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Inzanity

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Everything posted by Inzanity

  1. A apecific content request would be a miner's guide. Something that lists which ores are needed for components, as well as whether they're needed in raw or processed form [or both]. It would be helpful if they were organized both by asteroid level and by type of asteroid (crystalline, hydrocarbon, radioactive rock, basic rock). Currently, the only way I know of to find out this information is to look up each manufacturable component, write down what mineables are needed for it, and then compile a list, perhaps with a count of how many things can be made with that ore / procesed ore. A similar guide for builders would be great... listing all the lootable components needed, so they will know what's vendor trash & what's treasure. Having one or both of these guides available would greatly reduce the number of questions, as people can be educated about their existance and answer their own questions.
  2. I haven't seen galaxy maps or other reference materials in the download section of the website. While there is an awesome map of individual sectors at http://eb.mohao.de/ there isn't a map of the galaxy as a whole, and what sectors are linked to which there. I'm attaching a map that I got recently. I'd like to see other reference materials & guides linked to (or available for download) on this website.
  3. In the plans for the V'rix, I have a few suggestions: (1) Add mordanite asteroids back to the game, so we can stockpile. (2) Have them initially be merely irritating and allow us to choose whether or not to build faction with them (AFTER the faction problem with resetting to defaults on server reboot is FIXED). Also allow quite a few months before the V'Rix even begin to think about whether or not to go to war. (3) Allow the V'Rix to learn the joy of spaces between words in their communications! (4) After a significant period of time, have the V'Rix choose to ally, stay neutral, or go to war based on the percentage of the players who have gained faction with them. If they choose alliance or war, the players who have boosted their faction with them should enjoy the benefits. Maybe there could be new V'Rix areas with V'Rix bases! Maybe some players could help the overall V'Rix economy by selling to them [if they have enough faction]. If the V'Rix economy grows large enough, maybe the V'Rix hating player scum can be attacked with such powerful ships that they will be eliminated! Oops... I wasn't supposed to say that out loud. Good thing I'm typing, not talking, huh?
  4. Personally, I prefer the percentage view. Like /shieldwarnings, maybe there could be a slash command to swtich between XP views... maybe /xppercent [On, Off]
  5. <appaluds heartily> A related idea would be to have smaller (and lower XP) trade runs that use an end point of the main trade run as a starting point. Thus, for example, you could start at Prasad and go to several different destinations, and have cargo at those destinations that can be profitably traded back to Prasad. Continue this forking process on each major hub so that you have variety and even more importantly, something to do when you can only be on a short while. Further refinement: There could be some fairly short runs that yield high trade XP because of the difficulty of the monsters around the base. There could be bases created *just* for this purpose, and would give travelers a clue when the only terminals are ammo and 1 trade vendor... and the station is just the landing bay and 1 central room. The distance that docking is available should be VERY short as well, so that the dangers have to be faced. A message "We're sorry, the landing pattern is full, standby and you can proceed when clear" along with a delay before docking (random, but with a minimum additive) could be added. As an alternative, you might have to kill a certain number of monsters each time you want to dock (the ones that are right around the station). One possibility is to have the quantity of available goods for optional runs vary. Have infinite quantity for the standard missions, but not for a select few. Either that, or have a per-player limit on some items (base has infinite, player can only get a few every 24 hours). Making these limited quantity items non-storeable in the player vault (and clearly indicated in the description) would encourage players to trade them soon, rather than just banking them until they can maximize their profits off that item. On the flip side, the profit per unit should be significant, or they will be ignored.
  6. I agree! If we get enough people together, maybe we can purchase E&B from EA or just strike out on our own with another game. One thought, while repugnant, would be to gain controlling interest in EA and force the sale... for cheep! Then we can fire the scumbags that used to be in control, overhaul the business practices, re-educate the programmers, make E&B 2, and hire on the Westwood Studios folks as additional developers! We could then sell off the console gaming part to anyone but Microsoft or Sony [those scum don't need it] and see if The Sims are really worth hanging onto or whether they should be spiked or sold. We could even rename the company Westwood Studios! If the original folks from Westwood are with us, I don't think they'd be adverse to the idea. Long Live E&B!
  7. Once we know which of our guidies are online, I have another suggestion for future guild development: the guild vault, preferably with multiple compartments. Since not every guildie can be online at the same time, it would be nice to have a repository where someone could put ore [raw or refined], mob loot, or manufactured goods in and later someone in need could withdraw them. This would benefit the microscopic to small guilds most, although it would allow those with only a tiny amount of time per week to make meaningful contributions to their guildies. They could have permissions & limits per compartment as well. Permissions could be set on the basis of your rank in the guild or tailored per person, though the rank basis would probably be best, at least for a starting point. Perhaps a per-member option added on later, if enough interest were generated. A log of activity per compartment and any monitary contributions, viewable by all guildies, would help to both verify activity as well as to highlight any abuse. In my opinion, this would be a very useful project to be tackled over time, though probably not heavily worked on until we've cleared Alpha testing and have gone into Beta testing. In the long haul, what do y'all think about this concept?
  8. One suggestion for future guild development would be the possibility of formal alliances between guilds. It would be nice to see not only who's on in your guild, but who's on in any guild(s) that your guild is allied to. It would be awesome if we could create chat channels for this purpose. This would facilitate operations on a massive scale, as well as being a great stress test [lots of people in a small area] for the server and the clients. By default the ' key replies to a private channel that you're subscribed to. I don't know if we're limited to 1 private channel or mutiple ones. I also don't know how to set up this channel and whether or not it can be secured (password protected at the least, up to encryption & electronic keys for the very advanced). The password option would be useful for high-level inter-guild communications, but not strictly nessary. The encryption would be nice for the paranoid, but probably not one that would be truly needed. If anyone knows how to set up private channels and/or whether or not they're currently supported in the game, please reply.
  9. Does anyone know when / if this bug will be corrected? It's really frustrating not to know when guildies are on. I could be helping some of these folks and helping to build the guild if I knew who was on. While a temporary solution is to put everyone on the guild in your friends list, switch back & forth, and compare the two, this will only work for a short time. Soon the guild will outgrow the friends list (and we do have friends *OUTSIDE* the guild, which limits it even further). Thus, the clock is ticking on this serious bug. The reason it's serious is this game is about the people. An impediment to player communications must be dealt with on a high priority. Not knowing who's on, and thus who you can help, most DEFINATLY fits the bill, in my opinion. Devs & programmers: there are two things that can be done. (1) Immediately increase the maximum size of the friends list by 10x (or more). Hopefully, the difficulty of this will be trivial, and thus can be done with great alacrity. (2) Figure out how to get the guild list to properly reflect the online status of the members and impliment it. A nice bonus would be if all the online members were at the top of the list and offlines following them, but that's a suggestion, not a requirement. In all, I want to again reiterate my deepest appreciation for the giga-tons of work y'all have done and continue to do on our behalf without monetary compensation! This is love in its purest form, and is so rare on this planet. With every subatomic particle in my over 150Kg of mass, I thank each and every one of you.
  10. I highly recommend this guild. We're friendly, helpful, and just cool folks! We've grown a bit since this announcement and continue to seek mining addicts, build-a-holics, and people who enjoy working with others. Once I get guild invite priviledges, I'll be helping the (US GMT -6) late night / early morning crowd. Adjust the comment for your time zone.
  11. Awesome Picture! Did you design it yourself or snag it from somewhere else?

