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Eternal

Alpha Tester
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Posts posted by Eternal

  1. Since we are unlikely to have wheels in this game due to technicalities, how about something modern and something without involvement of wheels, "Electromagnetic rail propulsion" like maglev-trains with possible application as well to vertical-elevators. 

    Please hear my proposal out.

    I will simplify my idea on this picture below:

    The 4 things that I circled below are elements that must be created to introduce this technology to us. They have their functions, that's why they are elements. While the rest in the picture are all player-constructed. If you can give us these elements and a vertical-counterpart of these, I can construct my own elevator-cab(whatever the size), and use these elements for leveling.

    MWpZp17.jpg

    The rail-gun and the metal-storm-gun also work under the same principle. They are a type of electric propulsion(electric because it uses electric-current to create repulsion).  

     

    It's the future. Why traction(cable)-elevators and third-rail-trains? Why not electromagnetism? Electromagnetic-propulsion has no wheels; in this picture, you have 2 coils/magnets; you have the levitation-coils at the bottom of the rails (opposing magnetic field creates attraction, thus levitating the vehicle); and then you have the propulsion-coils at both the sides of the rails(similar magnetic field creates repulsion, thus propelling the vehicle); all of these with the magnets on the vehicle to work with the coils.

     

    This is not technically hard, so please, look at my proposal.  

  2. Since we have a Nano-Former in this game (a device which can deploy just about any material), I propose a 3D-printing Mechanical-Arm than can be fitted to an Auxiliary-Ship for Repair-purposes. They can weld back a damaged-ship and provide that support of Repair to a fleet. If we have such technology as Nano-Formers, ofcourse this Mechanical-Arm can Cast(Repair) anything. How does the Arm work? Hydraulic-Actuators and remote-controlled! (just like fly-by-wire, the electrical-control is converted to mechanical-movement)

    a13024873bd58939_800x800ar.jpg  

     

    The Arm must have a Welding-Torch (it's Torch and Filler in 1-Nozzle). Make it spark when you are doing Repairs due to Arc. Add a time-mechanics to the Repair. To Repair, it takes time. 

    welding-engineering-1.jpg

     

    Look at this Ship in the picture below. Do you see that Hydraulic-Crane/Hoist in the back? This is an example of where we can fit a Mechanical-Arm. This is an Auxiliary-Ship, it's purpose is nothing but to provide support.

    MRAV_1600.jpg

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    Also, give us Replenishment-Tanker/Refueler-technology. The Fueler has a remote-controlled-Drogue, and the input-Ship has a fixed-Probe(an intake to receive the Fuel). This Replenishment-Tanker is another Auxiliary-Ship that will provide support of Fuel-Replenishment. This Ship is designed to accommodate large volumes of Fuel through it's Fuel-Tanks. With their help, they can increase another Ship's Range or Endurance through Refueling. Add a time-mechanics to Refueling (it will take time to channel all the fuel needed).  

     

    mv-22-leak-check.jpg

     

    160109-F-BH167-003.JPG

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    Another thing that I would like to talk about is the concept of Resupplying. 

    An Auxiliary-Ship can arrive, shoot a line, and through that line, we can send Crates from Ship to another Ship. Inside these Crates are Supplies to increase a Ship's Endurance. Things like Ammunition, and any necessary Materials to keep an operation going (Food, if we are gonna have such mechanics).

    US_Navy_110711-N-ZS026-391_The_Military_

     

    Another method of Resupplying is through Air-Drop.

    09521008.jpg

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    One last thing for an Auxiliary-Ship is a Hospital-Ship like USS Mercy. It will pick up the corpses of the dead and bring them aboard their ship (to make sure that their bodies do not get looted). They can also provide Fresh-Crew capable of performing necessary duties to another Ship and replace the dead. For example, a Ship is short of Gunners because most of them died when the Ship was hit. The Hospital-Ship will pick up the dead, or they themselves will loot the dead (to prevent them from being looted) and stay out of the crossfire (this means less risk, thus, their loots are safer), while also replacing the dead-crew with fresh-ones(different Players). When you die in this game, it might help if somebody can save your ass. Without any sort of Medical-Mechanics implemented to this game (which I support the idea of having one) then the Hospital-Crew can board my Ship, loot my body and run away, then give it back to me after.

    USNS_Mercy_T-AH-19_2005.jpg 

  3. So as I was saying, laser-tech is a "must" in this game. In a world that is situated 10,000 years ahead from the present, an absence of this technology will make this game look unsophisticated, as we already have this technology right now in the present (since 50 years ago!). 

