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fuulishone

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Posts posted by fuulishone

  1. In theory, any of the virtual machine tools would allow you to do this (VirtualBox, VirtualPC, VMWare). Each one probably has a lot of technical intricacies with respect to setting up the networking environment such that the Net7Proxy will behave properly. The real problem lies in the allocation of system resources to the downstream guest environments. (Not to mention the legality of running an improperly licensed copy of Windows in the guest environment.)

  2. How about trade routes that are changed/updated on a regular basis? Like every 4 hours, some server side program updates the trade routes to different end points, and it's up to the server community to figure out and find these new routes and run them while they're "hot." You'd run the Somerled-Prasad for a while. Let's say you're 1 hour away from an update, so after an hour of Somerled-Prasad, the vendor NPCs at both stations update reset away their "need." If you're mid-route you'd end up just vendoring it for what you bought it at, no net credit loss, just time. So then you'd have to look for a new route, or find something different to do.

    Alternatively, what about a quota based update? Once X amount of units of the needed item have been delivered, the NPC no longer gives credit for that trade good and folks need to look for a new one.

    Both of these would encourage some gameplay from the community. Folks would need to be fast to take advantage of the easy runs, and perhaps share information about the currently lucrative ones. This would enhance immersion into the story and lore of the game while providing some freshness to the grind.

    On another note, it'd be nice to see some "trade routes" with a need for supplies that aren't simply trade goods, like say ammo running or ore running. Perhaps the ammo running can be flagged as bought only, or player made only, rewarding credits and combat xp. Ore running would reward credits and explore xp (again there'd be some requirement to see if the ore was self-mined or traded from another player).

  3. When the xp was x3 you could get TL25 in starter zone on a TT before the trade stack fix, I believe my OL on my TT was 46 before I even left the area I mean he was getting about 77,000 Trade XP there off one level 1 item in a stack of 60.

    Of course right now, you can get heaps of trade xp just by trading with a low level character as well, some people have told me about it though I myself have never tried it. To me it seems more of an exploit then anything.

    What they do though is get Tengu loot since it's easy level 9 gear/loot, then trade it with a Lv. 30 or lower giving them about 3 levels in trade sometimes more ammo seems to work the best.

    This sounds like a bug. Trading items to another player results in the receipt of trade xp for the player that LOOTED the stuff, not the recipient. It is also a one time deal. Trading it back, or vendoring does not result in additional trade xp. This can easily be verified.

    If the amount of xp gained is too high, then that can be fixed. If the amount gained by trading to a player is different than vendoring, then there's a problem. There should never be a situation where one needs to look for a low level player to trade stuff simply to get more trade xp than vendoring it. If the item is eligible for trade xp, it should receive the same amount, regardless if it's traded or vendored.

    In order to get to lvl 85 in 6-8 hours, you have to have a lvl 150 character to start. Then you multi-box a alt, take him to FB farm the tengu ammo comps or ammo, lvl 85 in 6 to 8 hours, I got my JD to lvl 101 in 12 hours. 6 x 40 stacks of lvl 9 ammo comps traded to a lvl 150 character can net over 100k trade XP. This is exactlly why I didn't want to disclose this information on the forums. Avani you can't be serious? I am very displeased with this post. I ask that it respectfully be deleted.

    So what you did is multi-box your 150 character and your lowbie JD. You killed stuff with the 150 and looted with the JD. Here's what I see:

    - Char A, target a mob, fire all guns. mob dead, manuever close enough to Char B to loot.

    - Switch to keyboard B, move mouse to target mob's corpse, click the loot button, and slowly pull each item in.

    - Rinse, repeat.

    This is no different than what happened in Live with the combat/trade power-leveling groups. One bigger player would do the combat, one lower level player would do the looting and gain the power-level benefits.

    With a true group, the bigger player would be able to kill for as long as their reactor/ammo would hold. The lower player would do the work of looting and (depending on class) maybe buff the bigger player, provide reactor energy, recharge shields, etc. (Oh, and maybe hold extra ammo for extended combat periods.)

