The Linux kernel reaches 128 CPU's just because of SGI. So, it's not as easy as you think. Also, there's the hardware to consider. Opterons aren't up to 32 yet, they are hoping that the new 3rd-party chipset will work well with that
Sweden is roughly the same size as California, has less than a third of the population, and thus a lower population density too(with comparatively more people in the rural areas), yet has a more widespread "broadband" infrastructure(Around 85% of the population can get ADSL in some form for example)
Investigate Pathscale's compiler suite. For x86-64 they are the fastest ones around that are still easy to use. For EMT64, the Intel compilers are still better.
I don't regret the purchase, much as I don't regret the purchase of the Intel compilers or the IBM compilers for PPC either. All are infinitely preferable to GCC if you can make back what the compilers cost. They all have better ANSI compliance for example, and much better performance in the scientific apps I do.
Yeah, well, the whole GCC thing usually revolves around religious adherence to the only compiler most comp.sci weenies of today has ever used.
I meet way too many comp sci people of today, quite a few of them extreme open source advocates, who can only work with GCC, and are very poor when it comes to writing ANSI-compliant code. They are too used to using GCC and the non-standard extensions. Quite ironic, given their pretentious drivel about "standards compliance"
By trading minerals and various components. Dumping mineral prices is a major killer sometimes.....
If Alliance A has a buy order out for Tritanium for 1.75 ISK/unit, and a couple of hundred million units wanted, a trader will set one for the same amount of units, but maybe 1.8 ISK/unit. The trader can still sell it for 2+ in a major trade area, but the alliance could very well miss out on a lot of Trit they need for manufactures
Same thing with sell orders: Dump the market slightly so that your sell order looks preferable
It should be noted that 71000 paid accounts is more than the actual number of players. I wouldn't be surprised if as many as 50% of the accounts are secondary, tertiary or even quarternary accounts though judging by in-game population 35-40% seems more likely.
Also, you guys need to use a bit more logic when it comes to game mechanic changes(Tuxfords proposed Mk II changes for example, or the plate mass suggestions), get some more RP content instead of the 0.0 soap opera assisted by Dev and GM chars and Out-Of-Character Help(Snooping around on IRC is quite "fun"). 0.0 soap-opera, or "content" as you prefer to label it, mostly consists of "You did!" "Did Not!" "Did Too!" "Did Not!", the brave forum warriors spamming the channels(And, doing a bit of statistical analysis, you can see a bias towards BoB and 5 from the forum moderators too, far fewer locks and edits against them even on pure flames) and alt account lameness.
Also, the banning of Jade Constantine... While people such as Molle, Viceroy etc can still post... Jade added more real content than any of them did.
However, the RP communities have tried to create real, actual content, but been blocked at many times(I mean, for fucks sake, why weren't the RP people such as UK, CVA, Jericho Fraction etc told about the email adress to submit chronicles to? They had to get that info from generally unimaginitive 0.0 people from BoB(Again!)). They have tried to create small and large events that both fit the background _and_ make sense from a purely logical perspective. They also want the ability to interact with the empires they work with and against. You really should talk to people such as Gaven Lok'ri, Khaldorn Murino, Lomong etc. They all have some quite fascinating ideas for various gameplay improvements for those who wish to do something that ties into the storyline. And not crap events such as the Titan one, that was just ridiculous
And then there's your technical crews... *Smirks* Misconfigurations through sheer incompetence, implementing changes to the primary infrastructure without also doing them to the secondary infrastructure, divide by zero errors in the client, memory leaks, server-side lag spikes, where the client can have 30-40ms ping to server, 40-50 FPS, yet the _server_ refuses to respond, and all you do is blame the clients(Sure, 20 people in the same system _all_ have the same problem at the same time.... Not!)
Yes, the only major reason I still play EVE is because it's the only space-based MMO that isn't 100% crap. I'm not involved in the RP community myself, but some of my friends are, and I admire them for wanting to do more than just kill-kill-kill.
That person will also have more direct competitors, and even enemies. He'll also have more "responsibilities", since he'll most likely have joined a more "prestigious" corp.
