Everything posted by Sy_Accursed
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11-Dec-2012 - Player-Owned Ports
Judging by how things have gone in Skull you do get a few other region voyages, like most people had a few bamboo Arc voyages, focus just seems to dictate where the majority of voyages are from. Side-bar I like many other it seems have noticed Arc missions in Skull region have increased I'm wondering if this is a code factor; eg after x-days the region becomes 'depleted' due to your presence resulting in less missions from that region for a while. Side-bar too total trolling today: I got given 1 special voyage. No story, no scroll just 1 Voyage for the Convict to go get some gunpowder.
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11-Dec-2012 - Player-Owned Ports
There's not much I can do about that, sadly. I have optimized it as best I can. I just added a small note at the bottom of the results display that informs you of the calculations it performed (each calculation = one combination), to provide an idea of why it takes so long. :P As an example, with 25 crew members and 5 captains, the configurator goes through 21,517,650 (I believe) unique combinations. The best suggestion I can provide is to use the latest version of your browser, as it should perform JIT compilation of the JavaScript and optimize it further. On my computer, the max combinations takes one minute to perform (Core i7 920). I can understand that it would be painful on weaker computers (e.g., Atom or ARM). I'd suggest a couple of things to help improve things a bit in terms of the calc as a whole 1) Re-tweak the layout - the instructions/save/load bar is kinda in the middle for no apparent reason and based on where it is you'd assume it's only saving crew data but looking at the notepad it's saving the lot. 2) Incorporate the speed stat in now, even if it's not used, so that when we do have enough data to see how much speed saves in either % of time or minutes it can be included in the output (possibly as an optional extra via a tick box seeing as it'd no doubt slow down calcs) 3) If at all possible cause hitting calculate to display a spinning loading symbol or something whilst it works - the blank page with no signs of loading but frozen out is a bit disconcerting; heck you could even have a running counter of calculations run or something. 4) Perhaps have a button on the results screen that when clicked close the window as well as automatically deactivating the used crew. 5) Perhaps swap out 'active' for 'available' - it's just a bit clearer seeing as (in the used context) active could either mean available for use or actively on a voyage where as available is more cut and dry this crew man is available for use. But yeah only real way to speed things up would be via a back-end database of possible combos, which whilst doable would require server space so perhaps only feasible for a fansite proper; and would still require some calc time as it'd have to cross reference ur crew with the databased combos leaving a tolerance for captains and trait stuff then from the combos it'd have to splice in ur actual crew data to see which fits best; which all in all seems like more hassle than it's worth. 1. Done 2. Will look into seeing if this is useful. 3. Done*. 4. Done. 5. Done. Thanks for the feedback. :) Note: #3 is only applicable on browsers that support web workers. AKA most things but Internet Explorer versions prior to 10. In browsers where web workers are not supported, then the program will resort to old behavior. 1 other feedback I thought of that you might be able to implement: When a voyage is calculated and sent out might it be feasible to have a box appear/fill-in akin to: Voyage 1 Morale 400 Using the data storage so that it can have a button to 'return' they crew. So via calculation Captain A, Crew 1-5 are marked as unavailable but stored in the data for Voyage 1 Then with a button on voyage 1 you could retick them. Would add another level of smoothness to functionality and obviously only needs to be built to sustain 4 voyage data sets; seeing as we only get 4 ships max. Could even potentially take it a step further are allow access to captains stats and crewmen's levels within the voyage storage to allow stream-lined crew updating post-voyage; possibly even with a clear button to remove lost crew. Edit: Another potential factor to aid speed: I'd look at changing the ship upgrades from a tick list to a 'select your best' thing; though you'd need to subdivide deck items into combat, morale and seafaring. Headpieces into rams (combat) and figureheads (morale). and hulls into morale and combat. Predictably the calc never gives an output using anything other than the best ship upgrades and removing lower tier ones knocks out a large number of calculations. Rough example: All gunpowder tier ship upgrades + full crew roster runs to 13-14m calculations. 2nd voyage calc (so 4 capts, 20 crew) with only the best of each ship upgrade ticked only took 2mil calculations.
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11-Dec-2012 - Player-Owned Ports
Finally, someone else gets this! :razz: I was surprised no-one mentioned it. I mean taking it as read 1 voyage per 1 trade good has 2 huge flaws: 1) This is only based on the Hook region - we have 3 harder regions to come yet. 2) Hook Region has only really been unlocked past 24 hours and only by a small minority that had very few fails. Of that already small sample size we are then further cut down to those who actually happened to get a trade good mission and this is further still cut down to those who post on forums about such things. It's kinda like if there was a country with 6 electoral regions and the vote takes place over 48 hours a news reader has gone to a small old peoples home in 1 region 2 hours into the first day and asked the five residents who would go on camera who they voted for and from this categorically stated how the national vote is going.
