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rhobix

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Everything posted by rhobix

  1. [quote name='C Del' timestamp='1280700139' post='22033'] For analyzing, the problem is that it hasn't really been decided exactly how this should work, so it might be a while before the content devs are able to indulge your request. [/quote] Maybe the actual percentage used shouldn't be shown... Some stations may want to manipulate their numbers to attract more business...
  2. Reading all the fuss about the Agrippa missions, I also think there is room for improvement in the information area. As a side not, I'd just like to add that they have bankrupted me on several occations, and I wouldn't mind if they were a bit less of a credit sink at lower levels. There's actually no need for credit sinks at lower levels. There is more than enough to spend your credits on while levelling. More credits can always be made though, so I have no real objections to how they are set up, but to get back to the information area, the game (client) is not built for the level of complexity these missions have. It could of course be improved bit from how it is now, but not up to anywhere near what it should be. What I'd like is some kind of overview of all missions, and as far as I know, there's no support for it in game. One way of solving this would be to build a webinterface for the mission tracker in-game for the Net-7 Portal. It could be a flow-chart style tab under each character page on the Portal. It could collect and show missions that aren't hidden and the following information from the database if possible: - Name of missions - Full info on current missions up to the current step (mission journal entries, talk tree dialog, etc.) - Name, requirements, mission giver and his/her location for available missions - Name and requirements for unavailable missions that may become available in the future. - Relationship between missions - Missions grouped/filtered on category, location, race, faction, level etc. I'm not sure how to avoid too may spoilers with such a system, but I'm sure someone else here can come up with a way
  3. [quote name='David' timestamp='1329893684' post='54219'] Why dont we create a raid with mobs and have people warp around and some people killing. We can do this in 2 or 3 sectors to balance some of the load. [/quote] Sounds like fun! Maybe you could spawn whole swarms of mobs for us mid-level players too in a few predetermined locations...
  4. rhobix

    Mail System

    [quote name='Mattsacre' timestamp='1329880909' post='54210'] ... 2.Reciever of items location, they may be on a trade run with full cargo of something, makes no sense if a delivery to cargo while in space anyway, needs not to deliver until reciever activates to recieve, don't know the mechanics to that, was you intending through the galactic portal terminal in station lounges? That would make sense for the activating and the nondelivery in space. [/quote] Could be solved by delivering parcels to vault...
  5. [quote name='Ninjabadger' timestamp='1329822789' post='54170'] You are missing my point. The fun for some is a team effort against the environment, not a form of competition against other players. It is how some want the game to be and how they want to play it. This opportunity is being either denied, gated or being made more difficult by others. Hence why I am suggesting people look for an alternative mechanic whereby people can all play the game how they want. This could be an alliance taking a rotation slot, although see my earlier point about not wanting to have to do it every week or being able to do it every week. Forget the loot for a moment as well, it is about solving the puzzle, following the story and completing the encounter like the big guilds did when they first attempted it, before they had it on farm mode. If it is how the developers want the game then fine, but they need to say so to remove ambiguity and let people know where they stand, like Eve does. It was not like this however in live, at least on some servers. I know that is not practical right now but there are other ways. It is discussing these ways which work for everyone which I believe is best, not each group trying to convince the other. That will never work. [/quote] Ok, I missed the point. I think what you're asking for is next to impossible without instancing, which we don't have in this game. No matter what, newcomers are very unlikely to get the opportunity to complete the encounter as if it were for the first time. There's almost always going to be someone there looking for loot who's done it before.