     

    10,000 years in the future, who knows, they can also be used for ground-based anti-air-defence.  

     

    According to my imagination, a big territory can be heavily fortified with these anti-air-lasers where enemies will try to breach through this defence. It will be heavily fortified like the airbase in Vietnam during Vietnam-War. 

    gallery-1457650596-2455273.jpg?resize=76

  4. So as I already explained, these are technically possible! Just to give NQ some of my ideas.

     

    Genesis/Requiem of Gundam Seed (in real-life, beams as powerful as these are invisible, as I already explained. For in-game-immersion, make them visible as you like, I don't care. Basic-parts are giant-reflector-dish where the energy is all directed from, and an Output-Coupler and Amplifier Assembly which are designed in 1-single-assembly):

    latest?cb=20090521065901hqdefault.jpg5a73b398.jpgep47b.jpg

     

    Make the doped-glass of the Amplifier (which is made out of rare-material called "Erbium". you will make this rare in the game for amplification-purpose!) crack when you beam powerful destructive laser that is of very high frequency. Make this doped-glass craft-able in the game and have limited-life-span. The material is rare anyway. What happens if you run out of Erbium? You cannot amplify without a working-doped-glass!

     

    Give us Amplification of Energy in this game! Even nuclear-explosion and radiation is energy. Heat that will vaporize you is "light", you just do not see it because it's invisible because of high frequency. They are all electromagnetic-wave (which we can also call "light"). 

     

    In gundam seed, we have something called a cyclops-system(it's basically an Amplifier of Energy).

    latest?cb=20090517140820latest?cb=20090517141626ep35b.jpg

    We can miniaturize these amplifiers and put them in a nuclear-warhead! The moment that they explode, they are of very high frequency that matter itself will vaporize to elementary-particles.

     

    And for godsake, give us Nuclear-Decay in this game! It's a mass-weapon-of-destruction, but the materials required are very rare (they even have to enrich the material in adequate-amounts). The goal in the game is to not let the enemies get their hands on these materials. If they had, you got to have a nuclear-agreement with them like Iran. You can stockpile these ICBMs for mainland-security-purpose and maybe use them for last-resort. I don't see anything wrong with it as long as the materials are rare.

  5. Laser-tech are overratedly unrealistic even though this technology have been around since 1950s? To tell you the truth, it's being used in the military "right now". Have you ever heard of LAWS-weapon-system or perhaps ABLs(Airborne Lasers)? It even exists in guns called PHASRs. Yes, these are reality! The concept is really simple. How do you produce lasers? Through optical amplifier! It's basically a cone(we call this cone a "pump" and the bore of this cone is optical or made out of mirror. otherwise, how do you expect the energy to reflect?) with mirrors on both ends(the rear-mirror is what we call a "reflector", the front-mirror is what we call an "output"). You will pump energy(electric-current, which is electromagnetic-wave, same thing! In the future, we can use nuclear-reaction for the best-effectiveness) in the cone, those energy will go to the reflector, and it will all bounce to the output-mirror producing beam of energy. Energy is light or electromagnetic-radiation(they are all the same. Even heat is a form of electromagnetic-radiation that is not from conduction). This electromagnetic-signal still have to be amplified for gain. That's why you need a Doped-Fiber to amplify that energy after the Output-Coupler. It will pass through that Doped-Glass(this glass is made out of Erbium), amplifying that signal for that final-output of electromagnetic-signal(which is amplified).

    Laser.svg

    The disadvantage of lasers is it takes time for it to become more concentrated. Think of it this way; Electromagnetic-waves(or light-waves) are energy. The shorter the wavelength gets, the more energy. When it hits an object, they will become more and more compressed over time ofcourse. It will take time for that energy to build up on the contact of that object. In the future, greater and greater powerful pulse of electromagnetic-energy can be emitted through advancement of technology. You don't even need time for that energy to build up! As soon as it makes contact, it will cut through almost instantly. 

     

    Also, as I already said, electromagnetic-energy (or light) are wavelengths. Visible-wavelengths such as red and green (like what you see in Star Wars) are not powerful enough. These are the type of lasers that you see as toys. Very powerful short-wavelengths that are invisible to human-eye (such as x-rays and gamma-rays) is what we should use in military. These light are powerful and damaging, but you cannot see them (I guess this is an advantage also). These are invisible-lasers and they are more powerful than visible (RGB) and lower-frequency-lights(whether they are visible or not). The most powerful lasers are on the highest frequency of spectrum.

