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Holyman

Patron Saint of the Emulator
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Everything posted by Holyman

  1. Having a crack at the Oni Communication Experience at the moment.   Have discovered so far that instead of trying to analyse the slagged OCD, I just have to speak with Kigoshi Saruta whilst I have a slagged OCD in my hold. I then get the schematic for the OCD itself added to my build list.   But then... There's a mission chain that requires finding "...a person experienced with magnets who can help redesign the Colloidal Magnetic Transmitter."   Is there anyone experienced with magnets who can help me redesign the Colloidal Magnetic Transmitter?   Or does anyone know of anyone who might fit that bill..?   :blink:
  2. I have been wondering about the purpose of Guilds within the Emulator.   In Live, with 2,000+ players on each server, being a member of a Guild – and the presence of Guilds as a whole – made a lot of sense, because it was a sub-division of the Server Population as a whole. It meant you could approach another player and/or make a request, on Guild affiliation alone, without feeling like you were begging off strangers.   (Plus a whole load of other dynamics and facilities that made the Guild System in Live good... But I’m going to try and be concise here!)   One of the things that makes the existence of Guilds in the Emulator less beneficial… Is that virtually every player in the Emu is so helpful, friendly and polite!   In terms of a cultural dynamic, the entire player-base within the Emulator feels like a single Guild used to feel in Live.   So… What purpose do Guilds serve in the Emulator?   What is the dynamic nature of the relationships between Guilds, and between Guild members and non-Guild members?   In the Emulator – unlike in Live – is there anything that a Guild Player would *ONLY* do for a fellow Guild member, that they wouldn’t do for a player who is not a member of the same Guild?   Have to say – and I really am presenting this as a positive! – that I have never experienced anything that suggests Guilds in the Emulator practice any form of discrimination against non-Guild members.   Which is a good thing, isn’t it?   So… Turning to the issue of the Raid Rotation…   What if:   The Rotation Schedule was altered so that every other week was a “Public” slot; and the *THREE* big guilds had to compete or qualify (in some way) for the *TWO* remaining slots in the four-weekly cycle?   Not sure what the competition or qualification for the two “Big Guild” slots would be; except that it would need to be something fluid that allowed each of the “Big Three” an equal chance of being awarded the two available Guild Slots, every time those Slots were up for grabs.   Perhaps that is something that the “Big Three” could discuss and agree amongst themselves. It would obviously need to be something that could be verified with publicly available information, or adjudicated in an open – and FUN! – way.   Could be something like a Guild tag-count of on-line toons in a particular sector? Could be a relay race of a tradable item around the Galaxy? Could be a verbal debate on some Game-related topic, with the winner of the debate decided by the Public?   Or could just be a roll of the random number generator?   &c., &c.   But it strikes me that having something that the “Big Three” had to actually compete for, would increase the sense of purpose of Guildhood in the Emulator, and generate some positive inter-Guild rivalry.   And by only allocating two of the weeks in the four-weekly Raid cycle to “The Big Three”, there would be one additional week given over to “The Public” (whoever they are these days..!).   Thoughts?
  3. That seems to me to be the most salient point.   Maybe "The Order" is less than perfect. Maybe it does need to be revisited and possibly revised.   Maybe the idea of "The Big 3 Guilds" is a bit past it's sell-by date, because it's more like 15 or 20 guildies on-line max at any one time that is now the qualification for a "Big Guild"... Which is certainly very different from Live, and quite different from the Emulator in recent years.   But...   If it's a choice between an Order that is generally effective, understood and comprehended, however imperfect or anachronistic that Order is...   Or Disorder.   I'll take the imperfect Order any day of the week.   The purpose of the Rotation Schedule is not to ensure an equitable division of loot or the Raid Experience; it is to provide some sort of framework that prevents those who can't naturally co-operate and co-habit from kicking up a negative and emotional stink when they don't get their way.   As I understand it, there are already a few of the decent loot spawns (e.g. Modi's bits n' kids; the Warder &c.) that have "owners", who leverage that ownership to stockpile and control the loot those spawns drop. If that sort of dynamic were to be in play with the timed Raids as well, that'd be pretty much curtains for this Emulator.   The Rotation Schedule as it stands does not negate the possibility of Guilds (however big or small) and the Public from co-operating and sharing.   A chaotic and contentious Free-For-All would negate a *LOT* of things: and not just the raids.   :unsure:
  4. Please don't haunt or taunt me if I'm wrong on this...   But I'm fairly sure that the Crimson Megahurtz is dropped by the Chavez Boss that spawns towards the end of the Waking Nightmare mission, at the Chavez HQ in Paramis.   I've completed that mission 3 times in the last couple of months, and I'm fairly sure the Megahurtz dropped each time...   In fact, I'm pretty certain that I left one in the corpse just a couple of nights ago, because my (JE) Loot-Monkey already has one (that my PS built for her after getting the print on the second attempt).   If I'd known they were that sought-after...   :unsure:
  5. Oooh.   Actually have to mine actual ores out of actual 'roids to actually get an actual artifact.   I *LIKE* that idea!   :)
  6. It might be something to do with the relationship between the laptop and the Cable providers hardware..? Network card speed settings?   Check to see if the one that is working with the Cable is set to "Auto" or actually specifies the speed (e.g. 100Mbps/Half-Duplex; 1000Mbps/Full-Duplex &c.). Then see how the other laptop matches up.   Is it crashing after you've selected the character and try to enter the Game? Or just when you select the character and it tries to bring up the information about the character (skill level, location &c.)?   Sounds like it is crashing out at the point it is trying to retrieve some kind of information or another...   Is there a proxy server set in your browser(s) that is pointing at a proxy used by your DSL provider but not your Cable provider?