    With a multi-box, you could do all the same things, but with less efficiency.

  4. I am suprised that so many people are interested in finding ways to exploit the game via bots, macros or multi-boxing exploits rather than playing the game normally. Multi-boxing WILL not have to be eliminated if the DEVS fix the multi-boxing exploits that are currentlly being used. If they don't plan to fix the exploits then I feel as though that it should be limited.

    You keep speaking of multi-boxing exploits as something that ONLY single players actively manipulating multiple characters in a certain way can do. That this is a specific exploit that only such players can do and that GROUPS of folks cannot similarly achieve through coordination and "normal" gameplay. I am of the belief that your definition of exploit is not the same as the majority of mmo-gamers.

    An exploit is taking advantage of something that is clearly not intended by the game developers. An exploit is something that is clearly broken. An exploit is the same thing as a cheat. More simply, an exploit is a bug or broken game mechanic that needs to be fixed. Multi-boxing is neither a bug, nor a broken game mechanic.

  5. Windows :)

    But u can get get ditros for both.

    Yeah... I was being lazy so I used a virtual image that had MySQL and tools already installed. Unfortunately, all Linux MySQL installs are defaulted to being case-sensitive which messes up the tools. I'll try it again with redundant databases and see how it works out. Regardless tho, the latest database dump that's publicly available is from Aug 25, 2009. Is this in sync with whatever the Tools Updater is doing?

  6. The database is MySQL format, im sure there are convertors out there, but i recommend you run it on MySQL as this will make updating the database easier in the future...

    Are you folks running MySQL on Windows or Linux? I've installed the newest listed files from the above the link, but the tools as posted don't work with them. Some of the time it's an issue of varying case with accessing the databases (net7 vs Net7). And sometimes it's missing tables from the MySQL dump. Using the Tools Updater does update the tools, but that seems to just desync the tools further away from the database dumps.

  7. I hate the use of multiboxing and macros, if they ever get a police type squad on here I'm join it.

    Why play a game if you're going to use a third party program to do most of you work for you?

    I think if people use multiboxing they should be banned from the game, if you're going to use macro's the same offense can be given but warnings can be given until 3rd offense.

    I think your stance on multiboxing is a bit extreme. There's no 3rd party program involved, just more accounts and computers.

    With as few people there are on the servers now, finding groups, tours, crafters, people to help you transfer stuff can be quite frustrating. Lots of folks have mule accounts and multi-box (read 2 box) so they can store stuff. JEs for wormholes are quite few as well. Lots of folks are trying out the new classes and not one of those can wormhole, so thus folks make wh-mules and multi-box those. These are all perfectly legitimate reasons for multi-boxing that specifically deal with flaws in the game. This was the case in live and the case now as well.

    Vault mules - this is an unfixable problem as long as the game client can't be touched.

    WH mules - this may fix itself once the emu goes live, but that depends on how many players end up playing and roll JEs. You can solve this with WH NPCs parked in varying spots around the universe. Properly placed it wouldn't significantly affect gameplay nor remove a JE's usefulness.

    If your concern is that folks are gonna multi-box enough toons to be able to solo hard content, then I submit to you the flaw is not the multi-boxer, but the lack of difficulty on the content. If people can solo form/kite the Controller, then tweak the Controller to make it harder. Hell make it leash so you can't kite it. Put aggro spawns in kite range so folks that try to kite get nuked by it.

    Macros on the other hand, should be bannable since it is a 3rd party program that allows you do something without the player's hands on effort.

  8. Hi all, I was just wondering if anyone's started a list of the active missions in the emulator for the various classes aside from the hull upgrades and skills? I remember there were a number of "hidden" missions back in live that you had to fly around to find. Being still rather low level, most every npc I speak with says I'm too inexperienced for them. Are they really holding missions for me when I get bigger or is that just a generic npc response?

    Thanks in advance

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