  12. Thanks! I scribbled this down for future reference! Now we just need to get the game server up & running during Black Tuesday (WoW extended maintenance day)! Not being able to play *either* is a bummer! <strains against straightjacket... typing with nose>
  13. The old website used to have a little app on the home page that listed the status of the servers. I miss that. Could you bring it back? Also, for the convienience of those of us who play World of Warcraft, how about doing your best to keep all the servers up & running on Tuesdays between 1100 & 1900 GMT? That way, when the bi-weekly Black Tuesday (extended maintenance) comes along, we can have another wonderous game to play... and won't be going through withdrawl from BOTH! <SHIVER>
  14. Thanks. However, holding on to ore would take a *lot* of vault space. I'll use your list as a crib sheet until I find (or make) a list of ores & refined stuff that folks want. Thanks a 1,048,576 because this gives me something to go on. If anyone has a list [or knows where to get one], I'd appreciate the information. <HANDSHAKES> to the guys, <HUGS> to the ladies, and <WAVES> to any undecideds!
  15. I, too, need a guide on what ores are needed in their raw states & what ores are needed refined. I'm a Jenquai Explorer, but plan on mining rather than manufacturing (until way later). To give you an example of some of the ores I'm comming across, I'll give you an example of a recent mining run, because [other than Titanium] I don't know which to keep as raw ores, which to refine, and which to merely process and vendor for credits. 13 Adamantine Ore (VI) 96 Anubium Ore (IV) 31 Caesium Ore (III) 133 Chromium Ore (V) 44 Cobalite Ore (III) 102 Dark Matter Enriched Cobalite (IV) 75 Galactic Ore (IV) 39 Gallium Ore (III) 155 Gold Ore (V) 11 Hafnium Ore (VI) 87 Herculinium Ore (IV) 8 Homerite (VI) 45 Indium Ore (III) 112 Manganese Ore (IV) 8 Mirandium Ore (VI) 21 Osirium Ore (VI) 13 Oxium Ore (VI) 19 Platinum Ore (VI) 83 Raw Centauricite (IV) 146 Rhodite (V) 106 Silver Ore (IV) 24 Star Iron Ore (III) 133 Titanium Ore (V) 25 Tungsten Ore (III) 92 Vanadium Ore (IV) 144 Zalmoxium Ore (V)
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