  7. Imma guessing Windows Firewall settings on the laptop that isn't working on Cable.   It should/would/could detect your Cable network as a different network... And should/would/could have prompted you to describe what kind of network it was "Home/Work/Public".   The only explanation I can think of that fits your symptoms.
  8. Yup... Like Alurra just said.  :)   My powers of recall aren't what they once were...   Maybe it is the CL51 Enforcers... I *DO* recall that I was killing anything and everything that was there, just in case the "Commanders" were trying to hide themselves in the crowd.   And it was during this "thinning out" process that I glanced up and saw the "x out of 12 Commanders killed for [Waking Nightmare]" incrementing.   CL51 Enforcers sounds about right. But if in doubt: kill 'em all!!!   :D
  9. I completed this encounter successfully a couple of weeks ago... And I've been trying to remember what the critical bit of information was that helped me to finish it off...   Think I just have:   The 12 Chavez Commanders that you have to kill aren't called/labelled "Chavez Commanders".   They are called "...Enforcers", IIRC - but still CL52.   I was generally vaping any and all Chavez around the HQ whilst searching for ones called "...Commander", and just happened to notice the "You have killed x out of 12 Chavez Commanders" incrementing as I was doing so.   So that, I reckon, might be the assistance you are looking for Shynjyn:   The "Chavez Commanders" you are looking for are rather unhelpfully not called "...Commanders" but (I think) "...Enforcers".   Drop 12 of them and you should be able to proceed with the mission. Watch out for the big boss at the end of it though, he doesn't roll-over and die as easily as you might anticipate.
  10. Holyman

    Node Finder

    Warrior classes: *PLENTY* of stuff for them to do...   Trader classes: Builders of all items at most levels are *ALWAYS* in demand...   Explorer classes..: Weeell... Once they've explored the Galaxy, it's pretty much just a life of penury mining ores to feed the voracious appetites of ammo and component builders.    Not an "Explorer" class so much as a "Miner" class.   However... If some or all ore fields spawned in random locations following a server restart... *THEN* there would be a requirement for genuine Explorers to actually explore.   How those individual Explorers would then feel about publicising the results of their personal efforts would be up to them.   Any kind of ore-field/node-mapping system or service would utterly negate the concept of an Explorer Class, reducing them to a mere proletariat of miners, existing solely to feed the petit-bourgeoisie Trader Class, all in service to the Warrior Aristocracy.   Explorers of the Galaxy have the right to retain the surplus value created by their own labour and skills. A mandated revelation of key resource points would be just another example of the exploitation of the mass Working Class by self-serving Capitalists!!
  11. Holyman

    Net 7 Wiki.