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11-Dec-2012 - Player-Owned Ports
There's not much I can do about that, sadly. I have optimized it as best I can. I just added a small note at the bottom of the results display that informs you of the calculations it performed (each calculation = one combination), to provide an idea of why it takes so long. :P As an example, with 25 crew members and 5 captains, the configurator goes through 21,517,650 (I believe) unique combinations. The best suggestion I can provide is to use the latest version of your browser, as it should perform JIT compilation of the JavaScript and optimize it further. On my computer, the max combinations takes one minute to perform (Core i7 920). I can understand that it would be painful on weaker computers (e.g., Atom or ARM). I'd suggest a couple of things to help improve things a bit in terms of the calc as a whole 1) Re-tweak the layout - the instructions/save/load bar is kinda in the middle for no apparent reason and based on where it is you'd assume it's only saving crew data but looking at the notepad it's saving the lot. 2) Incorporate the speed stat in now, even if it's not used, so that when we do have enough data to see how much speed saves in either % of time or minutes it can be included in the output (possibly as an optional extra via a tick box seeing as it'd no doubt slow down calcs) 3) If at all possible cause hitting calculate to display a spinning loading symbol or something whilst it works - the blank page with no signs of loading but frozen out is a bit disconcerting; heck you could even have a running counter of calculations run or something. 4) Perhaps have a button on the results screen that when clicked close the window as well as automatically deactivating the used crew. 5) Perhaps swap out 'active' for 'available' - it's just a bit clearer seeing as (in the used context) active could either mean available for use or actively on a voyage where as available is more cut and dry this crew man is available for use. But yeah only real way to speed things up would be via a back-end database of possible combos, which whilst doable would require server space so perhaps only feasible for a fansite proper; and would still require some calc time as it'd have to cross reference ur crew with the databased combos leaving a tolerance for captains and trait stuff then from the combos it'd have to splice in ur actual crew data to see which fits best; which all in all seems like more hassle than it's worth.
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11-Dec-2012 - Player-Owned Ports
This People seem to be getting scroll voyage every other day, if this is true and someone fails 0 of them that makes 24 days to get the scrolls for 1 armour set, then probably 1-2 more days at least to get the trade goods to make it. It will take more like months... Each voyage for a trade good is only one trade good. And you need around 220 for a whole set. That is thus 220 voyages or months to get that far. Correction: Missions seen thus far in the Hook Region only offer 1 trade good. For all we know later regions could offer much more substancial amounts of trade goods since they will be harder to beat; plus there is likely codes in place to make the non-trade goods less prominent once they are no longer needed in the last region (ergo once all building and ship upgrades are done), plus once their story, duo story and trio story are played out adventurers in port will likely offer higher yield trade good voyages or something.
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11-Dec-2012 - Player-Owned Ports
This People seem to be getting scroll voyage every other day, if this is true and someone fails 0 of them that makes 24 days to get the scrolls for 1 armour set, then probably 1-2 more days at least to get the trade goods to make it.
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11-Dec-2012 - Player-Owned Ports
Captains are some what randomised so it is luck of the draw. I had 3 in a row that beat my arc captains in most stats and then past 2 have been sucky. As for number of voyages no it won't go up; what will go up is the time missions take. Average arc mission is 30mins (ignoring any speed boons) Average Skull is 1 hour By this trajectory Hook missions are going to be 1.5hours or 2 hours region Region 4 would be 2 or 4hour region Region 5 2.5 or 8 hour region etc. And that's even assuming it'll keep a nice neat rise and not be insane and jump to like 20 hours by the end. The idea is in the late game you pick and choose which missions to send.
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Charms for Summoning..
I'd also support slaying for charms they soon pile up that way, I mean I got 95 summoning pretty much entirely through slayer gathered charms and fully expect to get 99 in the same way.
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Level Mod and Skilling in Dungeoneering
^ What Sonikku said though I'd replace '10mins for the average player' with '15-20mins for the average player, 10mins for the insane dg meta gamer types who manage times that the rest of us struggle to come close to'
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11-Dec-2012 - Player-Owned Ports
Beat a whole storyline and you get a ton of trade goods and XP at the end. How much exactly is "a ton"? Does anyone have any idea? I'm just reflecting whatever was written on the official wiki :P A wild guess would probably be in the region of 10-20 Worth noting there is more than 1 pay out per adventurer from what Jagex have said it would seem the individual stories have a pay off AND the pair stories have a bigger pay off AND after you've completed 3 specific solo stories (they have not told us which 3 group) you unlock triple missions for even bigger pay off, (Eg there is 2 sets of triple missions to be had. At this point in time I'm going to hedge my bets on Missionary, Occultist and Convict being a triple seeing as Missionary and Occultist work together and Convict found his new home on the same island as missionary is setting up his church. Which would mean Whaler, Botanist and Assassin work together also.)
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11-Dec-2012 - Player-Owned Ports
^ You know what would be more helpful? Tell us how you sorted them rather than just saying it's possible
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Ethernet controller driver missing
If you go into the hardware management thing on windows and find the network card you should be able to get the exact info on the model. Using that you can then google for drivers, stick em on a usb pen and take them to the desktop to install.