  6. [quote name='Ninjabadger' timestamp='1329818116' post='54165'] I am not going to add much more to this but wanted to reply to your point number 1. Yes, the small guilds could form up into some form of an alliance, in effect being a large guild themselves. The problem is many do not want to compete with other players in order to compete with the environment. There is nothing to stop the large guilds, who are likely to be able to bring more firepower from taking the kill anyway. This drastically changes the encounter and the experience for all involved. [/quote] It depends on the size of the large guilds. If each of the large guilds can muster more players than all the players not in one of them, the large guilds could be jerks and deny the rest the chance. If the other players are so few, some of the large guilds may be decent enough to include a few outsiders each time... If not, the rest may have to work for it, but eventually they will get a kill. Raid gear is rare and usually takes an effort to get. Not everyone in a large guild gets something out of every raid either...
  7. I haven't gotten to raiding yet in the EMU, but I raided in live and have raided some in other MMO's as well, so I'd like to express my opinion on the matter. The main points that I have found in this thread are: 1. Raids are divided between large guilds, making it harder for smaller guilds and unaffiliated players to get a shot. 2. The large guilds have an advantage in camping for raids since they have the manpower to keep track of the spawns. 3. Triggers to existing raids may provide a solution to all these problems, but may create others. Here are my opinion on these matters: 1. As far as I'm concerned, anyone not in the large guilds are not part of the agreement to divide the raids, and are therefore free to compete with the large guilds for the raids. If the players not part of the large guilds think the large guilds are hogging all the action, they could band together to get their piece of the action. 2. One way to make camping equal for everyone would to put the spawn timers on the Net-7 Portal. If I had a say in the matter I would alse change the way timed spawns work. I would put it on a fixed rotation and shrink the randomness to a few hours. Raids that were designed to be done once a day I would put on a 21 hour rotation, so it would occur 8 times in a week. The spawn window would be the last 3 hours of the 21 hour rotation, but the exact spawn time would not affect the next rotation, so each day of the week would have it's own 3 hour period when the raid could spawn. A schedule with the spawn windows could then be put on the Net-7 Portal to make planning raids easier. The schedule could be changed randomly at each server restart not to make it too static. 3. I'm all for adding a trigger to raids that were previously on a timer. I would not like another trigger like the fish bowl however. Excessive camping to limit supply belongs in the past as far as I'm concerned. I would much rather have a trigger that's easily obtained but can't be made too often. I'm not sure exactly how this could be accomplished, but maybe one way would be to put a critical component as a reward on a mission that can only be completed once a week per account (or once a month per character). Putting a level 135+ requirement on the mission should keep people from creating more accounts or alts just to get hold of more keys.
  8. I voted no, because I don't want to know where everything is. I would however support a progressive list of locations in the database, where common/low-end gear has dropping mobs specified, medium gear has the sectors it drops in listed and rare/high-end gear has drop info hidden.
  9. [quote name='Zathman' timestamp='1329205249' post='53700'] 1&1 had proved unreliable for me in the past. Maybe they've changed, but I just know I'd never go their route again. Good luck with them... [/quote] I guess well find out in a few weeks. As long as we get the continuous performance we need, both in processing power, memory and internet bandwidth, it's ok by me. I don't think a bit of down-time is that big of an issue since we're not anywhere near live yet, but excessive lag and intermittent connection issues would be annoying.
  10. I would also like to know how many of an item I have spread across my toons when searching the database for items. Maybe a sum over all accounts in item lists, and listed per toon on detailed item view.
  11. Did you scrap the new server idea, or did just the donation option get lost somewhere?
  12. [quote name='C Del' timestamp='1327571709' post='52355'] Just give all your money. ... [/quote] No, I have to save some money to pay for my internet connection, or I wont be able to play anyway
  13. [quote name='Kenu' timestamp='1327564798' post='52337'] seems to be fixed but doesn't have the $625 included [/quote] May not be $625 anymore. It would be great if someone could post how much has been donated but not shown, or add it to the tracker. I'd like to know the status before I donate so I can adjust my donation to a suitable ammount.
