Title: Need 4 Speed Post by: dwindlehop on January 11, 2007, 11:15:59 AM http://myeve.eve-online.com/devblog.asp?a=blog&bid=412
Quote Changing and adding jumps is also part of this. We need to reroute some traffic from the major hubs today, add more alternate routes around them and so forth. Much of these content improvements, as part of the need for speed, are in Revelations 1.3 and will continue throughout the year. Quote This year, everything we do is determined by the need for speed initiative. We're improving current content out there, replacing 100 NPCs with 10 bigger ones. This doesn't only improve server performance 10-fold, it also improves client performance considerably. All that and anti-blob sov warfare. Title: Re: Need 4 Speed Post by: dwindlehop on January 11, 2007, 11:25:34 AM Quote Removing asteroid belts from overcrowded systems will also happen, it not only makes sense from a roleplay perspective, their existence is also unnecessary. There are 4999 other solar systems with asteroid belts out there, you don't have to mine in Jita :) Title: Re: Need 4 Speed Post by: Yegolev on January 11, 2007, 11:35:49 AM Interested in doing things without being in a blob, and therefore a fat alliance, for sure.
Title: Re: Need 4 Speed Post by: Yoru on January 11, 2007, 11:51:07 AM Mining capital ship? Hell yeah. I wants.
Title: Re: Need 4 Speed Post by: MahrinSkel on January 11, 2007, 11:53:53 AM I suspect it's more likely to be a capital ship refinery.
--Dave Title: Re: Need 4 Speed Post by: Yoru on January 11, 2007, 11:55:43 AM I suspect it's more likely to be a capital ship refinery. --Dave Even better. As long as it doesn't take 3 hours to refine a load of ore at crappy efficiency. A flying refinery would be real awesome for 0.0 mining expeditions, especially if the local systems sucked ass. Title: Re: Need 4 Speed Post by: Yegolev on January 11, 2007, 12:12:41 PM I think a flying refinery would be the bee's knees. It would be like suddenly finding a good career to use your History degree for.
Title: Re: Need 4 Speed Post by: Strazos on January 15, 2007, 02:30:28 PM HEY!
Title: Re: Need 4 Speed Post by: Raging Turtle on January 20, 2007, 10:45:14 AM I'm hijacking this thread to say that I now have a freighter on my builder/trader guy, and my combat guy with be able to fly HACs in less than two days. :-D
/trains evasive manuevering and freighter IV because the Charon turns SLOW. Title: Re: Need 4 Speed Post by: Vedi on January 20, 2007, 05:20:20 PM Please to give report on how good the money-making is for freighter piloting?
Title: Re: Need 4 Speed Post by: Raging Turtle on January 20, 2007, 11:25:11 PM I've got about 800m in startup cash, probably going to try moving t2 items. Will report how it goes.
If anyone has trading ideas, I'd love to hear them. Title: Re: Need 4 Speed Post by: MahrinSkel on January 24, 2007, 11:31:45 PM Charon sucks hairy donkey balls. My Fenrir is 33% faster on normal drives (120mps at Freighter 4 vs. 90 for the Charon), goes to warp in less than half the time (25 seconds from a standing start), and has only 7% less cargo space (65km3 less base capacity, 720k vs. 785k). Although you can hardly call it "nimble", it's no worse than an armor-tanked BS, and better than a fully expanded industrial. Still only does 0.7 au/second in warp, but for 0.0 hauling it blows the doors off any other freighter. But then, for 0.0, Minmatar haulers are better across the boards, but even in Empire on autopilot the reduced time to reach the gate is worth the cargo hit.
--Dave Title: Re: Need 4 Speed Post by: Slayerik on January 25, 2007, 08:24:50 AM You guys know about webbing to increase warp time with freighters? If you have 2 accounts just use one to web the freighter when he comes out of cloak.
Title: Re: Need 4 Speed Post by: Raging Turtle on January 25, 2007, 09:55:20 AM This information is so useful to me now that I have Caldari Industrial V and Caldari Freigther trained.
Title: Re: Need 4 Speed Post by: Yegolev on January 25, 2007, 10:36:27 AM You will have to explain to me why I would want to slow down in warp, unless it's to throw off pursuit somehow. Might want to explain it to me anyway.
