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fuulishone

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Everything posted by fuulishone

  1. Just a note about Menace on the PP... depending on what kind of PP you are (combat only, builder, all around) you might need to be careful about how you spend your skillpoints as you may run short. Many of the PP's missions later on the down the line force you to put points into your build skills (to like lvl 2/3) even if you don't want to be a builder so keep that in mind. Obviously you can CF and regain your skill points at 150... but during the leveling process, points are tight and always in need.
  2. PW, PP are lvl 9 reactor/shield PS are lvl 9 shield, not positive about reactor (char planner shows 'em as max lvl 8)
  3. Actually Progens Warriors and Privateers can and do equip level 9 reactors. They just don't choose the Supernova line because there's much better available (Heart of the Master as an example) that's more "for them." Now whether or not Progen Sentinels can use level 9 reactors... That's a question for a PS to answer. The character planner at Net-7.org definitely shows PS as limited to level 8 reactor, but somehow I think that's not what's happening in game. Comments? Also, if you look at the character planner, Jenquai Seekers are listed as Dev 9, Eng 8 as Terrell has pointed out several times already. I think overall the issue is that there's a desire to have only 2 techs at level 9 and 2 at level 8 for every race/class combination, and it's almost a coin toss whether you choose to follow class lines or race lines. In the class mentality, JS should be dev 8, eng 9, but then the PP should be eng 9 as well. In the race mentality, JS should dev 9, eng 8, but then by this same standard, TS should be dev 8, shield 9. So how do you decide where the compromise lies?
  4. This problem continues to be the case. There's sporadic non-saving of character data. Doesn't seem to be directly related to the visibility of mobs either... 11/2 @ 850pm EST
  5. Also, is this what's affecting the fact that some folks see mobs and others right next to them don't (and the ones that don't can't see corpses either)?
  6. My characters also seem to be able to log in and there's no null items. But manu term insta-crashes net7proxy without even an opcode message on my TE (this was loading up ammo recipes at the time). My JE however, was able to load up reactor recipes without an issue. I'll check on my other toons and see if there's any more detail I can provide here. Okay I check through my toons and here's where I'm at. JE - reactors list is fine, no opcodes. PP - reactors, shields list is fine, no opcodes. beam/proj/miss/ammo list is fine and was able to build some ammo. only has up to level 5 though, so not that full a list. TE - engines list is fine, no opcodes. so far beams, proj and ammo crashes net7proxy. missile launchers cause a number of bad opcodes (including one that says something about continuation packet and trying recover by ignoring it) but does eventually come up. JS - comps list is fine, no opcodes. device list, insta crashes net7proxy. no chance to look for opcode it goes so fast... Seems like it's an issue with long build lists.
  7. Tienbau, There seems to be a change with the manu term behavior that I posted earlier after the server was restarted. Do you need more detail or is this something you're still working on?
  8. Server not fixed yet. I would think that the blackhole situation is just another iteration of the same issue as before.
  9. The avatar id is in the first code block. These were the codes that led up to the final manu term crash. As it wasn't an insta-crash like some folks, I posted the various codes to make it more clear and perhaps easier to identify what is exactly going on.
  10. Some more opcodes for you Tienbau. Character login opcodes 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:38:42 Bad opcode through to Proxy: 0x6b53 Length: 0x2079 Opcodes by same character, at manu term 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:38:42 Bad opcode through to Proxy: 0x6b53 Length: 0x2079 A few seconds later these opcodes show up while manu term interface is open, but I've not touched anything on the interface yet, no sub categories, etc. 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:38:42 Bad opcode through to Proxy: 0x6b53 Length: 0x2079 These occur once you try to click on a subcategory from the manu interface. (Beams were selected and the display showed no recipes.) 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:38:42 Bad opcode through to Proxy: 0x6b53 Length: 0x2079 Choosing projectiles next spewed this bunch of codes and caused the display to refresh, but showed the beams from the previous click. 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:51 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:52 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:37:53 Bad opcode through to Proxy: 0x6966 Length: 0x6e49 01/11/10 09:38:42 Bad opcode through to Proxy: 0x6b53 Length: 0x2079 Any further clicks didn't seem to work. Choosing yet another new category eventually caused the net7proxy to crash with 3 final opcodes that I didn't catch before it crashed.
  11. Not sure if this is relevant, but certain toons are causing net7proxy to insta-hang upon login. By insta-hang I mean that net7proxy causes Windows to through up an error dialog box with the standard "Send Error Report/Don't Send" options. Selecting either one cause the net7proxy output window to close, and the enb client finally says "Lost Connection to Server." Hope that helps.
  12. That's assuming one is actually able to get past the login screen. Right now, net7proxy will post a bunch of bad opcodes upon character selection and then it's a flip of the coin whether your character appears, or net7proxy errors out. If you do manage to make into the game, then more than likely you'll have some bad opcodes as the dock animation finishes. If at this point net7proxy hasn't crashed yet, you'll likely notice that your vault is full of null items and your chat channels are non-functional. This is occurring for me across multiple characters.
  13. Well considering how bad the lag had gotten last night, let's just call this outage a blessing in disguise.
  14. @Server devs... The play server is experiencing some in game lag right now. Mostly around responsiveness of commands (targeting, warp, equipment use), but also a little bit of mob hopping. Uptime is 43hrs and it's 10/29 @ 3:30pm EST.
  15. This was bugged like this for me as well about a month ago. Open a ticket while in game describing the issue and a GM will resolve it for you.
