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Version 3.3.5 Comments

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Nov 01, 2003 ctishman link
*slaps Urza with a bass*
Nov 01, 2003 Skyfox link
I liked the old Bass turbo. It seemed more powerfull then the pshhh it is now. I like the new gatling sound, its wonderfull.

The stations are awsome, and the new seperate entry/exit docks is a great idea. I only wish that that force feild would stop bullets :)

The traiding doesn't yeild as much profit as before, but who knows, maybe the dynamic economy will change so traiding will once agian be profitable.
Nov 01, 2003 Eldrad link
Ummm... OH MY FUCKING GOD!!!
(excuse the language) The new stations are AMAZING well I've actually only seen two of them but jesus christ! Waylon you did a great job. Waylonics signs also rock. The entrance/exit docks are good. The non directional feel to the s7 station is great (ie there is nothing that feels like the 'top' or 'bottom'). That's all for now.
Nov 01, 2003 ctishman link
The signs feel very "Cowboy Bebop".
Nov 01, 2003 Magus link
The signs do look nice, but do the colors on them look washed out to anyone else? They just don't seem bright or glitzy or attention grabbing like I would imagine Neon/holographic signs would. Is this fixed with RGlow or is it a color saturation problem or what?

In other news, the stations are amazing, they make me wish I had a better video card so I could appreciate them in all their glory. I had turned down my Bass for a while, so I never noticed the turbo, so I think Arlote's idea for turning the sub down isn't a bad one, but it works the other way too. Why not just turn your Bass up Arlote?

I didn't test the dynamic economy very extensively. I managed to sell a 100c widget in 7 for 8000c in 9. Maybe you guys need to try out the cheaper widgets? a1k0n said something about the current dynamic economy leaving ginormous logs, so he made some adjustment to it. That could be why profits are down on so many trade runs.
Nov 01, 2003 Phaserlight link
I thought the signs were amazing. Added some very cool ambience. All I could think of was "Blade Runner."

I also lo-o-ove the new "roid city" in S7.
Nov 01, 2003 Eldrad link
the signs are quite saturated for me. I'll also post a pic of Cowboy Bebop episode 4 for those who haven't seen it... there's a scene with space signs that look very similar.
Nov 01, 2003 Arolte link
Magus wrote:
>Why not just turn your Bass up Arlote?

Earbuds. And they're a damn fine pair too. I don't have speakers, so turning up bass isn't an option for me.

Okay, I just tried the dynamic economy out, and I can see where people are having problems. There are some routes that have reasonable profits, but there are also those with a ridiculously low output.

Also, if I were a trader I'd like to be hinted on what general region needs certain widgets the most. I thing one possible solution is to have Public Service Announcement read-only messageboard in stations. The game server could calculate the most profitable trade route and post 'em in this messageboard, but under the name of an NPC character to add more atmosphere to the game.

Anything that's being sold in that station you're docked in, those prices will be listed for with each trade route. But it won't be too easy. The idea behind it is that the PSA messageboard would update every 15 or 30 minutes, and with a dynamic economy those prices could easily change between those time gaps.

Anyway, just something to consider to make trading more fun.
Nov 01, 2003 ctishman link
<ev>
*Bedeebeep*
Confed Light Freighter: Last time I was on Levo, the price of fishburgers was really low
</ev>
Nov 01, 2003 Celebrim link
Renegade: I played for a while and did not have your experience. Instead, I got as much as 500% profit at times, and never had less than 20%.

Having a market would be convienent, but I'm not convinced that it overall helps gameplay.
Nov 01, 2003 Renegade ++RIP++ link
Its not really a market, its just a small indication of the traderun from point a to point b can give a profit. The traderun from point a to point c gives a better profit, because it has been neglected for a certain time.

So you at least have a thought of where can i go next in stead of having to go to every sector and to try to sell your goods. I find that kind of tedious :(.

PS: the 500% profit one, was that from any sector to a homesector ?

cheers
Nov 01, 2003 Pathfinder link
Have 2 agree mainly with Arolte, cool new stations, needs a bass/treble adjustor, but generally pretty cool compared with b4, havnt tried the dynamic econmomy yet, but, we will c!!!!
Generally though, the whole game seems 2 b going in the right direction and gets more enjoyable by the update!!!!
Nov 01, 2003 Urza link
I just noticed magus telling arolte he should turn his bass up. Now i'm not arolte, so i probably shouldn't bother with this, but....


My iSub (a mac made subwoofer) is turned all the way up, and i cant even feel the turbo unless my computer's volume is really high. Which is very annoying because then lazers and stuff are really loud.

Nov 01, 2003 ctishman link
Psst. The iSub is weak. I have one, and was never able to get sufficient bass out of it to justify giving up the el cheapo 2.1 set I had before. It's actually made by Harman-Kardon.

Also: What about Special Requisition missions? Anyone who's played Railroad Tycoon remembers the special haul missions. Point B requests 10 tons of Fishburgers. Whoever gets it there first gets major cash bonusage.
Nov 01, 2003 Celebrim link
No, it was from a home sector to another sector.

But it seems to me like the dynamic economy is inflating out of control. Current profit from sector 4-7 is running something like 700%, and I got like 400% selling 18-4 and those are fairly expensive widgets.
Nov 01, 2003 Urza link
mine works pretty well. I manage to make the walls shake at half volume (computer at half, iSub at full)
Nov 01, 2003 ctishman link
Irrational Exuberance!
Nov 01, 2003 toshiro link
i can confirm celebrims assumption.
actually, prices have risen constantly.

an experiment conducted with the aim to lower the price of one select commodity was successful.

the price in s9 for standard manufacturing equipment was 100 Cr.
you could sell it in s7 for 1608 Cr.
4-5 persons with mauds carried loads of one good to another place, dropping its price-per-widget by about 300 to 1300 Cr.
it rose again, first to 1308, then 1315, then we halted the experiment.
the experiment was conducted by Magus (just to credit him)
Nov 01, 2003 Phaserlight link
Interesting sidenote to this experiment: the buy price of the widgets in s9 never changed, remaining always at 100cr.
Nov 01, 2003 Celebrim link
Well, clearly they should have put a cap on things. My suspicion is that it will only get worse. Unlike the real world, the more profit you make on a trade run, the less incentive there is to make the trade run (because most people only trade to get enough money to fight). So as prices rises, people will trade less and less, which will drive prices higher, etc.