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Floss

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Posts posted by Floss

  1. Floss, I strongly recommend that you take at least a few weeks setting up a structure before allowing the posting of any data. I've run a number of wikis and trust me, structure is the first thing you need--and the second is quality control, with content being a distant third. Don't let people just post things willy-nilly, even if they know the content. You will have a self-collapsing nightmare on your hands by the time you're done.

    I'm at your disposal if you need assistance or advice with that, and I'll happily put together a nice E&B theme for the wiki when you want it (assuming you have access to the backend that is.)

    You are 100% right about this. I think a couple weeks are needed just to get templates/formatting established. Without that, it's just going to be a giant mess of onarginzed broken links.

  2. You would not be recreating or competing with enbdatabase, the wiki would augment it. Here comes another example:

    http://wiki.aodevs.com/wiki/Rare_Nanos

    This is a wiki for Anarchy Online, and this particular section contains good info and links through to a database at auno.org.

    The enbdatabase doesn't contain the kind of info that the wiki would; drop location, screenshots, tactics for kills, raid information, spawn times etc. As well as general stuff like guilds, in game commands, Howto's for configuration etc

    Also you could never spoil the game by having too much information, reading the guides and articles is always optional!

    Thanks for that example.

    I made http://enb.wikia.com/ Short, easy to remember URL. Got a basic menu system setup, but as with most people on here, I also have a job and can't work on this much more than an hour or so per day. The more people making edits the better, and maybe in a couple months it ends up as complete as possible based on the current state. I'm not going for flashy/complicated, just simple, easy to use, and to the point. Also cautious about using any copyrighted images as that's a fast way to attract the wrong attention.

  3. What would be an appropriate tool/website to create something? Wikia has an entire gaming wing, and I believe it's free. This would be a new avenue for me as I've not been involved in any sort of web page creation since a geocities page when I was 12 :)

    The earlier something like this gets rolling prior to additional content added, the better, as it just turns into maintenance vs being a huge task.

    Although I don't want to recreate enbdatabase, having item info is crucial as it will have to link somehow for quests/mob info/etc.

  4. By Live, there'd better be a wiki, or I'll just gather up a team and make one myself.

    I tried the last time I was on the team when I was trying to scrape together a writing team and organize the data for it. It failed because certain people were too short-sighted to see the benefit, and I wasn't able to be on constantly to do it all myself. Once I get back onboard I'll see about starting one up, if only for my own reference. *shrug*

    There are better reference formats than wikis for such things as mob tables and locations, but for quests and other story-related stuff nothing beats it.

    That's the one hang up I have. I don't see a need to recreate enbdatabase, there's tonnes of good stuff there, and the data entry of manually doing that would be horrid.

  5. I want to compile a list for all levels with good places for enforcers to hunt throughout their journey to 150. If you have any favorites, please share them!

    Enforcers are gifted with the ability to fight basically anything that they can outrun/outrange.

    In the current state of things, anything makes good prey, as no mobs summon/grav link/outrange/outrun/warp/menace/etc.

    Other things to consider:

    1) You'll need ammo. Closer to a station is ideal. Buy stacks of ammo comps at a time so you don't always need to run to F7. At lower levels you can run dry in an hour or two.

    2) Loot. Your hull is going to fill up with junk, compounded problem depending on ammo load. Fight close to a station.

    3) Hull patching. Again, close to a station is good.

    Some good areas I used this go:

    CL 45+ - Paramis drones. They are non-agro, non-linking (link but don't attack), easy kites. Close to station as well for ammo/loot sales.

    CL 40+ - Grissom Space Patrols. Consistent, safe, decent loot.

    CL 40+ - Cooper/Fish Bowl. Anything here is easy to kite. Get your plague's bite here.

    CL 30+ - Niffleheim. Nags, Vindis, Einherjar. Loot your Type A's while you're here as well.

    CL 25+ - Ragnarok or any other Chavez. Loot your o-guns.

    Places to AVOID:

    1) Antares - lots of crap in here, very cluttered, crappy $ loot, no place to make ammo or sell loot.

    2) Aragoth Prime dragons 53-55 - these cats all link together making for messy kiting.

    3) Any area of low mob concentration or scattered levels. You don't want a field of say 30-39 level mobs, a few of each, and end up warping all over the place.

    There's a rough sweet spot of what your level range vs the mob level for kiting. I'd ballpark around 4-8+ is about ideal depending on your setup. Much higher, you'll get a lot of 0's coming up. Much lower, the xp takes a hit. You can level combat higher than other skills due to the fact that you shouldn't get hit much at all, and your reactor is fine if you can grab a taniwha's, martyr's, steingard's etc.

    Generally if it's 4-8 levels higher, shoot, backup, and enjoy.

  6. One of the possible reasons you can't find a Wiki is that this is a test. Anything may change at any time without warning. A wiki now could be outdated in less time than it took to create. Plus, I can already hear the screaming about how someone was "LIED TO" about even the smallest detail.

    Why some people think a mistake or misunderstanding is a vindictive lie aimed at them personally, I don't know, but they seem to.

    Second, what in this game keeps people playing if not the exploring and discovering things for themselves. It it really that bad to have to ask in the chat channels for help if you really get stuck. I think that helps develop the sense of community when the players help each other. Plus, I really don't want everyone to know where everything is with absolutely no effort on their part.

    Again, why play this game to just go through the motions without giving it any thought or effort. This is not supposed to be a game where you "win" and then move on the the next new game. You are supposed to WANT to find out for yourself. If not, find another game.