  16. In live it was simple. There were a lot more mobs, and there was no mob tether. So if you weren't careful in your kiting, you'd either hit the sector edge and thus take a pounding until you could reach optimal kite range again, or you'd area aggro other mobs. An example from live was Antares. Folks used to go there to farm Khizz (sp?) for the CVE device. He was often surrounded by aggressive aggro CL60 Voltoi at roughly 12km or so. So it was a VERY tight kite indeed for most Terrans. You'd have to take the time to clear a path in, then pull the named mob. The difficulty was that if you weren't careful, you'd pull others. Terrans are also balanced by a lvl 8 reactor, moderate scan, and a large enough sig that they need to be careful about their vector of approach. Here in the emu however, there's GoBB loot that never existed before, thus removing some of the balance originally intended from the equipment caps. For all classes regardless, mobs aren't as densely populated in the prime areas, so again overall less risk. And with mob tether as a bandage for incomplete mob ai, pretty much all classes enjoy some amount of "escape" from a bad situation. The only exception is when you get triple grav links by swarm aggro'ed Tengu in Cooper and can't escape. Overall I think this poll is inappropriate for the emu. The situation and circumstances are completely different from Live and should warrant something more along the lines of, "What is the spirit/feeling of kiting in the emu as compared to Live? Is it fun?" I believe folks are too fixated on recreating the letter of "Live E&B" rather than the spirit of "a live E&B game."
  17. Not sure if it's known or not... but character select (presume that means sector handoff) on play server is stuck again as of 633pm EST 10/27.
  18. Not sure if new accounts/characters are enabled on the PTR... But if so, perhaps you could just go there and try out each combination you're interested in? The PTR hull upgrade slash commands are enabled, so in theory you could just keep trying until you find the wing/hull/color combination you like the most.
  19. If the server is showing offline, then that's probably a good sign. I would guess that means there's a server dev actively looking at it. Time to just be patient, go play Sudoku, kill a kitty, or whatever your favorite activity is (other than EnB of course).
  20. Mimir, Keep plugging away at it and don't let anyone ruin your interest in your project. Whether or not it's a full client vs VNC'ed from a desktop, the ability to handle the updates in a smooth fashion and allow folks that are mobile to get their game fix is pure win in my book. Finish it up bud, and hopefully I'll be able to afford that nice shiny Droid phone to run your app on it.
  21. The super hulks were removed, HOWEVER I've been told that there are still hulks out there with regular items that can be mapped and built. We all just need to be diligent and fully clear the hulk fields we do find, even if it's all just slag. Not clearing will definitely cause these items to not be found.
  22. You sir, need to lay off the drugs. Just prior to the crash, no one was able to login or zone. As there was no GM notice ahead of time, one would presume that the server crashed. The devs tried to bring it back, and it didn't work, so whatever caused the server to crash is probably still a problem that needs to be resolved.
  23. Server's up, but sector hand off seems borked. You get kicked off once you select a character.
  24. I think this is something that builders need to educate folks on. This is one of those, not all protos are better. Everyone's gear situation is different and may or may not need the buffs that come with player built items. I hear ya though and this is something that may be addressed later with further balancing of stats. Now *this* I absolutely love. The field clear bonus is a super hulk. There's still the potential for contention/abuse where you may have a wrongdoer waiting for the hulk to spawn and ninja it from those that worked diligently to clear the field. Something that needs to be thought out more carefully, but a very nice bonus for miners behaving in a "proper" way.
  25. @Shuzun I think some clarification/conditions may need to be applied to merge our views. When I say "should never" I mean that it doesn't make sense for things like Hellfire Ballista, SunFocus 2000, Dung Flinger to be found in hulks. That breaks the incentive to raid for them later. For things that can be obtained otherwise, like Controller or GoBB loot, they shouldn't be mineable at a quality higher than you can loot. They should simply be 100% and leave it at that. The prototype gear is only obtainable from hulks and tradeable, so these can safely be variable quality without being game breaking. Being able to pull a 180% Skull 9 out of a hulk tho... That just smacks of inbalance to me and potentially a cause for dispute, frustration and loss of player base. Why would you want to hunt mobs for drops when you can camp spawns? Well firstly you don't make the hulks campable. They should be random throughout the game universe, and thus really become jackpot hulks more than anything. Just sheer pure good luck from exploring. Secondly, mobs have well known spawn timers and it becomes a matter of perseverance to obtain a certain drop since drops are random, luck-based. The same would need to apply to hulks. No guarantee, and the majority should contain slag, parts, etc. Only a very small percentage should have a chance to be "jackpot." There's a fine line in balancing what should or shouldn't be obtainable from hulks. IMHO, the prototype gear and basic devices from the major npc lines (Sundari, GetCO, etc.) are fine. Raid level gear... Not really such a good idea. If the original intent was to have a way to introduce certain pieces of gear to TEST without having to finalize the mobs that would ultimately be the correct way to obtain said items, then fine. But someone should've said so on the forums, and clarified that at the end of the test they'd be removed. The way this was handled was most controversial to say the least. I want to highlight this. Overall the non-super hulks were great. I liked the variety of non-keeper loot, and I LOVE the suits simply for the fact they're useful for leveling alts, getting trade xp in alternative ways, and gaining some faction while doing it. More of this type of hulk in the 7-9 range would be appreciated. It's the super hulks that seem to have everyone up in arms, let's keep that in mind.
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