    Electromagnetic+Waves.jpg 

     

    In conclusion, Lasers are not overrated. They have been around since when? If I'm not mistaken, the use of Magnifying Glass have been around since years of BC! What's overrated, I think, is the use of these lasers in movies like Star Trek and Star Wars. They are just very unrealistic! In Star Wars, you have Fighters that uses Horizontal-Stabilizers as Winglets, and do they have any Flight-Tabs? No! Not only it adds to the Drag, it cannot possibly turn! This movie is a joke! I've seen the latest-movie and I remember the scene when the captain crashed the ship to an enemy ship on a developing light speed. The fk? The collision propagated a loud sound, when in fact, sound cannot be created in a vacuum! Those movies are a joke and overrated! Not the concept of lasers because they already exists!

  6. @0something0 I thought about it myself, it's kind of hard to achieve such engine-customization through Sandbox-way(even if you just want Stats and Animation with no physics-involvement) because of the tech-limitation.

    We can achieve it though, through Forza-Motorsports-like Parts-Upgrade and Tuning.

    maxresdefault.jpg

     

    The Lexus-car in the picture can represent our Engine that already has it's own Nacelle(it is one-Element). There are many Engine-models in this game, just like we have many cars in Forza. There are also many Upgrades within each Engine-models (just need the right-resources to Upgrade the Parts. In Forza, we upgrade by paying for them in CR or Credit, in DU, we can pay for this upgrade through required-Resources that will be consumed). The parts have Stats ofcourse, Stats that you may need for certain-situations such as fuel-efficiency, noise-reduction, weight-reduction, good flow-rate(increase speed), etc. In the tech, you are just upgrading by changing the stats of your model-engine (it's not really physical. If it is, not to a high-degree).

     

    This way, you will have some kind of customization-freedom to how your engine will work and it's own overall-stats(having the right stats is efficient in certain-situations). Getting the suitable-Parts suitable for certain-situations is the "Tuning"-concept in Forza.

  7. Well, the point is, it's aerodynamic-sound that makes much of the noise produced by powerplants. It is factor to that(unless you have a terribly-designed-exhaust). It's really the blades that makes most of the noise. Same principles with propeller, jet engines have spinning-blades too(and they spin faster).

     

    Yes, DU will have different kinds of engines, including that one you have in the picture which has a divergent-nozzle (it's actually convergent-divergent with divergent-outflow to reach supersonic-speed from subsonic. That nozzle is a good design to increase flow-rate or speed, but terrible in terms of noise-reduction. That thing is loud because the nozzle is not tapered). 

     

    Space-shuttles use the same divergent-nozzle. The nozzle-design has good-flow-rate, but you know, it's loud if you are gonna use that on a jet-engine.

    maxresdefault.jpg

     

    Like I said, tapering the nozzle will reduce the noise-signature. Taper = convergent-shape. 

    Something like this will produce less sound, but it does limit flow-rate(Bernoulli's law).

    Tupolev_Tu-144_engine_nozzle.jpg

     

    The thing is, through nozzle-design, we can limit aerodynamic-noise. Blades still have to spin in order for the engine to work, they must make noise.The faster it spins, the louder and sharper the noise it produce.

     

  8. Size of the Engine affects it's sound? lol. That depends on the bypass-ratio of the engine (lower-bypass produce less noise, believe it or not, because much of the noise will be contained in the exhaust). The Rotor-Blades(the Fan-Blades from the Intake of Compressor, especially), they are the cause of most of the noise in the Powerplant. Now, noise-production does not depend on the size(span) of the blades, but how fast it's rotating in RPM (once it reached supersonic-speed needed for takeoff, it becomes loud). This is called "Aerodynamic-noise" and it's the main of source of noise produced by aircrafts(and their powerplant, and their powerplant alone). Rotor-Blades make Aerodynamic-noise, they work through aerodynamics.

    It depends on what type of exhaust too. Short-Duct-Converging-Nozzle with a Plug can reduce the noise produced by the exhaust(which comes from the Turbine-Blades). Also, if you are to taper a nozzle, it does reduce the sound too.