    IMHO

    Reference materials are just that, reference materials. A collection of player knowledge stored in one spot. Enbdatabase is much more helpful than spamming market everytime you need something built, and don't know the parts. "I'll eventually find it if I keep free warping around this sector" isn't what I describe as enjoyable, considering 99% of space is empty. Most if not every request for an item build leads to "check enbdatabase".

    Everyone plays games for different reasons, but saying reference materials ruin the game is a bit harsh. If travel was a fun, interactive activity rather than a timesink then I might agree that driving all over creation and get one shotted as a noob would be interesting ;)

    If people want to get teary-eyed over false info on a wiki, that's the childish approach, or you could go through the effort of updating the page and help out by making data better.

    The fact that they had to recreate this game from scratch is just further reason for why reference/documentation is a good thing.

    At any rate, I'd prefer to not turn this into a debate about the ethics of reference materials, and would happy to get something started if it doesn't exist.

  7. I haven't been able to find a solid resource with quest data, items, mob spawn locations (specific navs), etc. Think a wiki, or an Allakhazam.

    Enbdatabase is a great start, Enbarsenal is also helpful.

    What would really be helpful is a player-editable wiki where we can dump all of our knowledge into.

    Some key things that would be helpful

    1) Listing of quests, including class/job/level restrictions, all NPC details, loot/rewards, mob details etc.

    2) Mob location by nav point. Self-explanatory. An interactive map with clickable navs that drill down to what spawns there would be cool.

    3) Mob stats: level, hp, skills, weapon range, speed, drops, etc. Also include behaviour: Aggressive/Non, Linking (more relevant once AI gets finished).

    4) Player skills, requirements, effects, etc.

    5) Detailed item info explaining how to get certain things. Duct Tape is a good example, or the NOS device which is on the database, but no info on how to actually get it.

    If this already exists, and I just don't know about it, please direct me. Forums with player knowledge are moderately helpful, whereas an integrates linking wiki would be 10x better. A lot of this info exists, but it's really fragmented and on multiple sites.

  8. This.

    Mind you a sophisticated macro could probably read the text, and using a series of evaluations, figure out what to do. Far more complex I would guess though I honestly have no idea as I've never attempted to make one. An audio instruction could defeat text recognition ;)

  9. If you honestly think macros are a good idea, look at other MMO's that have had the problem:

    FFXI: Fishing bots, flood the economy with goods, create too much cash in the economy, undercut "legit" fishermen. Extremely popular with gold famers.

    WoW: Farming bots, similar problem, creates too much cash in the economy, leading to inflation, screws regular players, promotes gold farming.

    XP is the small issue here, and trade runs won't be the problem. Bots that camp and claim mobs 24/7, generate ridiculous wealth, cause excessive inflation will do the real damage to the game. A team of bots farming something stackable loot could be make a ridiculous amount of cash in a 24/7 system.

    I can't even see this being a point for debate, unless you are so lazy that you don't want to work for anything and just have it handed to you automatically. Trade runs and job terminals are boring, I won't argue that. Don't play the game if you don't have the patience to deal with it, or suggest a better system to replace it.

    Fixing trade run macroing could be as simple as randomly changing what good is in demand at each station every hour or so, rather than doing the same run over and over. You could also take out the goods entirely, and just make it a quest. "Go to station X to deliver this item", where station X changes all of the time, with the XP scaling based on distance. Implementing some sort of "prove you ar a human" feature would be helpful as well.

  10. It's a quote from our code of conduct, and it means no excessive gathering / protest to attempt to cause performance problems for other players. Because of the way it's worded, it's also to cover excessive camping of an area. In other words if someone gets their entire guild together to kill every mob at a spawn and refuses to allow other players to come in, then it becomes a problem. Though its going to have to be an obvious situation in the latter case I imagine for a GM to intervene. There's no reason not to share, but like Tienbau said we'll have a lot more mobs in the future so this should be a lot more of a non-issue.

    This was the biggest challenge with EnB end game. Items on respawn timers of hours/days inevitably will lead to sector/boss/mob camping to lock down a specific mob. I don't think this game supports instancing, but activated spawns are a great solution assuming the activated spawn mob isn't endlessly camped :) (MPP for Ascendant Voltoi, RD Base, Warder, Controller, etc). The OCD was a fairly successful example as the activated components all dropped from trash mobs. Short of instancing, there is still the risk of kill stealing someone's popped mob.

    It's a touchy line between "excessive camping" and just trying to get some items by being aware of a mobs spawn timer. I'm not sure if something like the RD Base is on a 4 day timer, and a guild kills it 10 times in a row, if that's excessive camping, strategy, greed, whatever.

    Blatantly griefing someone by following them and kill stealing everything they shoot at is a bit easier to address.

  11. Someone dual boxing won't be able to monopolize much of anything important once end-game is working as intended, so that's really a non-issue. If you think it isn't fair, buy a $75 Pentium 3 system and dual box if it's that big of a deal. Cost isn't an issue for dual-boxing given the system requirements for this game.

    Macros are bad taste, and if you are just going to automate the game, what's the point in even playing it. The level grind in this game is a joke compared to "hardcore" MMOs, even compared to WoW, which is levelling-light.

    • Upvote 1
  12. The mythical Planet Eater thought to be roaming the corners of Deneb from pre-launch beta was a ... FLUFFY WHITE SPACE FURRY?

    "It was huge!!!" "It's eye was as big as my ship!!!" No one ever said it looked like a white space furry.

    My dreams have been crushed.

    I wonder if that RD Nathan whatsit from Beta is also in the files (spawned in a AB as an event and ran amuck on noobs before release).

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