      Umm...   :unsure:
  12. So… Regarding Credit Sinks and “Making the Game Economy Work”:   “Money” (or “Credit(s)”) is a “Medium of Exchange” and/or a way of storing value.   From an Economics point of view, that quality – “value” – is the most critical; and it stands in contrast to another qualified term: “worth”.   How much something is “worth” is denominated in a notional currency; but the “value” of something is determined by the degree of benefit it provides to someone who desires that benefit.   If we look at residential property prices over time, we can see the distinction between the two terms.   How much a house is “worth” generally increases over time; that is: how much the property costs to purchase in the relevant currency increases. E.g. a house that was worth $100,000 in 1990, was worth $200,000 in the year 2000, and $300,000 in 2010.   However, the “value” of the house is determined by how much benefit it provides the purchaser, if the purchaser is interested in that benefit.   To an auto-worker in Michigan, a house in Detroit will provide more benefit to them personally, than a flat over-looking Central Park in Manhattan. This because they need to commute to work every day, because their friends and family also live in Detroit, and because the auto-worker is more socially adapted to the Detroit Culture than they are likely to fit comfortably into the Upper West Side Community.   So although the apartment on Central Park West may be worth 100 or 1000 times more than the auto-worker’s house in Detroit; that Detroit house is more valuable to the auto-worker. The only benefit the auto-worker would get from the Manhattan apartment would come when they liquidate the asset by exchanging it for however much it is worth in Dollars at the point it is sold. They could then exchange a small portion of those realised Dollars for an improved house in Detroit (and possibly re-skilling training, because the Auto-Factories are closed… But that’s another topic..!).   On the other hand, a Wall Street Foreign Exchange Trader could easily afford to purchase 100 houses in Detroit, from a single year’s bonus payment. But unless they were looking to get into the Low-Cost/High-Volume Residential Leasing Business, 100 residential properties in Detroit would be of little or no value to the Trader.   So:   The flat on the Upper West Side of Manhattan is “worth” much more than the house in Detroit; but it represents a different “value” to different individuals.   The standard “Truism” we all hear is that “Property always increases in price, over time: it’s the best investment.”   This is true in terms of “worth”, but not in terms of “value”.   The long-term trends in property prices in developed Western Economies are all pretty much identical. And they all indicate how, over time, the average property price is (over the long-term) always between 3 and 4 times average income. It is this long-term average that mortgage-providers generally use to assess and approve mortgage applications.   So where a house in England was bought in 1930 for £450 and in 1990 it was worth £45,000; this correlates to the average income in England in 1930 being £150 a year, and in 1990, it was £15,000. That particular specimen house then, in 1990, is worth £44,550 more than it was worth in 1930; but its value remains constant at 3 times the annual salary of the kind of person who would benefit from living in that house.   Of course… Property prices are subject to all sorts of short-term fluctuations, the most recent boom as the result of credit being widely and easily available. Average incomes did not rise, but the average amount of mortgage funds approved per applicant did increase. The result being that at the peak of the boom in 2007, average house prices were 10 or 11 times average incomes. Critically, whilst how much a particular property was “worth” increased dramatically, the “value” of that property to an individual who might like to live in that property did not change. As mortgage credit became much more restricted following the 2008 Banking Crisis, average property prices in ratio to average incomes began to deflate.   All of which is by way of demonstrating the distinction between an item’s “worth” and an item’s “value”; and also by way of showing that “money” or “credit(s)”, in and of itself, has no purpose other than as a Medium of Exchange, or a way of (temporarily) storing value.   And all of *THAT* is by way of illustrating how “Credits” in Earth and Beyond, in and of themselves, have no value, are not supposed to have any value, and never will have any value.   (Tradeable) Raid-only loot items have value in Earth and Beyond.   Rare drop items have value in Earth and Beyond.   Uncommonly mined AA artefacts have value in Earth and Beyond.   Colourful parrot feathers have value in Earth and Beyond.   And it is these (and other) items that have displaced Credits as Mediums of Exchange, and/or a way of storing value.   These items all have an intrinsic value in that they provide a tangible benefit to the class of character that is able to use any single item. Credits have no such intrinsic value.   There may be an Exchange Rate that converts these items into Credits, but that Exchange Rate is so prone to inflation as to now be off-the-scale.   It might be possible to arbitrarily devalue the Credits currency, say by a factor of 10 or 100, but this would not alter the fundamental dynamics of the In-Game Economy.   Let’s say for example that a looted Hellbore currently sells for 2 billion credits. If the resale value of the loot that can be gathered from an hour’s drone-farming in BBW was reduced by a factor of 10, so would the notional Credit/Item exchange rate for the looted Hellbore. The Hellbore would now sell for 200 million credits; but there would be as many players with 200 million credits available to spend as there are currently players with 2 billion credits to hand over in exchange for the HB.   In summary (at last!!):   In-Game Credits are never going to be able to form the bases of a stable Economy, because as with the fiat currencies issued by National Central Banks in the Real World, the monetary unit itself possesses no intrinsic value.   Whether you have a billion, a million, a thousand or a hundred spare credits to spend on items you desire to possess, is largely irrelevant, and determined solely by the ease with which those credits are acquired.   Since credit acquisition within Earth and Beyond is determined by the resale value of “vendor-fodder” (i.e. loot items that have no value to other players), any effort to address currency inflation would have to target the prices paid by vendors in exchange for that “vendor-fodder”.   But here is the fundamental point:   There are only *TWO* types of items in the Earth and Beyond Economy:   1)      Items that are of either temporary (whilst levelling up) or zero value to players;   2)      “End-Game” items that are of on-going and permanent value to players.   And it is the Market Mechanism that facilitates the exchange of the second type of items that is the *ACTUAL* In-Game Economy of Earth and Beyond.   A Market Mechanism that is controlled by the Player Community as a whole, rather than by the mechanics (or “Rules”) of the Game, will always deliver a more stable Economy.   :)
  13. Check your firewall settings.   Start by disabling everything, and see if that does the trick.   If it does, then you know it is a firewall issue, and you can start turning stuff back on in stages until it stops gating again.   If completely disabling all firewall functions doesn't alter the issue, then you know it isn't firewall-related and you can turn the firewall back on and try and think of something else..!