     

    look at this picture, the green-triangle on the aft of the engine (on the exhaust), is the plug, and covering it, is the short-duct-nozzle;

    HtsVp.jpg 

     

    It's not the size of the engine-nacelle, it's not the size of it's components(such as span of the blades) that affects it's noise-production, but the RPM of Blades, types and noise-reduction-designs of exhaust-system, and the bypass-ratio (primary-bypass-flow do not go through the exhaust-duct, it goes out of the bypass-nozzle which is part of the nacelle, so expect that to be loud. This is why in this picture, the exhaust of nacelle, AKA the "bypass-nozzle", it is zigzag-shaped or chevron-shaped, not straight-shaped, because such shape atleast reduce the sound from the bypass to some degree through lessening the turbulence. They designed that engine to be high-bypass because they need fuel-efficiency ofcourse). Smaller-engines can produce just as much sound too, it's not factor to it's size.

     

    What I propose for this game, is make the engines louder when RPM increase. If you want more Thrust(you control this on the Throttle), the blades will have to rotate faster, making the aerodynamic-noise louder. Combustion-noise, in comparison, are not even that loud in real-life. 

  9. Yes, indeed, it's still PVP, but in a non-physical-combat-manner. I still like it.

    It works for me, and the system is all fair. I just do not want it to be limited to combat, that's all I'm saying. PVP in terms of Socialization (this is what drives me more, not the combat).

  10. Also, pls do not forget that one of the main selling-point of this game is "player-driven-socialization" (Not just player-driven-PVP) in a single-shard-server. I hope that the resources that we are gonna farm here are not only for PVP-use, but for socialization as well.

    We don't have PVE in this game, I can accept that! But if farming resources are all for PVP-use, no! It becomes a part of PVP then. Add Socialization-use to the farming. So farming is for Socialization and PVP. Farming is not PVE, because there is no PVE in this game when it is all player-driven (PVE is a mechanics that is game-driven, which is impossible for us to have. Role-playing is part of Socialization).    

    We cannot technically have PVE(due to the game-design), but we can have 2 aspects to this game; PVP and Socialization, both player-driven. And if we can make wealth in this game, don't tell me that the end-game is only PVP! Make Socialization an aspect of wealth-spending. That's why I ask for vanity-items like player-made-Socialization-Constructs. Otherwise, the end-game is all PVP(that means being elite-rich means you have a lot of assets for PVP-disposal. There should be a real-estate, bribery for social-privilege, social-ladder, social-status, to it, you know, a luxury for the rich. In that case, greed is not only limited to obsession of power, but can also be associated with obsession of social-status (2 parts of the game - PVP and Socialization).

    We work in real-life to survive(needs), we don't have survival-mechanics in this game, but also for (want, things that we do not necessarily need). With no survival-mechanics, "want" is the only driving-factor to wealth-acquisition that is not PVP. That's why we need some kind of a social-ladder associated to wealth-acquisition (like player-driven-Forbes-magazine to boost your ego). Some people will work in this game as a Board-Member like Chairman(owner/s of a company) and run their business as usual so they may one-day in this game end-up like the Chinese-Billionaires you see in Southeast Asia. They will have their own culture because of status-difference. 

    If you are not greedy, you can play the game however you want(leave the greed to the elites). But like I said, there are 2 sides to greed relating to PVP and Socialization. 

     

    Sadly, game needs to have a purpose for it to work. If you take out survival in real-life, what will be the driving-factor for you to acquire wealth?

  11. 12 hours ago, 0something0 said:

    Antimatter?

    anti-matter/matter-collision does not produce more energy than fusion/fission.

    How do you extract anti-matter? Through beta-decay. And you are not extracting an isotope here, but elementary particles (which is a harder process). Why go to all of that for less energy output in the end? The only energy this collision produce is from photons(gamma ray) and they are not even an MeV of energy.

  12. Also, Helium-3 is harder to source that Tritium. Helium-3 is sourced from beta-decay of Tritium. Tritium can either be produced from decay of 6Li(or Lithium-7) or D-D-fusion(2 Deuteriums).

    Fusing 2 Deuteriums(which is abundant) will give you 17.6MeV of energy-output.

    You can recycle that Tritium(if you can harvest them) and fusion them further to Deuterium, which will give you another 17.5MeV of energy-output. 

    Forget the Lithium and just source everything from Deuterium(which is more abundant) through fusion-process. (right now, they source it from Lithium because fusion is more expensive/harder to achieve).

     

    For Helium-3, you can either extract it from nature, or produce them yourself from Tritium-decay. And btw, Helium-3 is non-radioactive, which means you can only use them for fusion(not fission). D - 3He (deuterium to helium-3)-fusion is what goes with it.   

  13. The future of energy will probably lie in Fusion. If we can build a fusion-generator in the future, then this can be a reality.