Free time isn't _that_ much in need for it. Checking the map takes all of a minute or two. Checking Local is what you do while you're there, same thing with scanner. Asking in corp/alliance/public chat if an area is hot and what can be expected takes less than 5 minutes. But yes, it's really a multi-player game, where good teamwork/cooperation and the ability to think fast rather than just twitch are the most important attributes.
Mechanics have changed a bit since beta, and even since release.
OK, to begin at the end: Not factoring in learning skills or implants would be a major mistake, hence it's not a straw-man argument. In fact, the reality is that anyone going for that _will_ train learning skills, and many will use implants. The conclusion of that is that not factoring them in makes for a purely theoretical scenario which is refuted by actual gameplay.
Also, diminishing returns do factor in since we're talking actual application, not a purely theoretical situation.
And you usually end up in such situations due to not thinking ahead and not using the tools at your disposal(Map, local channel, scanner, asking friends etc etc)
Absolutely maxing out those skills take less than 7 months. Besides, if you knew anything about the game mechanics, you'd know that the difference between level 4 and 5 is only really noticeable on a few specialist ships, such as Dominix(Drone control Bonus), ergo, there's no real "maxing out", unless you go for Tech 2, but then you move on to another level. Hence, it's not a straw-man argument.
All in all, you can have all that within 5 months if you think about what you're doing, ask around etc.
As for BS vs Frig, not all BS's are fitted for frig-killing. That's quite far from the truth. But if they _have_ fitted for that, a frig pilot doesn't stand a chance if he stays around, and that is as it should be. A gang of frigates, however, fitted with sensor dampeners... *Grins*
As for character skills, I have all the above skills at those levels or higher, I can fly Gallente assault frigates, heavy assaults, covert ops, interceptors in addition to the T1 ships such as frigates, cruisers and battleships. I also have some science skills, EW skills, the necessary corp management skills etc.
Don't bother with the Advanced Learning skills to level 5. That time investment doesn't pay off until years ahead, unlike lvl 4's, which pay off _much_ faster
A friendly advice: Train Navigation 1 if you haven't got it already, then afterburners 1.
And, train your learning skills if you continue with the game! They are essential. Best pattern is: First Instant Recall to lvl 4, then Analytical Mind to lvl 4. After that, Learning to lvl 4. When you're done with those, go for lvl 5 Instant Recall, then Eidetic Memory up to lvl 5. After that, Analytical Mind, finishing it all off with Lvl 5 Learning. Meanwhile, during that training period, just save up for the advanced learning skills. If you've joined a player corp by then, you might even get help to earn that money(If you're allowed to tag along on lvl 4 missions, you can easily make a couple of millions in one night).
When you have trained Eidetic Memory to lvl 4, go to Logic lvl 4. Now you can train the other learning skills such as Spatial Awareness/Focus etc. It's a bit boring, but you'll notice that it pays off even one month later, by cutting training times for later skills down by a lot.
I want to expand on a point here: Traders: One of the most difficult roles playerwise(Monitoring multiple locations, hauling the stuff quickly etc etc). But a single good trader with the right connections(Yes, you have to be SOCIAL. Who would have guessed that in a MULTI-PLAYER game huh?!?) can do more economic damage to an alliance in just an afternoon than even the best PvP corps can with all their kills.
You can take out badly setup battleships with a frigate, especially an interceptor or an assault frigate, just like you can survive an attack unless they are fitted for frigate killing. If the ship has even a rudimentary tank, you're not gonna get through it if the player has even half a braincell.
I've taken out a fair number of cruisers with T1 frigs though(Incursus and Tristan), and even a number of interceptors(cocky ceptor-jocks whine so funnily when they lose to T1 frigs)
Heh, most pirates don't engage in straight-up fights though, they prey on miners and traders. Many pirates safespot/log/dock if it looks like there's the risk of an even fight.
