' Wrote:-The Tyoko/Berlin run was a tad broken, fine. Too much money too little time. But having 20 smaller, less profitable routes is no good at all. Yes it encourages people to play their factions routes, but it spreads players so very thin. In my opinion, to make things interesting, why not one or two large, long routes, that can branch out for different areas with the same profit?It encourages player interaction and piracy, making things more fun, instead of the 20 somewhat profitable but dead runs.
Also, please, get rid of local chat being the default. RP aside, it's annoying as heck and hardly serves a purpose. Am I the only one who thinks this?
It's called activity hubs.We had it, one huge economic activity hub. Then Admins went q_q on the amount of sanction requests they had to deal with and Dublin Era ended. Now things are exactly like Administration wanted them, players are equally spread over all systems.
I still miss the old system, though. Even with the amount of lolwuts, it was so damn fun.
Although I do think that having local chat as default increases the RP experience, it does make the server feel more lonely and less populated.
To avoid confusion, is there any way you could replace the text "system chat" with "local chat" in the player list and chat history window? Should be a matter simple of search&replace with a hex editor.
Even better, but possibly impossible, even make 3 options: system, local, and group chat there instead of only 2?
' Wrote:Mining just APPEARS more profitable therefore most... 'noobs' new people charge to it.
200 millions in less than 2 hours... I wouldnt call that just an appearance dear sir. Granted Copper run is one of (if not the) best runs there are.
As for the OP. I agree that trade nowadays just dont cut it. I can see hat devs are trying to keep us playing the game they tinkered to theirs liking by setting some prices quite high but... honestly, nowadays only mining is the real way to make cash.
the only thing that could make server a bit alive is NPC quantity.
Server is full, but its actually not so easy to find anyone to interact with, and when it is full - there is no NPCs at all.
So some systems appears absolutely uninhabited...
Well I understand that it is all about lags and so on...But is it possible to make NPCs spawn at least in systems where we have, for example 1 - 5 players?
What I mean is to make NPCs not spawn in systems where we have enough players and spawn where we have at least one player.
Cause it is hell-like boring to play in T-31 without any GRN NPC around...
' Wrote:How many players at 200/200 are now for one system, 1.2? Most systems are dead empty for 90% of the day.
OTher mine or lul around. Mining = cash grind.
Trade goes down to = cash grind.
RP perspective = lol?
That is right...currently we have only one way - play either in NY or in OMG-7...or whatever else...
:unsure:
Well I must agree that in OMG-7 you can find some pvp fun stuff...but heh...It is unfair!
Take T-31 for example (I will write about it again, I love that sys) there is NO players and there is NO NPCs (because server is full).
Can somebody tell me why cant we have LOCAL NPC spawn control?