Title: Re: Need 4 Speed Post by: Slayerik on January 25, 2007, 10:49:01 AM I wasnt sure so this is what a quick search produced, basically using Eve mechanics to your favor.
"It's a question of what your current speed and alignment is when you get webbed. To enter warp you have to be both aligned, and at >75% of your current max speed. Assume you're aligned in the direction you need to warp out to, but going at 20 m/s. Your max speed is 100 m/s, so you need to be going at 75 m/s to warp. Someone throws a 90% web on you, and so your new max speed is 10m/s, and your new speed to warp is 7.5 m/s. As you're already going at 20m/s, you enter warp instantly. This is the principle by which webbing freighters to get them into warp quicker works." http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=356975 Title: Re: Need 4 Speed Post by: Polysorbate80 on January 25, 2007, 10:57:38 AM it's absolutely true that the Charon is slower than a refund from the IRS. I figure it's up to two minutes slower per autopilot jump, depending on distance between warp points (I'm using the irritating 160AU system right in line between my home and Jita for calculation, and that's with my testing of time-to-warp at Advanced Spaceship Command 3 and Evasive Maneuvering 2; I have Advanced at 5 and Evasive is training 5 now, but even that probably won't shave much off the total time.)
Still, it's perfectly acceptable for AFK flying in Empire, which is the only way I run the thing. And it looks nifty--I've never actually seen a Fenrir in flight, but the picture makes it look kinda like a Borg Cube courtesy of Sanford & Son...? Title: Re: Need 4 Speed Post by: Yegolev on January 25, 2007, 02:48:33 PM and at >75% of your current max speed. Ah, I realized the mechanic when I read this. Current max, awesome. Title: Re: Need 4 Speed Post by: ajax34i on January 26, 2007, 03:48:35 PM Webifying is a hostile action, so Concord will respond unless you're both in a gang AND same player corp.
Title: Re: Need 4 Speed Post by: TripleDES on January 28, 2007, 06:15:27 AM How the fuck is their game coded that the mission system performance scales inversely with the amount of NPC agents?!?
Title: Re: Need 4 Speed Post by: Viin on January 28, 2007, 10:29:11 AM I donno what's going on, but it's certainly slower than it was a year ago.
Hopefully they fix this, as it really puts a damper on getting stuff done. But, on the bright side, it does seem their db stuff is going a bit faster (loading the market screen for example) than it was, but large quantities of items in a container still take forever (I don't remember problems with them a year ago). Title: Re: Need 4 Speed Post by: Yoru on January 28, 2007, 12:02:17 PM How the fuck is their game coded that the mission system performance scales inversely with the amount of NPC agents?!? I think what they're hoping is that increasing the number of agents will spread mission-runners out more. It's well-established that lower system populations = better performance. Title: Re: Need 4 Speed Post by: Raging Turtle on January 28, 2007, 02:21:40 PM They're adding agents? I thought they were just moving some. *checks the incoming patch notes*
Checked em. Yeah I'm still lost. *play Europa Universalis 3* Title: Re: Need 4 Speed Post by: ajax34i on January 28, 2007, 04:38:58 PM I'm not sure what the effect of their drive to move high quality agents to lowsec was, but the crowded agent systems are in high sec. So, if they want to kill the profession, they can move all agents to low sec, and if they want to kill lag, they can either make new agents or put the old ones back where the majority seems to want them, in high sec.
Title: Re: Need 4 Speed Post by: MahrinSkel on January 28, 2007, 08:45:46 PM The initial seed for a market system is the number of mission-runners that regularly populate it, that's how second and third tier market centers emerge, and how the first tier initially emerged. But once the market is there, it's not easy to make it move, they did it once by making Villore and everything near it in Genesis one of the hardest to reach areas in Eve (from almost anywhere it's easier to get to Khanid or Devoid, about as backwater as it gets, than to Genesis). But without *really* screwing up cross-map transport, they aren't going to get Jita to depopulate (making it "further" from Rens depopulated Rens instead of Jita).
This move is more to get the prime mission agents to a less laggy system than to do anything about the lag in those systems. Most of those 500-600 people in Jita are there for trade, not missions. Compared to the old days, when 200 in Jita meant 20-30 second delays to do anything, it's really not so bad anymore. --Dave |