3 years is bullshit. A focused character can pilot battleships decently in PvP in less than 3 months(Besides, you need that time just to figure out the finer details of the game mechanics. You'd be surprised at how many idiots there are that just want an "I Win" button, and who don't want to think for themselves)
And, your player skills do count. But, they are more mental skills than the CounterStrike/Quake Twitch. Which fights can you expect to win? Which fights can you expect to survive? Do you utilize transversal properly? Are you fitted so you can deal with the enemy tackler? How good are you at keeping yourself aware of your surroundings so you see if the enemy gets backup? Do you know where you are in relation to stellar bodies, do you know how long it will take you to align and warp out? Will your cap hold an extended engagement after a long warp-in? Are you able to communicate with teammates, or do you expect to be able to lone-wolf it(Usually a bad idea for anyone lacking even one of the factors I mentioned)
Yes, EVE has flaws, but the parts you mentioned are not flaws. It creates a more tactical game. If you want twitch-type, you could always play Freelancer
2 months to train BS lvl 5? You haven't trained up your learning skills, I take it? For me it'd take 34 days. In the meantime, I'll just fly my Heavy Assaults, with Heavy Assault Lvl 5 already.
As for the devs communicating, it's not as much as you imply. It's mostly a little clique of sycophantic players who get heard on IRC. Be aware that there is heavy favoritism involved both from the GM's and the Devs(Most obvious examples should be BoB and 5, both heavily laden with GM's and Devs characters)
Never mind all the errors Stackless Python has. Many of the client-side issues that EVE has are to be blamed on not only CCP's shoddy coding practices(Run the code through a debugger sometime... I've done it... It's horrible), but Stackless Python itself. Just look in the error log folder and look at all the errors it coughs up hour by hour.
(Don't get me started on their backend design and management....)
The Linux kernel reaches 128 CPU's just because of SGI. So, it's not as easy as you think. Also, there's the hardware to consider. Opterons aren't up to 32 yet, they are hoping that the new 3rd-party chipset will work well with that
There's also the fact that up until the R5x0 GPU's, only Nvidia and 3D Labs supported 32-bit floats, making it easier to implement features like this.
However, we can break it down on another level:
Sweden is roughly the same size as California, has less than a third of the population, and thus a lower population density too(with comparatively more people in the rural areas), yet has a more widespread "broadband" infrastructure(Around 85% of the population can get ADSL in some form for example)
Investigate Pathscale's compiler suite. For x86-64 they are the fastest ones around that are still easy to use. For EMT64, the Intel compilers are still better.
I don't regret the purchase, much as I don't regret the purchase of the Intel compilers or the IBM compilers for PPC either. All are infinitely preferable to GCC if you can make back what the compilers cost. They all have better ANSI compliance for example, and much better performance in the scientific apps I do.
Yeah, well, the whole GCC thing usually revolves around religious adherence to the only compiler most comp.sci weenies of today has ever used.
I meet way too many comp sci people of today, quite a few of them extreme open source advocates, who can only work with GCC, and are very poor when it comes to writing ANSI-compliant code. They are too used to using GCC and the non-standard extensions. Quite ironic, given their pretentious drivel about "standards compliance"
By trading minerals and various components. Dumping mineral prices is a major killer sometimes.....
If Alliance A has a buy order out for Tritanium for 1.75 ISK/unit, and a couple of hundred million units wanted, a trader will set one for the same amount of units, but maybe 1.8 ISK/unit. The trader can still sell it for 2+ in a major trade area, but the alliance could very well miss out on a lot of Trit they need for manufactures
Same thing with sell orders: Dump the market slightly so that your sell order looks preferable
The sums involved are up in the billions.
More time spent playing can also mean bigger losses. And yes, you will have more enemies, just by virtue of more activity.
I have fairly balanced stats too, but I use implants too.
It should be noted that 71000 paid accounts is more than the actual number of players. I wouldn't be surprised if as many as 50% of the accounts are secondary, tertiary or even quarternary accounts though judging by in-game population 35-40% seems more likely.
Also, you guys need to use a bit more logic when it comes to game mechanic changes(Tuxfords proposed Mk II changes for example, or the plate mass suggestions), get some more RP content instead of the 0.0 soap opera assisted by Dev and GM chars and Out-Of-Character Help(Snooping around on IRC is quite "fun"). 0.0 soap-opera, or "content" as you prefer to label it, mostly consists of "You did!" "Did Not!" "Did Too!" "Did Not!", the brave forum warriors spamming the channels(And, doing a bit of statistical analysis, you can see a bias towards BoB and 5 from the forum moderators too, far fewer locks and edits against them even on pure flames) and alt account lameness.