  14. [quote name='Tienbau' timestamp='1327560220' post='52329'] eerkkk! you have probably the best example of stretched pixels I've seen so far... Even the 1920x1080 is horribly stretched! I don't think we'd ever be able to extend the aspect ratio enough to fit the 5760 but if it's possible to adjust the aspect ratio we should at least be able to get 16:10 and hopefully 16:9, although why anyone would buy a 16:9 monitor is beyond me ... [/quote] It's not that easy to get hold of a 16:10 monitor these days. At least the 1920x1200 ones. I'm just happy I got mine before they went out of fashion. Now I pray it wont break...
  15. I like to explore and build, so I run two accounts where I mainly play a PP and a JE. If there is a wipe, I will probably switch the PP for a TT. I like the PP well enough, but I like the lvl7 Negotiate on the TT even more, and hull patch is nice too. If I want more firepower, I think I'll just add a third account and add a warrior instead. As Crichton mentioned, it's hard to get the nice loot only items to print at the level you need them. I depend mostly on the helpful players at F7 to build weapons, shields, devices and reactors for my top level characters. Components, engines and ammo I usually get myself, since most are available at vendors so I can print what I need. My JE has a vault with most level 6-9 ores, so I usually have ores I need for all the components I need. The plan is to flesh out my top characters build lists as I go to supply most of the gear I need when I level up my alts.
  16. [quote name='Tienbau' timestamp='1327315000' post='52040'] it is true - you may think are you tricking the client to stretch to a 16:10 ratio by altering the config file, but it's fake - the pixels are stretched. You can verify this by playing windowed at a native resolution like 1600x1200 - you'll get a shock at how circular everything is, and how thin Jenquai really are (meant to be). [/quote] Well, when I said not quite, I meant the field of view, which can be changed. What I didn't know was if the aspect ratio could be changed or not. I must have misinterpreted the following post when I thought it might be possible: [quote name='Tienbau' timestamp='1301890505' post='38183'] yes, go to your nvidia control panel (in your windows control panel), click on 'adjust desktop size and position' and click 'Use Nvidia scaling with fixed-aspect-ratio'. This will give you the highest possible resolution without pixel expansion. Unfortunately with 1600x980 you'll be getting horrendous distortion. Using the fixed aspect ratio will fix that. [/quote]
  17. I haven't done a fishbowl since live, and I can't remember the order of the fishes, but I think the waves should get progressively more difficult and take more time to complete. If it still doesn't take more than an hour to complete an entire fishbowl with the extra hit points added, I'd say just redistribute the extra hit points over more waves, so one wave doesn't stand out like that.
  18. rhobix

    Trade Lock

    [quote name='shadowxsx' timestamp='1327114727' post='51884'] Would be nice I have sold one harder to get item accidentally (due to my left mouse button getting a little worn while at a vendor moving something to vualt) say something like /setnosellrow 1 or 6 where ever the person keeps the stuff they dont want to sell or multiple rows (for inventory slots) or something like that. [/quote] I usually keep items for alternative setups (things I usually don't want to sell) in the leftmost column in inventory, so I would support a slash command to lock a specified number of columns from the left.
