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Darbius

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  1. [quote name='Tienbau' timestamp='1306381057' post='41169'] these are known issues and all I can say really is that we're working on it. The issue of hanging during gating is one that's going to get some serious attention very soon when I redo net7proxy, but I have noticed it seems to happen more lately than it used to. Still, we've come a long way since the early days of connection resets every 5-10 mins which could only be fixed with a relog. For the NPC hangs you can use /endtalk or sometimes just chatting in one of the channels will unlock them (you can use local chat if you don't want to to send a 'test' message to the whole server).I'm not completely sure why this happens yet, although if it happens more with certain NPC's that might be useful. It'd be nice if it was an actual server comms issue but I suspect it's something a bit more subtle. [/quote] Cool beans. Thanks for the reply. I'll see if I can nail down the NPC conversation thing and I'll just keep restarting the game when the gating hangs happen because I'm so happy this game is here. Keep up the good work.
  2. [quote name='Knix' timestamp='1306396628' post='41172'] I still think the system should update faster rather than slower. It would just have to take a lot more trade goods to make the price drop. Using my formula from above with C set to say 400, and say the trader has 200 trade goods in stock. The goods would then sell for 50% above the list price, which would be quite profitable. However, just for the goods to sell for list price, which I think no-one should be unhappy about, you'd have to offload 600 units in one go. That more than 15 fully loaded traders. I don't think that's going to happen too often... And if it does, just increase C... Yepp, the minimum price you'd get if you sell to the right vendor would have to be more than the price you buy at. I realize now that this would require either the list price or the 0.5-factor in my formula to be adjusted for several trade goods for it to work... [/quote] All great points and I'm glad people are discussing the idea. To address a couple things above, I would say there should probably be a low-side cap based on not having the negotiation skill (i.e., everything is based on a base-price that is not skill-influenced) to make sure people don't lose money on their runs. I would say on the low end people should probably make at least 20% profit without negotiation. As far as a top-end cap, I don't think that would ever become a concern or even be necessary because players would probably be pretty responsive to high profit trade runs. If it ever got out of hand though it probably wouldn't be hard to introduce a 200% base sell price cap or something like that. To reiterate, I do think they would have to change to tooltips to show sell price on the other end. Alternatively, there could be a sliding scale or something that converts into text like "...is in extremely high demand at Earth Station" which means it sells for 180%+ base sell price or something like that, while "...is in moderate demand at Arx Magister" means the goods will sell for 100-120% base sell price, and "...is in low demand at Charon Station" means it sells for 70% of base sell price or something. Knowing the actual sell price would be great, but an indicator/scale like this could work too if it's easier on the devs. To address the point about trade goods dropping in value the middle of a run, that's why I was thinking it might be appropriate to do it at the end of each day. While I potentially like the idea of tracking and implementing this system at a player level, I imagine it would have much more of an impact on the server if tracked separately for every player than if it was just tracked in an overall database based on sell points.
  3. Hi all. As always, keep up the great work guys. So I have an issue that I've been dealing with because it hasn't been a gamebreaker so far, but it is getting a touch old. The server tends to hang sometimes (i.e., never finish loading) when gating between sectors and sometimes when starting conversations with NPC's. It seems to happen more frequently with gating than in conversations but it definitely happens in both places. Sometimes in conversations if I wait 3-5 minutes the server will catch up and I'll be fine, but when the hang happens during gating it never recovers (I've waited 10-15 minutes at times just to see) and the only way out of it is to force-quit the game and restart the client. For what it's worth when it happens during gating, I often end up logging back in somewhere in the prior zone, pretty far from the gate that I had taken. I think I have heard of others having a similar issue, but I didn't see a topic that really got to it. Thanks!
  4. I'm imagining something where I can tell what the item I'm buying will sell for on the other end. I was also thinking more about it and it probably would make sense to run the calculations and make adjustments at the end of every day so I don't have to worry about my goods dropping in value halfway through my Somer --> Fenris run.
  5. [quote name='Jarod' timestamp='1306251992' post='41103'] If there was some way that the sell prices of the various goods at the receiving stations were published I would like this. Absent that it sounds like a lot of trial and error chasing where the hot routes are. As much as Eve bored me to tears I was always very impressed by the dynamic market capabilities they incorporated and the sophisticated ways the market data was made available. In some alternate reality where there would be an Earth and Beyond II (or even III) I'd imagine that type of functionality would have been a big part of the game. [/quote] Yes, I forgot to mention that this would also probably imply the need to be able to see what the sell price will be when you purchase the item. In the tooltip it would probably have to say, "Station X is paying Y credits for this good" or something like that.