  14. H-oh yes... The Bad Old Days...   Including having to run the risk of being Menaced by the CL66 Wife-MOB as I warped past her on my way to do a single mouse-click, two floors up.   Thanks heavenes for Multi-Clienting..!   :D
  15. Somewhat embarrassed to admit this but...   When I wanted to set-up my own personal guild, I did *NOT* know about Multi-boxing.   My own two PC's (one for gaming, one for work) weren't a problem, as I share screens, mouse and keyboard between them. My 7-year old son has his computer on a desk next to mine, so that made three.   Had a laptop that I was using to run my JE-taxi = 4   Dug another half-decent laptop out of my "Storage" pile... That made 5.   Then installed the client on my partner's PC at the top of the house (two floors up!), to make up the six.   Lots of running up and down stairs later: I was able to create my own guild.   ...And about 18 hours later, discovered Multi-Boxing...   D'oh!   :o
  16. Eeeewww...   Wireless..?!   Surprised you can connect at all.   :blink:
  17. I run six clients every day (sorry...  :unsure: ) and don't ever get the "...already running." problem...   Because:   https://forum.enb-emulator.com/index.php?/topic/8349-running-multiple-clients-simultaneously-multiboxing/page-2?hl=client.exe#entry85828   I downloaded the client.exe file referenced in Geepee's post at the top of the second page of that thread. (Geepee modified the code to change a jump instruction from a conditional jump to an unconditional jump.)   It's been working like a charm for the last year or so.    :)
  18. I think I can help out here.   If everyone tells me where all these ore/hulk-fields are that always have AA's in them after a server restart... I'll make sure to monitor them after every server reset.   If it turns out that I keep getting lots and lots of AA's from them, I'll compile a report and start thinking about the best way of presenting my findings to the Dev Team (when I get a moment).   Would also be helpful if everyone can stay away from the suspect ore/hulk-fields after server resets as well; just so that the data in my findings doesn't get skewed.   Estimate that it will probably take me about 12-18 months of research to complete my report; but I'm sure it will be worth the wait.   Really very happy to help out here.   :ph34r:
  19. Thanks for the response guys.   It's actually a character name that I wanted changed... Account names are all fine. Probably being a bit OCD about the single character name change, so won't spoil my enjoyment in anyway if he has to retain his christened name.   :)
  20. Ah yes, between VG5 and 6 would be more accurate.   Wasn't actually reporting the Formation Spawning as an issue... Just backing up what Mimir had mentioned.   Glad I did mention it though, because I found your response interesting and informative, Evermore. Useful intelligence.  :ph34r:
  21. I caught one of those formations last night...   At Nav VG6 in Varen's Girdle.   Just finished blatting a cl38 Ostarae, when 4 x cl35's spawned in formation a few km's away.   Got quite excited because I thought there might be a named mob somewhere in the formation... But no such luck.  :(
  22. Would such a thing be possible..?   If so, am I asking in the correct place..?   :unsure:
  23. You should give it a whirl, at least to identify if it is the cause of the issue.   Everything you describe - including your frustration! - is *EXACTLY* as it was for me.   The situation with the Firewall occurred because the firmware upgrade pushed out by the I.S.P. necessarily wiped whatever settings had been set by all their users. They chose to reset the Firewall at the default of "Medium", since that offered the best balance between continuing functionality and not being moaned at for compromising security.   Looks like I'd had my (I.S.P.) Firewall settings at "Low" forever... And was able to play EnB without any issues, or get attacked by any Internet ne'er-do-well. The Firmware upgrade set it to "Medium", and that was that... Until TolkenMoon came along.  :)   If you change your own I.S.P. Firewall settings to "off" or "low", and establish if that cures the problem, you can always (if it does cure the problem) reset it back to "medium" (or the equivalent on your kit) when you are not playing.   I'm working on the principle that you have an easy-to-use (for non-techies) Web interface to manage your I.S.P. hub - it will be where you changed your Wi-Fi password &c. But if it is all a bit incomprehensible, your I.S.P.'s Service Desk should be able to help you out.   Good luck and stick with it. The frustrations all seem worth it once you hit the glorious moment of resolution and can start playing again!!
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