Also, the banning of Jade Constantine... While people such as Molle, Viceroy etc can still post... Jade added more real content than any of them did.
However, the RP communities have tried to create real, actual content, but been blocked at many times(I mean, for fucks sake, why weren't the RP people such as UK, CVA, Jericho Fraction etc told about the email adress to submit chronicles to? They had to get that info from generally unimaginitive 0.0 people from BoB(Again!)). They have tried to create small and large events that both fit the background _and_ make sense from a purely logical perspective. They also want the ability to interact with the empires they work with and against. You really should talk to people such as Gaven Lok'ri, Khaldorn Murino, Lomong etc. They all have some quite fascinating ideas for various gameplay improvements for those who wish to do something that ties into the storyline. And not crap events such as the Titan one, that was just ridiculous
And then there's your technical crews... *Smirks* Misconfigurations through sheer incompetence, implementing changes to the primary infrastructure without also doing them to the secondary infrastructure, divide by zero errors in the client, memory leaks, server-side lag spikes, where the client can have 30-40ms ping to server, 40-50 FPS, yet the _server_ refuses to respond, and all you do is blame the clients(Sure, 20 people in the same system _all_ have the same problem at the same time.... Not!)
Yes, the only major reason I still play EVE is because it's the only space-based MMO that isn't 100% crap. I'm not involved in the RP community myself, but some of my friends are, and I admire them for wanting to do more than just kill-kill-kill.
That person will also have more direct competitors, and even enemies. He'll also have more "responsibilities", since he'll most likely have joined a more "prestigious" corp.
That logic doesn't hold up. In fact, the original posters argument is the straw-man, seeing as it has little resemblance to the actual situation.
Free time isn't _that_ much in need for it. Checking the map takes all of a minute or two. Checking Local is what you do while you're there, same thing with scanner. Asking in corp/alliance/public chat if an area is hot and what can be expected takes less than 5 minutes. But yes, it's really a multi-player game, where good teamwork/cooperation and the ability to think fast rather than just twitch are the most important attributes.
Mechanics have changed a bit since beta, and even since release.
OK, to begin at the end: Not factoring in learning skills or implants would be a major mistake, hence it's not a straw-man argument. In fact, the reality is that anyone going for that _will_ train learning skills, and many will use implants. The conclusion of that is that not factoring them in makes for a purely theoretical scenario which is refuted by actual gameplay.
Also, diminishing returns do factor in since we're talking actual application, not a purely theoretical situation.
And you usually end up in such situations due to not thinking ahead and not using the tools at your disposal(Map, local channel, scanner, asking friends etc etc)
Absolutely maxing out those skills take less than 7 months. Besides, if you knew anything about the game mechanics, you'd know that the difference between level 4 and 5 is only really noticeable on a few specialist ships, such as Dominix(Drone control Bonus), ergo, there's no real "maxing out", unless you go for Tech 2, but then you move on to another level. Hence, it's not a straw-man argument.
Needed for good battleship fittings and to supplement a good pilot:
Common to all:
Spaceship command lvl 4(5 if you feel like it)
Frigate lvl 4
Cruiser lvl 4
Battleship lvl 1
Necessary Supporting Skills:
Engineering lvl 4-5
Cap Management skill(Under engineering skilltree), 4-5
Energy Grid Upgrades 3-4
Electronics 4-5
Electronics Upgrades 4-5
Navigation 4
Afterburner 4
Warp Drive Operation 3-4
Weapon skills of your desired class to 4 and the supporting skills.
Specific Skillsets:
For shield tankers, all the cap management skills.
For armour tankers, the mechanic skilltree
Bonus skills for specialist fittings:
High-speed maneuvering
ECM skills
Drone skills
All in all, you can have all that within 5 months if you think about what you're doing, ask around etc.
