Register / Log in

Server Costs Aug

Ends in 11 days 0%
It is currently Tue Aug 21, 2018 1:20 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: Early-game queue lengths
PostPosted: Sun Jan 16, 2011 7:04 pm 
Helpful

Joined: Sun Jan 27, 2008 8:32 pm
Posts: 1767
Faction: Azure League

Offline
The new, faster CR-4P can run through a six-leg queue in a touch over three hours.

Meanwhile, the T1s are more expensive, so you keep playing the CR-4P longer. In general I like this.

But these two together mean the early-game's ability to play itself while you're away is the lowest I can remember its being.


I'm not sure yet how I feel about this. But it does mean Cartography becomes even more valuable early on.


Top
 Profile  
 
 Post subject: Re: Early-game queue lengths
PostPosted: Sun Jan 16, 2011 7:50 pm 
Smashing Pumpkins

Joined: Sat Jan 19, 2008 12:22 pm
Posts: 672
Faction: Independent

Offline
I got into a T1 after about 9 hours, so it wasn't a problem for me.

But there's still the old issue of Cartography being most useful at the very beginning of the game when you don't have any points to spend on it. That's why I suggested putting all the airships in the bottom tiers where their terrifically slow speeds are a benefit.

_________________
:brownflag: "Proactively providing aid to those in need." :brown:


Top
 Profile  
 
 Post subject: Re: Early-game queue lengths
PostPosted: Wed Jan 19, 2011 7:33 am 
Noted Explorer

Joined: Wed Dec 13, 2006 7:51 am
Posts: 686
Location: Brooklyn, NY
Faction: Flight School
Offline
I agree that the faster CR4P makes the game "play itself" faster at the beginning. Then again, this is not necessarily a bad thing. For a casual player it should not matter, since they don't, by definition, care if they are not "keeping up" with everyone else. Grounding for 4 hours while they're at work isn't a big deal. For hardcore players... well, we always find a way. :remywild:

Fex

_________________
System: Chrome - Mac OS 10.7 - MacBook Pro (Intel - 2011 model)


Top
 Profile  
 
 Post subject: Re: Early-game queue lengths
PostPosted: Thu Jan 20, 2011 12:25 am 
Developer

Joined: Tue Nov 21, 2006 12:11 am
Posts: 182
Offline
Yeah, there were several reasons that I wanted to make the CR-4P faster in the beginning of the game.

1. I always disliked that combat sucked the most at the very beginning of the game. Making the CR-4P faster overall means it's more fun in combat, and it means that upgrading to a T1 trade plane makes you slower, which works well fr the new alternating-speed trade tiers.

2. Decreasing the cargo size while increasing speed keeps the CKPH the same while lowering risk. With a smaller cargo, it's a lot more difficult to lose your money on a bad trade.

3. Newer players are less accommodating of the whole real-time travel thing, so shortening the time between check-ins seemed like a good move.

Below are some charts from the new stats that I think I may have shared before.

-- Archon

Image

Image


Top
 Profile  
 
 Post subject: Re: Early-game queue lengths
PostPosted: Fri Jan 21, 2011 10:14 pm 
Sapphire Luminary

Joined: Tue Dec 16, 2008 11:09 pm
Posts: 1969
Faction: Flight School
Offline
Making it quicker seems like a great idea since new users tend to hate/not understand the real time issue.

_________________
:secret:
RP profile
Oh wow I'm the governor of Kadath


Top
 Profile  
 
 Post subject: Re: Early-game queue lengths
PostPosted: Fri Jan 28, 2011 8:57 am 
Min-Maxer

Joined: Fri Jan 25, 2008 11:05 am
Posts: 210
Faction: Court of Violets

Offline
I find it quite nice. The queues are much quicker, but not too quick. Combined with reasonably simple trade routes, it still maintains it's "sporadic" nature, I can still log in every few hours, for all of 5 minutes, to find that I've achieved something. I don't imagine the average "new" player cares much that they lose a few hours of potential flight time while sleeping.

The only ones that may suffer, are the competitive/hardcore players at the start of a round. Which occurs in most any online game, and I find totally reasonable.


Top
 Profile  
 
 Post subject: Re: Early-game queue lengths
PostPosted: Fri Jan 28, 2011 9:02 pm 
Helpful

Joined: Sun Jan 27, 2008 8:32 pm
Posts: 1767
Faction: Azure League

Offline
I'm convinced.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group