably spending it to make more of it. I don't know what's going on in their twisted minds, though. |
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10/19/08 3:29 PM
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Viewed 913, Replies 40
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Not really. Just dish out some gnerated maps with a simple perlin generator, seed them with vegetation, seed animals, seed ressources, let players shape the landscape and build things on it. The only thing that will take a lot of time and research is the terrain streaming and rendering, and the whole crafting aspect. The map itself isn't that much work.. |
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10/19/08 9:54 AM
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Viewed 913, Replies 40
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I'd love to have a ground based mmo that has such a huge world, that travelling through it would take days.. |
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10/19/08 9:39 AM
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Viewed 1005, Replies 55
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To heck with it, LEEEROY" After 20 minutes of fighting, he exploded. During parts of that fight i could barely fire any weapons, and my frigate was always on the edge of falling apart.
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10/19/08 9:19 AM
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Viewed 386, Replies 12
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Just don't try to minmax your attributes during char creation. Other than that, feel free to fly around. Keep away from low security space (warning popup will warn you when you try to jump there), and don't steal from people (warning popup will warn you). Btw., if a can is labeled "free to take", you can bet it's a trap. As a final word..play around a bit. Don't worry about stuff. |
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10/19/08 7:11 AM
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Viewed 634, Replies 30
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<- level 5 troll \o/ |
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10/19/08 5:19 AM
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Viewed 745, Replies 20
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The industrial expansion will release pretty soon. |
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10/19/08 5:14 AM
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Viewed 270, Replies 8
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Njet, working for me. |
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10/18/08 6:55 PM
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Viewed 175, Replies 8
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He won't be able to activate a trial on an old account, though. |
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10/18/08 6:27 PM
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Viewed 671, Replies 30
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My hobby of collecting corpses does not matter here. |
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10/18/08 6:19 PM
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Viewed 2551, Replies 93
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I am, like, totally, feeling really insulted by your lack of arguments and grammar. Keep up the good work. |
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10/18/08 6:16 PM
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Viewed 671, Replies 30
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Nice misinformation. Let me give you somthing that your post is lacking a lot: ,,,,,,,......;;; Anyways, eve is harsh for everyone. Everyone can carve their way through it and find some area(s) he/she likes. It's not exactly easy, but it can properly reproduce the old elite or privateers feeling. |
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10/18/08 1:53 PM
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Viewed 495, Replies 16
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From time to time i visit some of the old and died out cities i used to visit when gw was initially released. Chats closed of course. The "community" is so horrible it's not even funny. Luckily, thanks to how they expanded the game world, nobody visits prophecies anymore. |
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10/18/08 1:35 PM
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Viewed 634, Replies 30
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eve and nethack. |
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