  6. I made this suggestion in the new players channel the other day and people really seemed to like it. Basically I see it as a way to add some dynamism and variety to the trading profession in this game. A lot of us actually like doing the trade runs, but the thing that gets old is doing the same old trade runs over and over again (ahem...Pluto --> Earth, Somer --> Fenris) and I have a suggested change that could really help revamp the system. Essentially it would be implementing a supply and demand curve to some extent. I'm a little fuzzy on exactly what the right formulas would be, but it would be something along the lines of the following: For every X number of units that are sold in a given location, the sell price drops by a certain percentage. The concept here is the same as a supply and demand curve (that there was high demand but as that demand is filled, the willingness to pay the high price decreases), but on a somewhat simpler scale that would be much easier to implement. So for the sake of argument let's say the right numbers (and I'm not saying they are the right numbers) are that for every 500 units fulfilled the price goes down 5% from the base price. Example: Traders have been focusing on the Pluto  Earth trade route shipping XXXX from Pluto to Earth. Assuming current numbers, these are purchased at 963 credits each at Pluto and are sold at 1,963 each at Earth (1,000 credits profit). After traders get 500 units of XXXX to Earth, the sell price becomes 1,865 credits. After 500 more units arrive at Earth, the sell price becomes 1,767. After 500 more units arrive the sell price becomes 1,669 credits and so on and so on. This decrease might be capped at 70% of the base price to insure that you always make some profit (1,374 credits = 411 profit). Now conversely, you would have trade routes that get neglected where sell prices would rise as demand goes up. You could imagine from a lore perspective that each day a settlement unable to produce its own food doesn’t get it and people are starving and dying, they would pay quite a bit more to get that food delivered. An object that was once bought cheap and sold cheap, can now be bought cheap and sold for a fortune. Basically this would be for every time period Y that a station doesn’t received a desired good, the price goes up Z%. For the sake of argument here, let’s say that every day a station doesn’t receive a desired good, that good’s sell price goes up by 10%. As an example here, let’s pretend there’s a neglected trade route (I’m making this up) from Inverness to Endriago where you buy Ecology Crates (again, making it up) for 750 at Inverness and sell them in Endriago for 1,450 base sell price (700 credits profit). So after one day of receiving no / not enough goods, the sell price goes up to 1,595 (845 profit). After two days of receiving no / not enough goods the sell price would go up to 1,740 (990 profit) and so on. After 7 days of receiving no / not enough it would go up to 2,465 (1,715 profit) and would actually be substantially more lucrative than the Pluto to Earth run despite being one gate longer. You could also see how traders wouldn’t ignore these raising profits and would rush to fill the demand, bringing the price down as more of the products are delivered. You’d probably want to max the sell price at 200% of base sell price just to keep things even but that might not even be necessary to tell the truth. In theory there are only so many traders doing only so much trading so in the end it should balance itself out and provide some variety as far as the trading runs we do. This could even be calculated at the end of each day or at the end of each week, not necessarily on the fly. I know doing it on the fly could put a pretty heavy burden on the server potentially depending on how the calculations are done. As I said the math above isn’t necessarily the correct math, but I’d be happy to try to figure out what the right numbers are if you want help on that front. This would probably also need to involve introducing some more high-priced goods at various spots throughout the universe, but that could certainly be done. Anyways, I know that was a long post so thanks for bearing with it (if you actually got this far down). Let me know what you all think.
  7. Okay, so I was procrastinating like crazy at work today and put these together. I didn't put stations or anything in, but I realized that the old E&B maps were no longer accurate (http://www.earthandbeyond.ca/content/game_info/maps/map.full_print.jpg). I tried to follow the same basic color-coding system as the old one. Let me know if I missed anything or if I got anything wrong. Enjoy.
  8. [quote name='Blackie' timestamp='1305911015' post='40943'] Yes, the server is offline and have been so for like 4,5 hours now [/quote] It's good that it's not just me, but bad that it's everybody all at the same time... The server being down makes me a saaaaaaaaaaaad paaaaanda.
  9. Hi All, I wanted to make sure that the server showing as offline means it actually is down and it's not a problem on my end. I downloaded the net-7 server status program, but it tells me that as of 6:44 on 4/25 the server was online...so I'm pretty sure that's not right. In any case, I was just wondering if others are seeing the server as offline as well. Thanks!
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