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rhobix

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Posts posted by rhobix

  1. I can't say for sure if it is more frequent than before, but the behaviour when losing connection seems to have change. Before I could tell by the proxy icon when the connection was lost, but not any more. I have changed my ADSL modem to an integrated ADSL modem/router in the middle of all this as well, which may also affect stability. Overall it's still tolerable though. The exception is planets, which are all messed up.

  2. What would be the 'time gap' that would determine whether the 'cherry-picker' was still there or a 'cleaner' was there? 

     

    Say the normal re-spawn time, after the cherries were picked, was 2 hours.  How long before a 'cleaner' could expect a quick re-spawn?  One hour?  Could not a second 'toon of the cherry-picker wait for that amount of time and then be guaranteed and instant re-spawn?  Who would know better when the second timer started?

     

    Like I said earlier, this would be great if you could get it to work the way you stated.  I just don't see how you could make sure the same person was not both players.

    I would start with the normal respawn time. As far as I'm concerned, It wouldn't really matter if it was the cherry picker or someone else who cleaned up. The field would respawn at the same time regardless, and if the cherry picker cleans up after himself, although late, he's not really a cherry picker anymore. The difference between the way I think it works now and the way I proposed is when the timer starts counting. At present I think it starts when the field is cleared. My suggestion was to start the timer when the field is touched for the first time instead.

     

    I'm not sure it how it works now though. Since I've seen fields starting to refill before I've finished clearing them, There could be some per-roid timer instead/as well.

    • Upvote 1
  3. I like the concept but, what would keep a player or group of players from clearing the 5 hulks in the field, getting a quick re-spawn and repeating indefinitely?

     

    Maybe this only happens if the first timer is more than half timed out???  Still, this could end up being a way to cut the timer in half if you are camping the field...

     

    Repetition would not be an issue. You only get the quick respawn the first time because the timer was started by the cherrypicker and the timer ran out while waiting for a cleaner to come clear the field. If you clear a fresh spawn in one go, you won't get a quick respawn since there won't be a time gap between the time of the cherry-picking and the cleaning allowing the timer to run out,

  4. I think it would be better to deal with the cherry picking problem by rewarding the cleaners rather than punishing the cherry pickers. I'm not sure how the respawn timers work, but my preferred way of doing this is would be to have at least two respawn timers. One timer would starts when the first piece of ore is picked in a field and respawn the field if the field is cleared. This would reward someone who cleans up a field that was cherry picked a some time ago with a fresh field almost instantly upon cleaning up the old one. 
    The other timer would be a longer timer that is reset each time someone picks something from the field, respawning the entire cherry picked field if it has not been touch in a long time.
    • Upvote 1
  5. I was in a medium sized guild on Orion in original live, and we cooperated with others for the big raids. Not that I raided that much, but I never felt cheated out of the opportunity to raid in original live because big guilds were hogging all the action.
    I do however think the developers should consider the fact that there are two reasons to raid:
    To obtain raid loot.
    To experience content.

    A fine balance needs to exist between the two. To little loot and the experience starts to get too repetitive. To much loot and people gear up too fast and loose the incentive to keep playing.
    I think they had it pretty good in original live. I got enough raid loot to make me happy, even though I didn't raid to the point of boredom. I had my GOD beam and my shield Prom and other not so rare raid loot like a few bile weapons, a hellbore launcher and what not. If I remember correctly, the big raids, like fish bowl, dropped a lot of loot. From all the drama over raids, one could almost believe it has been toned down in EMU live compared to original live.

    I just hope the devs manage to find the same balance in the EMU as we had in original live.
  6.  

    But please also be sensible about it. You should actually be prepared in order to have a chance at defeating the encounter. You may even have a single person of your group/guild observe a few times how the 'big 3' are doing it.
     
    Don't go out there with hardly more than a full well rounded group or with a single healer or without debuffing equipment or a single JSer with L5 skill etc. I believe you understand what i'm trying to say.
     
