Jump to content

Rezwalker

Members
  • Posts

    209
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Everything posted by Rezwalker

  1. 7 or 8 crashes in a 24 hour period, do we know why its happening?
  2.     lol, check out my man cave   [attachment=2262:IMG_1113.JPG]
  3. launcher shows 129 online and I have 5 PCs stuck on galaxy screen, whats going on
  4. As far as group bonus and profit is conserned I did an experiment. 6 TT selling trade goods from somer to fenris. # price 6 2265 5 2265 4 2245 3 2206 2 2147 1 2147 Looks like you need 3 in group to get bonus and stops at 5..............
  5. When the hell did this project turn to us against the DEVs, I thought we where all here to reincarnate our beloved game, all we are trying to tell you guys is that its not working right, its not fun, its not anywhere near live but its ok, we don't want it to be an exact copy, just playable and enjoyable by the masses, and its NOT! How about you all time out from coding and bug fixes and come join us, get a hands on feel for the game and then we can talk.........nobody is in a rush here, we been at it for what, 5 years now?
  6. [quote name='Zackman' timestamp='1354806316' post='68186'] What changes ? There was nothing changed here for years. [/quote] Three pages of posts on this thread alone should be enough for the DEVs to look in to it Zack, theres a problem here that needs to be addressed, I dough all these people have nothing better to do then wine about a not existing problem. All we can do is report on the anomalies we encounter and bring them to the DEV teams attention and thats what were doing. It might be a good idea for the posters to give more specific details about what mobs/sectors/mob lvl and whatnot so we can look at this problem close up so as to isolate and fine tune mob behavior but in general, players are having a hard time in combat, in addition some HU and new skill missions for most races have to deal with an overpowered mob like Holms and Nomos blubber part, to name a few, to the point that players gave up on normal leveling and have opted to doing trade jobs or explore tours, and are even skipping HU and skills until they are higher lvl, It's starting to be a trend to see a lvl 150 Novice and thats not the way the game was intended to be played. In addition to tethering, aggro, signature and the other aspect of the game we need to look on, some low lvl mobs are way overpowered, one example that comes to mind are the lvl 12-13 Zens in Yokun, was exploring with my 4, yes I'm at it again lol, lvl 37, cl 12 JDs last night and came up to a few of them, well to make a long story short, one lvl 12 and one lvl 13 killed 2 JDs and the other 2 just made it out with 1/3 hull left, needless to say my jaw dropped and after a tow on the dead and run for your life on the other I had to go back and check it out, heres what I observed. Test conditions, JE with lvl 5 proto shields, 3149 cap and no damage buffs first mob, Zen lvl 12, 340 hull, 750 shields, did an average 59 DPS second mob, Zen lvl 13, 300 hull, 590 shields, did an average 78 DPS wow on both and how come the lvl 12 has a bigger hull and shields then the lvl 13? For comparison my lvl 37 JDs with cl 12 and 260 hull, 504 shield cap, with 3 200% lvl 3 ocelots only do 52 DPS according to net-7 ship test tab Conclusion, some low lvl mobs have bigger hulls, shields, more DPS, tether, swarm, can see you from anywhere in sector if you piss one off, in short, there overpowered imho and need adjusting.
  7. Another way to convince you might be to quit playing? lol
  8. log in server is down, look at Server Status thread for more info
  9. There use to be a Jenq, Progen and Terran theme in the past, don't see that option now
  10. player count is broke, im in game and it shows 148 on the /who command and 19 on the /whoall, in the mean time there have been no logins and about 50 logouts in past 30 minutes
  11. If thats the case then there shouldn't be a problem, after lets say 100 builds of an item the formula says you can build 195%-200% with expected 200% and you get close to that span, now its more like 170%-200% with expected 200% and you get 169% lol
  12. A variance of a few percent is acceptable but we see up to 30% difference in build quality from one item to another and thats more of a coin toss and not in the spirit of the game. Work hard, build a bunch of things and have higher expectations and results in quality not draw of the straw like it is now.
