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Orga1

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Everything posted by Orga1

  1. My real analysis... On planner TE 50CL 46EL 50TL 146 ol SP gained 264 SP left 226 SP left 38 In-game TE 50CL 46EL 50TL 146 ol SP left 45 lol OK here's a good question, sense it seems I've gained more sp. If i continue to do trade or combat and although the xp should be shared and dump into my EL...Does this mean we can ding twice? once for just getting xp in that field which is already cl 50 and does not change numbers and twice if it's dump into the EL and dinged?
  2. lol I think all pws have at one time or another ks by accident someone else's mob. I have tail gated a pw and he didn't even know i was behind him watching him shoot another mob. So that is game mechanics, however I think kuei station is well glitch at a camera angle. On my TE I had 7k scan range which I couldn't see my weapons or debuffs on the station it self, because like it's mass radius probably confuses our camera angle settings. That is until i can move back 3 clicks. I can't see nothing but my fleet m8s, its a glitch i say. It rarely happens in the FB with "arzeneal the master" and others. The closet explanation of this happening is getting dmged to hull where it affects your normal scan range but yet I haven't been dmg into hull so it goes in and out depend on your distance when you encounter it. Poly collision w/e the entity don't show up on view when it approaches you. sometimes It made me think Kuie Station had built in cloak ability as a weapon.
  3. Error logging, displaying & reporting! I don't know if this has been requested before C Del, but if your still working on the 2.0.0 version. Then I would like to see more intelligent error details from the launcher. Another words if for whatever reason the proxy starts and Displays MVAS thread is running, but the game window never appeared; (there is a known bug that causes this to happen at log-in screen right after previous log in attempt from d/c issue). Then after a couple of minutes either the launcher should kill it's process and give an error with numbers. Kinda like a best guess or estimate of what might have caused the problem even if it's a common one. Ergo if an error appears then it says "error; 145" and a lil description that entails it. That makes it a step forward when reporting such error's to the technical bug team, which is you C del and if u see a error number you can quickly diagnosis it and narrow the problem down. So that the tester doesn't have to guess and play 20 Questions with the technical team. Just improving that lil area for the launcher would be nice for the masses I think. It's like a small error reporting db added to the launcher. I recall a time when the emulator had a function there was a error log and send file but that's no longer working. So when a newly updated error or problems arises from the launcher not in-game. Then It's not logged and we the confused testers have to find out. the proxy log only works if u make it in-game, outside of game your best bet is to look on forums go through long Q&A ect... Other then that, all the errors I see on the proxy logs is issues caused by in-game errors from my experience.
  4. I understand all class could solo, but there's no challenge at end game if they can continue to do so... Now this makes more sense. A jd can solo 1 "bmx" all he wants, but if there was a "bmx a and bmx b" thrown in the situation. Then progen C would have to shield jd from "bmx a and b" because jd can't solo while holding multi argo. So jd calls for progen C to help and thus they start a group and without grouping there is no raids, without raids, content maybe pushed towards soloing issues more then grouping. This is the only problem I see. How often does 2 mobs group up together and challenge that jd to not solo? Other then in the FB or near boss spawns. Back in Live, a PW couldn't touch a tengu in cooper at any nav without 2-3 of them on his tail, regardless of the supply spawn to player masses ratio. I recall not being able to solo anything passed cl 50 without needing a group or guild to help me back in live. Sry if I'm emphasizing too much on grouping, but hearing things like soloing, needs to be discussed.
  5. What is your New Year's resolution? Why not tell us? It can be any goal you set forth this coming year... My New Year's resolution, is to eat healthy and make new friends. What's yours?
  6. So Like C Del, Where does this combat "group situation" come into play that you speak of? It seems more players rather solo then not, on a je or jd?
  7. I don't know if it is intended on the planner or in-game, but when i used the planner to compare my sp with my character, I found I was messing about 63 sp's... So I suggest everyone comparing the amount of sp's before they reach ol 150.
  8. I know my argument with JD being allowed a maximum of 4 gun slots well never die off in a debate, but I'm still offering that solution. The way any other speedy class is balanced. If a JD in general can cloak&fire while having a bonus added to the beams doubling it's amount of dmg on all beams. By which depending on uniqueness of the beams, it's self could give ridiculous amount of dmg alone. Then by reducing a jd's weapon slot by 1 weapon, can the speed of the class + double dmg bonus not make up for a 5th slot? I argue that jd's had 4 beams not 5 back in live, but it would only make sense, sense their class specialty is speed and defense not to mention infinite energy. The only way I'm dropping the idea is if someone has a pic from back in live with 5 weapon slots on a JD. If you have a pic of a JD from back in live that shows 5 weapon slots then plz show us or me the pic. Jenquai; 3-4, Terrans; 4-5 and Progens; 5-6 weapon slots. Does that balance structure not make sense? I know this is the emulator not live, but I bring this up because it seems the real topic is "Over Powered Jenquai".