    Because then it  would be you denying another, better prepared, player his chance.
     
    The best we can do is try and behave like adults.

    I can agree with always preparing to the best of your abilities, but there is always a risk of failing. If someone failing a raid denies another, I think the devs may need to work a bit on the raids. I think raids should reset enough to allow someone else can complete them if one fails. I would love to come as a single observer to raids when I'm high enough level, but I know from experience that some people want to learn for themselves and not get too many spoilers from others. I think the devs should consider those players too.
  7. .....

    I think I prefer the current way that it's done, though the damage from explosions should be toned down.  I don't think that if you have full shields, you should be into hull after an explosion, and definitely not dead.    I could see them taking a big chunk of your shields out, and needing to make an escape.   Can also see the debuffs they currently have.  Mob level, for pop-rock mobs, I think we're in partial agreement on, should be appropriate to the level of the pop rock's level.

     

    I agree with this. I don't know if it's just me going after higher level ores, of if the damage has actually gone up, but I get the feeling that I'm taking much more damage from pop rocks than I was a year and a half or so ago in ST4. Now a pop rock of a level equal to my shield takes out almost all of my shield, and sometimes even gets into hull. I think you should be able to take the hit from a pop rock at least two levels above your shield level before it starts digging into your hull.

  8. I wouldn't mind a change like this. I think it would be difficult to implement though, since not all members of a group are wormholed at the same time due to the confirm popup. The devs may need to add a toggle do disable the confirm popup when in formation that would have to be activated by players to stay in formation after traveling through a wormhole. The JE opening the wormhole could be the exception, just to avoid wormholing the whole group by mistake.
  9. Similiar to dismantled item messages, especially for crafters, it would be nice to have credits / items traded with trade window is shown also as system message (similiar to tips)

     

    Why do I ask this?

     

    Because we crafters often get credits after item is finished at last trade, but some players places the money on first trade during the initial component trade. In that rush, it may even get lost from attention. So it will be nice to scroll up and see how much credits traded for both parties doing the trade. Would also remove question marks "- I gave you this  - you did?" type :)

     

    You have received item A

    You have received item B

    You have given item C

    You have received [X]  credits.
     
    Or for players who traded...
     

    You have given item A

    You have given item B

    You have received item C

    You have given [X] credits.
     
    Thank you...

    It may start to become a bit spammy, but it would be useful. I would make one adjustment thought:

     

    You have received item A from player Y

    You have received item B from player Y

    You have given item C to player Y

    You have received [X]  credits from player Y

     

    Or for player who traded...

     

    You have given item A to player Z

    You have given item B to player Z

    You have received item C from player Z

    You have given [X] credits to player Z.
    • Downvote 1
  10. I don't think manes make ideal ore field guardians, for reasons already stated.
    I would set up new mobs with the sole purpose of being field guardians. A few good ideas have already been suggested. Here is my list of how I would do it.
    1. Copy an existing low aggression mob (doesn't have to attack everything in sector).
    2. Replace most weapons with fast firing long range EMP beams. These should interrupt bot mining nicely.
    3. Tweak AI to only fire none-emp weapons if attacked (shields below X%).
    4. Add hack engine skill and set rate to spam (faster than duration so bot miners get stuck in place).
    5. Alter loot table to lean towards items used in popular prospecting setups.
    6. Tweak AI to trigger aggression on mining.
    7. Tweak AI not to follow someone thrusting away.
    8. Tweak AI to deaggro after X seconds if the target does not mine, attack or gets out of range.