    130311171613-fusion-power-model-horizont

     

    The fact about Deuterium(2H, 1 proton 1 neutron) and Tritium(3H, meaning it has 2 neutrons and 1 proton) are they are abundant in nature as Hydrogen is. They are isotopes of Hydrogen (one is stable and one is radioactive). The nuclear-fusion of these Nucleus(Deuterium and Tritium) from high-temperature and pressure, will result to energy-emission from the proton-release after the reaction, as well as 4He or Helium-4. A single nuclear-fusion can output 17.5MeV of energy, the input-energy required for fusion, I do not know, but it is less. 

     

    The advantage of fusion-energy over fission, is the absence/reduction of radioactivity and the more abundant source of fuel(Hydrogen is the most abundant element in the universe composing of 75%). 

     

    If it's the future we are talking about, vehicles and bases will be fusion-powered (not nuclear-fission-powered like nuclear-submarines and aircraft-carriers). Fossil-fuels take millions of years to develop, in the future, their source will inevitably deflate. Thus, we need more renewable source of energy. We can go nuclear(fission) or we can go fusion. The advantage of nuclear-fission is they remain radioactive and will decay in process for a long-time(no need to refuel till the end of life-span). Disadvantage is gamma-ray and free-electron emission.   

     

    Anti-matters like Positron(an anti-electron) are elementary-particles. When a positron collides with an electron, they just release energy of photons(gamma-ray) and the particles disappear. The energy-emission is small in output (500KeV) per collision that it's not worth it to harvest these elementary-particles. Did you know that anti-matters are produced from radioactive-decay? Why harvest them when the process to produce them, is energy-emission itself? You can get more energy-output from nuclear fission and fusion than antimatter/matter-collision that it's not even worth it to harvest them for energy-use (which is a hard process anyway).

     

    Thus, the most-efficient sources of energy in the future will be solar, nuclear-fission, and nuclear-fusion.

  14. 23 minutes ago, CaptainTwerkmotor said:

    Just saying ,if I am out and I come across you, I'll shoot first, ask qquestions never.

    Then I'll better watch out. As soon I see you in a hostile-zone, I'm retreating to safety(be it org-protection) because I know you'll shoot me :) 

    I'm not even in the military(the ones who will do the PVP).

  15. alright, so what is the stat-base for armaments of ship then? what factor will that mostly rely on? An example is a certain-naval-gun fitted to a ship. Do that gun just have a fixed-stats vs elements/armor of target-ship(which is also fixed?)? or this all rely on that EVE skill training system? (which is avatar-based) 

  16. Well, that's the PVP-part :) Gotta reward people who dedicate to it. Since, this is not even official, but just a suggestion, a higher-level-ship can be overcomed with more lower-level-ships. 

    I already know that progression will be like EVE's training-skill, I just added points here for ideas to hybridize it. Titans and Capital-Ships are the dominions of EVE, with a good-ship-design created by good-designers and skilled-crews, they are more likely to turn that ship to a Titan/Capital-Ship because of capabilities. You have Titans/Capital-Ships in EVE that are grinded for game-changer and nobody complains. The design and the crew will also talk.

     

    @CaptainTwerkmotor You will not see me in PVP :) (unless ofcourse I'm being drafted), I'm a constructor. seriously.

     

  17. 51 minutes ago, CaptainTwerkmotor said:

    You thought the progression system was based on causing pure misery... holy molly.

    I never said that. I do recall that I said EVE's progression is misery though(not this game). Why? There is nothing in that game but war and destruction, nothing permanent to work towards. Here, we have Blueprints to work towards, some safezones, a player-driven-economy, so we have things to work towards that cannot be easily wiped. Hence, I like this much better than EVE. A game is about progression, so I am also here for that.

  18. 37 minutes ago, CaptainTwerkmotor said:

    I do recall you saying things like "I am here for the RP" and other PVE related topics.

    indeed. And that's what EVE cannot offer that this game intends to include. Yes, I am kind of a carebear, kind of. I have no problem that this game have PVP, just include things that are not just for PVP. You people came from EVE, I came from Korean MMOs (Aion being my favorite), so our thinking here are different. I do believe that some of this systems can be implemented (why not if they bring immersion to a game? That's why some people are here for. I'm here more for the immersion TBH). 