  9. I disagree with a rotating background, logically space is changing but fortunately for our own human eyes, we won't see that change until 100billion light years from now. So with the background not moving feels pretty realistic to me. The roids however could start floating slowly in a group, that is a known fact roids don't just sit there and do nothing. I think these roids are entities, but if there not a character made with animation sequence then they would have to animate it moving, without the original skeleton of of the model, the devs would have to be creative and so It's plausible but I'm not imagining it any further lol. Besides, I'm already pleased with the way the planets changing day and night animation sequence.
  10. 3-6hrs depending on server lag and broken stuff. I remember a few of us calling out a GM or Dev in Live just to help boot up the entire fB raid so that the gate would open and the raids be rolling again. I agree with Hex, that individual boss spawns is not worth the time and effort to handle or try to implement. Sense were on the topic of trying to fix this issue with uber players soloing boss's. A logical suggestion could be that sense the combat functions by who dmg more, by default in or out of group. Then by doubling or tripling a boss's amount of a HP, Does not that soloing player fail to extinguish with all his might in 30min or less? Causing that experienced player to look for more help, thus interacting with other players. Giving unto us all a new purpose to share and care with the community of this emulator. I think its a brilliant idea. Just tampering with the cl 66 mobs, no need to deal with the normal ones. If you wanted to you could increase all mobs, or reduce amount of dmg given by current end game weapons/turbo could be the OP here that were all not seeing. That in it's self might help prevent the soloing and start the raiding once again. Yay What do you think?
  11. Yeah I wasn't happy to see a pw show off his nova & shield sap skill at one of the nav's in cooper. Sense those ten-gu mobs outside the FB in live could zap the pws reactor or shield, but every mob had debuff's that was equal to the weakness of the player's class. There was a good reason why pw's didn't just nova and shield sap the life out of a group of ten-gu, they were even some what feared by maxed out pw's. It took 6 players to take "Desha" down not 1 player...those were the days. I pick on that mob because it obviously has the most rewarding rare item around that's not atm in the FB.
  12. lol I'm not questioning if the link was a valuable solution to inviting players to vote. I never said the idea for devs to have an extra hand was a mistake. I was just referring to a total of votes, their being only a 8-16% difference. The out come of 3,324 reviews and only 25 votes so far, could only mean the majority of user's might have chosen not to volunteer in this election. There's nothing wrong with exercising your rights as a citizen of any nation. Independence is freedom.
  13. I don't think I well cast my vote because, it's already a popularity contest as one predicted. I believe 7 day's was on such short notice to be announced and nominated. If there is over 200+ users able to log into the emulator and a large sum of those play every other Sunday. Then I don't believe that those 20 player's not including the GM's, could voice for the other 150 players that play once a week or month. 50 votes for one nominate on a poll, would seem unbalanced and not accurate to the actually 100 - 150 individuals votes.
  14. Even though I don't have proof, my best memory of there being timers on the buffs is double digits and in the top right or left hand corner of the buff's icon it would count down I do remember closely seeing this Back in live, when u used a power down skill, self destruct, or get gravity linked by ten-gu mob there was a count down in the icon window. Even the plague's bite active buff had a timer. Why bother when it seems we can handle a lot of missing features in the emulator. Without a picture they wont go near the idea. It's a nice thought though... Edited: Ok i was close maybe we invented our own timing based on the number of buffs we used. here's 2 examples pictures from http://www.enbx.com/community.htm
  15. Yeah, I'm so glade that I left EVE when all that BS started on the forums and in-game. Politics never work. Pro-politics is not far from Pro-wrestling. So Why don't we send all the nominees through a trial in-game or out? Like they do in real tribes, and the last man standing wins the election! I see the DEV team is confident enough to take the risk of having this program fall apart. There's no fear if their welling to bond with the players through one special person. It's the 3rd step in Darwinism. I nominate Vonbon! He has the looks & the goods.
  16. Yeah I didn't mean to say "auth secure", I meant "local cert" checked but thats correct and with local cert checked it was working the day b4 Thanksgiving holiday. I got tired of thinking without checking local cert, would I crash less? So because of that, switching seems to be working for me atm. If this debugging is true then could this be one of the reason I never log-in successful the 1st or 2nd time, when I launch the client in awhile. It never fails to freeze as Tienbau says when I haven't launched the client in awhile, on the 1st and second try. I haven't seen a Just-In-Time error, when it freeze or locks up recently compared to past versions of the client. I'm glade Tienbau explained it, thankyou.