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11-Dec-2012 - Player-Owned Ports
I'm going to guess ship 2 was highlighted on the voyage interface and then u swapped to ship 1 in the ship-edit interface; which means it would send ship 2 even though you are looking at ship 1.
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11-Dec-2012 - Player-Owned Ports
When you start out the arc level voyages regardless of success or fail they gave you 2% in area completion. Now when you get arc level voyages when working on the skull area they count for 1%. So if things follow through arc level voyages when working on the hook region will probably give you 0.5%. They may even cut out the third tier voyages all together unless you focus on them. Also with me being at 75% completion of the skulls tonight ill get 15 voyages. That means two of them will be in the hook region. I don't think your numbers are at all right. My progression percentage has not increased by neat increments instead it seems to go in larger blocks for harder missions and smaller blocks for easier missions with fails giving almost nothing. Plus it makes no sense people unlocked Skull on day 2. That means 30 voyages max, by your logic they should've only hit 60%
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Santa hat Market and Price.
Standard cycle of the rares market - most of the old holiday item rares peak at their given holiday and have their low point at the opposite side of the year. It doesn't hit phats so much But Easter Eggs peak around march/april and are low sept/oct Crackers and Santas peak around december and are low june/july Masks are peak around october and low around march/april
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Future Update Discussions
Unless I'm mistaken they said in the bts video that everything was open to F2P other than hunting snow implings.
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11-Dec-2012 - Player-Owned Ports
In my experience this is not quite true. Within special voyages doing a story progress voyage (successfully) seems to remove that adventurer and any related quests, but special voyages that are just for larger bounties or scrolls won't do this. Eg of your special voyages you should leave story progress to last on any given day.
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11-Dec-2012 - Player-Owned Ports
I'd advise against that actually, I bought him and actually saw no appreciable decrease in voyage time compared to having my dwarf engineer. There's probably a speed cutoff that determines how much time you can cut from a voyage. Also when dealing with all the insane requirements at the moment, there's usually not much space to slot him in :P I get the feeling speed stat will have greater effect once you are travelling further. After all the rudder slot is there purely for speed with +1800 on the top level and jagex wiki talks about purple-hatted speed crew that we don't seem to of seen yet. Wouldn't surprise me if speed stat is kind of dumbed down until 3rd or 4th region when speed crew get 'unlocked' NB: When saying speed crew I specifically mean the purple hatted crew in the same way red are cmb blue are sea and green are morale I am not refering to unique/special units that may or may not have speed stats attached.
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Rune Memories Issues
You are lagging between 2 cutscenes causing it to break. Try turning graphics down and doing it.
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11-Dec-2012 - Player-Owned Ports
This^ It's such a complex problem that I doubt excel could even do it you'd need a fully fledged php coded database thing. And even if someone DID code a calculator it wouldn't be worth sharing due to the sheer time required to personally enter your crew details, which upgrades you own and the voyage requirements. Kind of problem it's much easier for a human mind to deal with in live time by being able to see which is a bit low and trying to shuffle numbers to work.
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11-Dec-2012 - Player-Owned Ports
Huh, what? No o_O If you go out with super high combat but your mutiny is piss poor, even if you're 100% you could still have a minor mutiny on your ship, is what I mean (as an example) That's why some people are still failing even though they have 100% Are you serious???? Now I'm scared lol. It's the only explanation I can think of. I'm not 100% sure yet because...well, the stuff's only been out for 2 days lol. But I think this might be the reasons for it, otherwise we shouldn't be able to fail at 100%. We can't Mod confirmation was posted further up the page. No fails at 100%
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11-Dec-2012 - Player-Owned Ports
Worth noting though that specific scrolls do not appear to be tied to specific characters; though I'd hedge my bets that each adventurer can only offer 12 scroll missions enforcing all 6 90s to get all the rewards. (12*6=72. 72=4+12+12+12+32 4=soup 12=armour set (3*4) 32=scrimshaw (8*4))
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11-Dec-2012 - Player-Owned Ports
I think the misconception is stemming from: IF you do fail stats OTHER than the ones for mission can be referenced in the blurb of the cause. eg I had a combat mission sent off about 80 something % when it came back failed the blurb said due to low morale there was a minor mutiny that caused the failure. I dunno if this actually means low morale caused the fail or if it's just a shippy/piratey reasoning.
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11-Dec-2012 - Player-Owned Ports
I'd say aim for deck items first; at each 'level' (meaning bamboo level, gunpowder level etc.) there is 1 for seafaring, 1 for morale and 1 for combat that go a long way to helping. After that hulls all help seafaring and are divided into cmb hulls and morale hulls, figurehead is pure cmb/morale and rudder is pure speed. Best route seems to be trying to buy all of a given tier for deck items then hull/figurehead and finishing with rudder but not being afraid to skip a tier if you reach the next best one before u finish.
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Player owned ports and crews
It sounds to me, like others have said, you are in the crew roster screen. In this screen no-one is assigned to ships and it is merely a list of your crew. To move crew around you must to go to the ship interace and click the plus button, as you did in the tutorial, where you can drag and drop captains and crew (who are not currently on a voyage) onto the ships crew.