    With this setup, guard mobs could be of an appropriate level without being much of a threat to people.
    People will learn fast not to mine in their proximity.
    Boting efficiency will drop to 0 upon encountering one of these mobs unless very complicated macros are employed.
  11. This is a spin-off of this thread: https://forum.enb-emulator.com/index.php?/topic/8859-items-that-does-not-drop-missing-broken-lines/
    I think it would be nice if the drop info on net-7 portal were extended a bit.
    Today it just shows "This item does drop" or "This item does not drop".
    If you hover over the "(hover for info)" it reads: "Only drops in public accessable sectors are taken into account. Items dropping from activatable raids (eg. Fishbowl) are not reflected here.
    My suggestion is to list the type of location it drops in, for instance:
    "This item drops in a public area" (Same as todays "This item does drop")
    "This item drops in a private area" (New description for drops from activatable raids)
    "This item drops in a closed area" (New description for drops from closed (future content) areas)
    "This item does not drop" (Same as today - the two options above)

    I would also like hulk drops included. I assume they are not taken into account today when calculating drops since the prototype stuff shows as "This item does not drop".
    I know you're not big fans of giving away drop information, but if hulk drops are included perhaps showing if it's a mob and/or hulk drop could also be considered.
    • Upvote 1
  12. I have two requests from people using the list:

     - Please don't change the formating. If you want another format, please request it here and I'll make the changes if there is a good enough motivation.

     - Please restore the filters to "all" when you're done searching for items so the entire list is shown.

  13. It seems to me that one factor enabling this kind of behaviour may be the use of a single spawn point. An appeal to the devs to spread the spawn out over an ample-sized area or multiple spawn points spread evenly over the patrol area of the mobs may reduce the impact of such behaviour on other players.
  14. I have some code in the server since 2 weeks addressing this - it's just not active yet (commented out)....yet.

     

    If you guys are saying that the so called "foreign build levels" should affect the builds 3+levels higher only in a capped and limited way, i just need to remove 4 characters in the code and it's life....

    Up to you.

    I would vote for such a change if the contribution of builds of the appropriate level were raised correspondingly, so the total contribution to build quality from all levels remain the same.

  15. I think the current system is very good. I don't mind if building low level items helps you build higher level items of higher quality. It would be even better if it were capped though, so you can only get so far building lower level items. I think all item levels should influence each other, so to get top quality gear, you have to build many items of many different levels.

     

    If I were to design such a system, I would use a half rule. The contribution to build quality gets cut in half for each level removed from the current one. Since the system is set up with prices about doubling for each level, this would mean that it would cost you roughly the same to raise quality by building many low level items as not so may higher level items. Building higher level items to improve quality on lower level builds would dig into your credits though, since they would only give half the benefit at double the price for each over-level.
    I would also make it so for each % build quality you want to gain, you would need to build twice as many items as the % before. This would encourage people to build at many different levels.

  16. I usually multibox when I do jobs. Like Will though, I do it manually and only pick the jobs I want, and I never compete with myself. I do it to have something to do while waiting for the terminals to refresh, since I rarely get six jobs I want in one refresh. I use the time to continue whatever I have planned for the next character in line. It may be some other job, trade runs, building some equipment, working on a mission or something else entirely.
  17. This is likely a client side mod and probably can't be done guys. Another option would be to use a macro app like Auto Hot Key, and bind a key to make a mouse click on that spot. You'll have to get the screen coordinates for the button using something like Info Grabber, but its not difficult to do. I use MacroGoblin myself, and bind keys to things I'd like the client to do for me that IMO it should be able to do.
     
    So for this, think of it in steps:
     
    1. Move mouse pointer to the screen coordinates you find in Info Grabber. (Might be able to omit if the editor you use can simply click on a part of the screen)
    2. Full mouse click at the desired coordinates.
    3. Return the cursor to the center of the screen. (For clearing any controls, as a safety maneuver.)
     
    I hope this helps somewhat. :)
     
    -Overt.

    If they add a slash-command for this, it should be possible to use one of the key maps for quick-messages.
  18. I agree. I think all build skill missions should require you to analyze and build a level 1 vendor item only. The rest should be moved to a volontary follow-up mission/missions to gain a few basic bonus prints for the build skill in question. Similar follow-up missions should be available for at least one build skill for each class.

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