  19. [quote name='StarbuckJD' timestamp='1327277074' post='52020'] I have and it doesn’t, as others have tried. Seems like the rendering engine actually needs to have the ability to use AA before it can be set externally with the (NVIDIA) CP as with some other CP tweaks. It just can be more efficient to control it with the CP in some cases rather than the app managing it seems to be. And yes, it would be aspect ratio, were as FOV is more sort of like a fish-eye effect to increase peripheral view. Neither are present. [/quote] Not quite true. I haven't verified myself if it's possible to change aspect ratio, but I'm running a greater FOV than default. You need to dig into the ini-files to change it. See [url="https://forum.enb-emulator.com/index.php?/topic/2056-do-you-play-window-mode-or-full-screen/page__st__60"]https://forum.enb-emulator.com/index.php?/topic/2056-do-you-play-window-mode-or-full-screen/page__st__60[/url]
  20. [quote name='Terrell' timestamp='1327040058' post='51837'] The JT could have a line of devices that make skill use more effective for players. Her device could do one of the following to players it's activated on.[list=1] [*]Increase range of skills. [*]Reduce skill energy requirements [*]Increase damage required for skill interrupt [*]Decrease skill cooldown times [/list] The Scout could then get a device line that debuffs mob's skill use. (fitting with Explorers doing debuffer duty). His device could do one of the following to mobs.[list=1] [*]decrease damage required to interrupt [*]Skill Interrupt (mob can't cast skills for a short period of time) [*]Mobs skills' effects lessened [/list] The JT could then have another line of devices that provide weapon energy efficency. (This could definitely be done, as there was a DigiApogee device that did this. JT could get a line of the devices PM with better stats.) JT could also have an activated device energy efficency buff. [/quote] I like this. I think it should be limited to one activated effect per device. More devices could be designed to get all the effects in-game. There could also be a debuffer to increase skill activation cost for mobs. It may be a bit overpowered though if used together with the JD's Energy leech. This would free up the supercharge weapon for the PT, which may be more fitting since of the new classes, the PT is the combat oriented one. An old idea of mine for a buff from live is Boost Prospect Range. It could be implemented in an device for the TS, but I guess it would fall under the Boost Skill Range here though... Just using the the ideas in this thread, you could make three new lines of devices each for the new classes. Perhaps you could even open up the restictions on a few of them to give some more diversity to the old classes as well. It could be set up something like this: TS: - Increase Interrupt Sensitivity (Activated) (TS Only) - Reduce Skill Efficiency (Activated) (TS Only) - Skill Energy Friction (Activated) (Explorer Only, Progen Restricted) JS: - Skill Energy Conservation (Activated) (JS Only) - Reduce Interrupt Sensitivity (Activated) (JS Only) - Boost Skill Range (Activated) (Trader Only, Terran Restricted) PT: - Block Skill Use (Activated) (PT Only) - Turbo Skills (Activated) (Trader Only, Jenquai Restricted) - Supercharge Weapons (Activated) (PT Only) "Aid" I think would fit better as a skill than a device effect.
  21. [quote name='shadowxsx' timestamp='1327029093' post='51834'] I have a suggestion also. A race & class search option. [/quote] This I would also like to see. I mostly use the database to search for equipment options when I upgrade a tech on one of my characters, and being able to limit the search results to the race and class of the character in question would reduce the time browsing for new equipment considerably.
  22. I just had an idea. How about a line of devices that increases both reload, energy consumption and damage by the same amount? It would be beneficial for all types of weapons. Projectile and missile launchers would save ammo and for beams it would enable jenquai to stay under cloak longer. Maybe activated versions could be used as a new line of jenquai seeker only devices...
  23. Great! I miss my bonus skill points from the Elfman missions though... Not really necessary, since I can add them manually, but it would be nice to get bonus skill points transfered as well.
  24. [quote name='Zackman' timestamp='1326120464' post='51203'] WOOTI Its in, yay !! And now..(lol) - how about the items in hold/vault clickable that leads to a stats-page? Or a dropdown like: "Find this item in the Database" "Show stats of this item" ? [/quote] Clicking the item will jump to the item in the database. I would also like to be able to go the other way and from an item in the database find which of my toons has it in inventory or vault...
  25. I think the problem with shield leech in live was that the damage didn't scale the way weapons do. In live I think the damage dealt shield leach was proportional to the level, so max level shield leech did 7 times the damage of level 1 shield leech. To counter this to some degree, we got different types of shield leech at different skill levels, but this didn't even things out. Weapons basically doubles in damage each level, making max weapons 256 times more powerful than level 1 weapons. I think this should apply to shield leech as well. If we bring this concept together with different cooldowns, all shield leech types could still be useful at all levels, if lower level shield leech types has shorter cooldowns too get them to around the same DPS as higher level types.
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