  17. Oh goodies, it's not just my end then , I'm just reporting this quickly cause i have a thanksgiving gathering and kinda sad, i too can't log in but I Notice I got a Illegal OpCode in the net7proxy. I don't know what it means I was going through secure authentication last time and worked all day yesterday. Now today it's causing the launcher at log-in to crash, Hang and other bad equally M$ reporting errors! 25/11/10 10:53:52 Connecting to Authentication Server on 127.0.0.1:443 25/11/10 10:53:52 RegisterSectorServer at IP address 127.0.0.1, port 3500 25/11/10 10:54:21 User 'Orga2' logging in from IP: 127.0.0.1 25/11/10 10:54:22 TCP login link established. 25/11/10 10:54:22 Starting TCP login connection 25/11/10 10:54:22 Login link established to server. 25/11/10 10:54:22 Received account valid from Server 25/11/10 10:54:22 Received account request. 25/11/10 10:54:23 Received TCP avatarlist from Server 25/11/10 10:54:23 Received Avatar list. 25/11/10 10:54:32 Sending Avatar Login. 25/11/10 10:59:22 Connecting to Authentication Server on 127.0.0.1:443 25/11/10 10:59:22 RegisterSectorServer at IP address 127.0.0.1, port 3500 25/11/10 10:59:46 User 'Orga2' logging in from IP: 127.0.0.1 25/11/10 10:59:46 TCP login link established. 25/11/10 10:59:46 Starting TCP login connection 25/11/10 10:59:46 Login link established to server. 25/11/10 10:59:47 Received account valid from Server 25/11/10 10:59:47 Received account request. 25/11/10 10:59:47 Illegal opcode from Server to Global Account connection 25/11/10 11:00:35 MVAS thread running 25/11/10 11:01:23 TCP connection on port 3805 was reset
  18. So the staff is going to police the macro's then to get them under control? I've heard a few GMs blasting macro's who do not respond when mining within a 1hr period which should long enough for to do your business in a restroom and come back. So more the likely seems to be a great way, although kinda sad to see having the enb emu-staff police & monitor macro's once again. I also agree with Rezwalkers rules or warnings for new and other macroers in the game.
  19. I think they call it the echo and I can't remember back in Live if there was an option to turn it on & off. Not trying to be contradicting the topic here. Why not remove or move the amount of log-in & outs system messages? Most times it rapidly bumps all my installed equipment or damage assessments away, because the amount of log in and outs out number that of a single computer log which deals with an event happening to my ship. I could care less who logs-in and out everyday, but sooner or later we can't avoid it for testing purposes right?
  20. # EPIC, huge, Byakhee-ish 30-step missions with HUGE faction adjustments (+1000 to +2000 rep) # Trade rare mined or looted items to RD or Chavez or other "outlaw" NPCs (existing example: space suits) # Running contraband for outlaw factions (doing so will temporary flag you as an enemy to lawful factions that detect you with the contraband in your hold).... Those there could only came form a mad man ROFLOL the 1st Is torturous, the 2nd is questionable, Why not the contraband be booze and vodka Sense it already drops sorta? the 3rd reminds me a lot of EvE Online, I'll hide if Concord gets resurrected in this game for stealing contraband!!! I recall in Live the faction grinding wasn't as tough as it is currently in the emulator. Wither you kill your own faction or the Chavez for RD faction. The bigger the mob the more gain in faction you get say (100+) for cl 50 mob. The smaller the mob the less faction you get so (15-25+) for cl 10 mob. I believe there to be a "mathematical scale" for faction gaining between the lvls of mobs and made it simple back in LIVE. Your grinding but at least you know the score is higher for the bigger mobs then the smaller ones. It's just my suggest but even if that wasn't how exactly they setup faction gains in live you can least try that method or use it in a suggestion.
  21. OK just to be fair. Whens this next update to the play server, that allows ID'ing NPC to take place happen? Whens the doomsday of our meddling with the unknown? *plays the doom song* >_< nooo
  22. OK just a thought, you how I crashed 3 times in a row? Well possible I was dealing with 2 different bugs and the 1st was the DoKeyExchange error, followed up by a different pattern the double crash/disconnect on log-in screen alone. That has a pattern to it but I don't think the DoKeyEchange error, that appears on the proxy when i gate to desktop lol is linked with the double crash/ disconnect at the log-in screen. I don't know if this helps but it could narrow the problem.
  23. You sure the recent content update to the client, did not blow up any extra bugs that affects our connection to the server? xD Not to complain, but I have seen another similar issue with log-in. So I launch enb properly, the client is already updated along with the net7proxy, I get to log-in screen. Type my info in and hit enter to continue, but then I'm either, A. stuck in between the log-in/confirmation sequence or B. the client froze and there is no warning, no errors being reported at the time. I can't even get too the character selection screen nothing on net7proxy thats says is unusual. This issue is stopping me from logging in every now and then I count 2-3 times in a day. If I haven't played for long periods of time on the server. Meaning time frame between my last log-out of the server. So I force reboot the 2nd time at log-in screen I get global connection to server lost and it auto closes. The third time I boot up the client get to log-in screen after trying to log-on same account 3x I get in with success then it works as if it never happened. I don't understand this one but it exists. It must global, because I'm not the only one dealing with this problem according to other posts.
  24. It's probably been suggested, but just want to point out, that every time the client or net7proxy goes through an update or patch, you need to go back into your EA files, look for enb config, reconfig the client that way with window mode on. Then you can go back and dual log with out a VM. It's Like a second step to refreshing the info for the Client and Proxy.
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