As for BS vs Frig, not all BS's are fitted for frig-killing. That's quite far from the truth. But if they _have_ fitted for that, a frig pilot doesn't stand a chance if he stays around, and that is as it should be. A gang of frigates, however, fitted with sensor dampeners... *Grins*
As for character skills, I have all the above skills at those levels or higher, I can fly Gallente assault frigates, heavy assaults, covert ops, interceptors in addition to the T1 ships such as frigates, cruisers and battleships. I also have some science skills, EW skills, the necessary corp management skills etc.
Don't bother with the Advanced Learning skills to level 5. That time investment doesn't pay off until years ahead, unlike lvl 4's, which pay off _much_ faster
A friendly advice: Train Navigation 1 if you haven't got it already, then afterburners 1.
And, train your learning skills if you continue with the game! They are essential. Best pattern is: First Instant Recall to lvl 4, then Analytical Mind to lvl 4. After that, Learning to lvl 4. When you're done with those, go for lvl 5 Instant Recall, then Eidetic Memory up to lvl 5. After that, Analytical Mind, finishing it all off with Lvl 5 Learning. Meanwhile, during that training period, just save up for the advanced learning skills. If you've joined a player corp by then, you might even get help to earn that money(If you're allowed to tag along on lvl 4 missions, you can easily make a couple of millions in one night).
When you have trained Eidetic Memory to lvl 4, go to Logic lvl 4. Now you can train the other learning skills such as Spatial Awareness/Focus etc. It's a bit boring, but you'll notice that it pays off even one month later, by cutting training times for later skills down by a lot.
One that is more tactical than twitch-games such as Freelancer?
I want to expand on a point here: Traders: One of the most difficult roles playerwise(Monitoring multiple locations, hauling the stuff quickly etc etc). But a single good trader with the right connections(Yes, you have to be SOCIAL. Who would have guessed that in a MULTI-PLAYER game huh?!?) can do more economic damage to an alliance in just an afternoon than even the best PvP corps can with all their kills.
You can take out badly setup battleships with a frigate, especially an interceptor or an assault frigate, just like you can survive an attack unless they are fitted for frigate killing. If the ship has even a rudimentary tank, you're not gonna get through it if the player has even half a braincell.
I've taken out a fair number of cruisers with T1 frigs though(Incursus and Tristan), and even a number of interceptors(cocky ceptor-jocks whine so funnily when they lose to T1 frigs)
Heh, most pirates don't engage in straight-up fights though, they prey on miners and traders. Many pirates safespot/log/dock if it looks like there's the risk of an even fight.
3 years is bullshit. A focused character can pilot battleships decently in PvP in less than 3 months(Besides, you need that time just to figure out the finer details of the game mechanics. You'd be surprised at how many idiots there are that just want an "I Win" button, and who don't want to think for themselves)
And, your player skills do count. But, they are more mental skills than the CounterStrike/Quake Twitch. Which fights can you expect to win? Which fights can you expect to survive? Do you utilize transversal properly? Are you fitted so you can deal with the enemy tackler? How good are you at keeping yourself aware of your surroundings so you see if the enemy gets backup? Do you know where you are in relation to stellar bodies, do you know how long it will take you to align and warp out? Will your cap hold an extended engagement after a long warp-in? Are you able to communicate with teammates, or do you expect to be able to lone-wolf it(Usually a bad idea for anyone lacking even one of the factors I mentioned)
Yes, EVE has flaws, but the parts you mentioned are not flaws. It creates a more tactical game. If you want twitch-type, you could always play Freelancer
2 months to train BS lvl 5? You haven't trained up your learning skills, I take it? For me it'd take 34 days. In the meantime, I'll just fly my Heavy Assaults, with Heavy Assault Lvl 5 already.
As for the devs communicating, it's not as much as you imply. It's mostly a little clique of sycophantic players who get heard on IRC. Be aware that there is heavy favoritism involved both from the GM's and the Devs(Most obvious examples should be BoB and 5, both heavily laden with GM's and Devs characters)
Never mind all the errors Stackless Python has. Many of the client-side issues that EVE has are to be blamed on not only CCP's shoddy coding practices(Run the code through a debugger sometime... I've done it... It's horrible), but Stackless Python itself. Just look in the error log folder and look at all the errors it coughs up hour by hour.
(Don't get me started on their backend design and management....)