     

    I can understand why you people cannot like Korean-MMOs. I only like a certain. Why? Because some  of them have a good progression-system and immersion. Yeah you're right, I'm here more for the RP and building-progress (because I came from Korean-MMOs like you mentioned), some people are here more for the PVP and combat. If this is an openworld-sandbox-game with dynamic-community, then there is a possibility of roleplay. If I mentioned Trove here, you people will just laugh. What's wrong with having some of those kind of progression-system(just some) that can bring immersion?

  19. If an Avatar will have a progression-system in this game through EXP and will have stats based on level, so can a ship that is built physically from a blueprint. That is my idea. They will have their own progression-system until they are destroyed and then recreated again from the same-blueprint to restart again. So a ship that survived long will be more powerful based on stats because they have more accumulated-EXP than ships that are newer. How about that, eh? A history for a physical-construct. For example, the Black-Pearl-Ship in Pirates of the Caribbean, it survived and won many battles(including against the Flying Dutchman), so that ship must have accumulated a lot of EXP by now(if it's still afloat) and will build it's reputation in the community that people will fear. 

     

    So an experienced-ship will be stronger stat-based until they are destroyed. For example, the Zumwalt-class-Destroyers of the United-states. We have 3 of them physically(they are all from identical-design); DDG-1000 Zumwalt, DDG-1001 Michael Monsoor, DDG-1002 Lyndon B. Johnson.

    DDG-1000 Zumwalt(the lead-ship of the Zumwalt-class) have sank many ships and built an impressive record, until one day, it was defeated and sank. That ship will be gone forever, but it will go on our history, historians will write about that ship the same way we do about the Yamato-ship. That ship will be replaced and reconstructed from the blueprint under a different-name, but it will not be the same ship.

     

    Make a ship gain EXP from destroying other ships. If it has many kills, that ship will be higher-level, and has the kill-records that it can boast about. Upon the destruction of that ship, the EXPs that are gain throughout it's service, will be gone, and if you reconstruct a copy from the blueprint, that ship will have to restart on the progression-system. 

     

    An avatar progresses through the avatar-progression-system by fighting other avatars(A vs A). That will work differently, there will be no wipe after death for Avatar(the progression is persistent). You do not gain exp for avatar-progression-system by flying and commanding ships, instead, the ship instead will benefit from that (how can you, when the ship has so many crews?).

     

    So to summarize;

    A persistent Avatar-progression-system from A vs A and A vs C kills.

    A Construct-progression-system from C vs C and C vs A kills, until that physical-construct is destroyed physically. (so they have to kill a lot and survive the process to become the Titans of EVE)

    Add a kill-records to a construct that viewers can view. If you cannot do this, add a level that viewers can view(same-thing!).

    To Avatars, do it the Call-of-Duty-way (# of kills and death). If you cannot do this, add a level that viewers can view.

    Add a leaderboard.

     

    That's my proposal.

  20. They get no updates and expansion of contents. none (and they will never get). You are basically paying the monthly-fee just to keep the Server running. Due to low-population, most English-speakers are in Asura-Server(that's around 2000 concurrent-users right there), and Odin-Server for the Japanese-speakers. Highest-population is Asura, besides these 2 Servers, the rest of their Servers are not worth playing in. 

     

    We also have Private-Servers. "Nasomi" is the best Private-Server for FFXI(probably the only Private-Server worth looking). It has 300 to 400 concurrent-users. The benefit of playing in the Official-Square-Enix-Server is they got more population (but you got to pay the monthly-fee). If Private-Servers can run, so can the Official-Server (I guess it doesn't cost Square-Enix that much to keep it running). 

     

    I just cannot stomach these low-population, so I cannot get back to playing it. I also hate the added Trust-system. The game is now all solo, there is no point of even Partying anymore.

     

    RIP! It was the best MMORPG that I have played imo. 

  21. @yamisniper I played Final Fantasy XI back when the cap was 75. The game is still running right now and pay-to-play, but you can get to level 90 all solo. Game became so easy and they introduced a Trust-system. And now, Vana'diel looks so dead from that CCTV. That game was very good, I miss that game, but right now, it's not worth coming back to, due to the changes and dead-population. RIP. Nostalgia.

  22. NQ should look at Second-Life/Sansar, but not introduce a single 3rd-party-program. Everything in the game should be created from in-game.

    If you would look at Blender, there is a sticker/texturing/decal-tool there where you can paste the mesh to the 3d-model. Give us a paint-tool(on the in-game-computer itself in-game) where we can create the mesh, save it, go out of that in-game-computer and paste it in that 3d-model that we just created and sculpted, like it's a decal. 

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