  13. Although I dint wish for a crash I'm glad it did and gave me a chance to check my settings, found out I had virtual memory turned off, I'm guessing for a month or two when I did a real deep defrag and forgot it off lol..........kick me
  14. [quote name='Taallonn' timestamp='1353647749' post='66948'] Ok. You all need to fix your shit cause this is not how it was in 2002/2004. Having died on 3 toons due to everything being aggro'ed on 1 and then killing the others cause of 1 heal? Things are messed up. Ardus, things were based off heal agro to an extent, so was fishbowl, so was any high level area. NOT a lvl 20-50 area. Get it together and fix it because it is BROKEN. Say what you want about the code being the same, no, it is not the same, not at all. There is no way in hell that a healer should throw one heal and get aggro off everything around them. That is frikin absurd and not at all what happened in LIVE (2002) You know what, Im going to make a video and show you what I am talking about in the newbie zone where i can do nothing but heal and get aggro from everything around me and allow a lowbie to get the kills. Would that satisfy you? What do i need to do as a player to let you know things are borked andtotally frikin fubared (Oh man i wish i could say the words i want to to emphasize how screwed this is....and you dont even know it)? What do i need to do to make you go....yeah they are right, this is fubared and NOT what live was? [/quote] First you need to calm down and be patient, harsh language is only going to get your post deleted and you get a warning, I should know, I have a few of both, one reason I don't bother posting much any more. The pattern has been to make changes in the behavior/code with a sledge hammer first and then the fine tuning comes, SLOW, very slow and after most of us just about ready to give up it happens. I'm almost positive that the people doing the work here unfortunately, have little or no live game experience, at least not like some of us hardcore, beta to sunset old timers so its hard for them to draw from been there, done that kind of knowhow.
  15. There are two ways to get past the crash after password thing, one is to check the box in front of Debug Launch, the other is to delete the global.th6 and sometimes all 67 .th6 files in C:\Program Files\EA GAMES\Earth & Beyond\Data\client\mixfiles or whatever your path is to the mixfiles folder. I wish the DEVs would get to the bottom of this problem, I for one have to delete the .th6 almost every day to be able to log in.
  16. I found that if I wait a few seconds at gate after warping to it I have less crashes, on the other hand if I gate as soon as I get to the gate it's a 50-50 chance I'm going to crash. Conclusion, I would count to 5 before gating.
  17. Summon range should be .5k, ...............next!!!
  18. [quote name='Zackman' timestamp='1328272755' post='52961'] I can confirm at least that a single target spawns in front of you, dont know how it works for "group summon" since my newly created JD is still a greenhorn One thing tho..maybe change the [b]distance(!)[/b] and make it dynamically so the summoned mob spawns in front of you according to the weapons range? It happend to my noob-JD (1 K beam range) that the mob spawned 2K away...which isnt very helpful. It should be capped tho, to avoid a JD with 4K beam range placing the mob 4K away - because then the skill must be renamed to "Fold enemy" I would design the formula that way: Set the distance for the "respawn" fixed to 1500 (1.5 KM) so a low-level Chimeara can still hit. Before executing the summon, check the max weapon range of the summoner [b]after[/b] buff. [b]Only[/b](!) if the mob is outside this range, make mob spawn = player.MaxRange-100 [size=3][i](aka[b] low level cap[/b])[/i][/size] This way a summon target is always 1.5 K and only if the beam/weapon range is less, mob gets placed weaponRange-100 (1000-100 = 0.9K), also avoids mob spawning always at the max.Range point (eg. 4K away). There should be a check for the lowest range of all weapons being equipped, also there should be a (Null) check if the player has NO weapons equipped (=1.5 K default spawn). Tien, is there something like a "perimeter" in the game/server? I am thinking about summoning a mob 3-4 times till i got him at the noob station killing all lowbies while i watch it cloaked (exploiting the partially non working turrets).... [/quote]
  19. go to C:\Program Files\EA GAMES\Earth & Beyond\Data\client\mixfiles and delete the global.th6 file, if that dont work delete all 67 .th6 files
  20. IE is doing the same thing laptop 1, IE bad, FF good laptop 2 IE bad, FF good PC 1 IE bad, FF good PC 2 IE bad, FF bad
×
×
  • Create New...