Jump to content

SiSL

Members
  • Posts

    385
  • Joined

  • Last visited

  • Donations

    30.00 USD 

Posts posted by SiSL

  1. How to reply all? 

     

    Most of the stuff here screms as "screw the balance and gimme win button", so don't expect any WH points, Prototype changes etc.

     

    Agreed with quests, fixes for some skills and clearing Aggripa but other stuff requires UI change which is impossible due to no-client code and EA conduct.

  2. Easy fix would be not accepting any of those skills Call Forward request if you don't have L1 equipment equipped... (and not applying it if someone did a quick trick to swap it after notification -- Double check before and after accept etc.)  

  3. While our beloved Intro is quite nice on concept, it was BIK format and was seriously bugging my with 15 frame per second rate...

     

    So I decided to make an experiement on higher frame rate, by inserting morphing frames between...

     

    I believe I've nailed it with 30 FPS (just 2x) and now entire movie goes much more smoother...

     

    Here is result

     

    http://www.chip.com.tr/video/earth-and-beyond_502.html  (You can click on HQ button with mouse over on video and select 720p for better view)

     

    If you have strong eyes to notice 15 FPS from 30 FPS, here is original 15 FPS version: www.youtube.com/watch?v=SwGbLVdQBig

  4. So the effective essence of this thread is (put in a one liner):

    The alpha sorting function would be perfect if all ammo names would start with "sort name" eg. "ZET XX type" instead of "XX Type ZET" to fit the schema and get sorted correctly as well.

     

    Is this correct?

     

    More or less yes :)

     

    Ammo type name -  Damage type  pattern

     

     

    Rocket Type Zet

    Rocket Type A

    Rocket Type B

    Rocket Type C

    Rocket Type X1

    Rocket Type X2

    Rocket Type X3

    Rocket Type Z1

    Rocket Type Z2

    Rocket Type Z3

     

    Those are all I could find in Carpenter vendor. 

     

     

    "Rocket Type Zet - Plasma" is probably right naming for instance...  I think "Rocket Type XX" is ammo name to fit into weapon correctly. So there may be a lot of Rocket Type XX but at least Zet's will be next to each other and will be at bottom on alpha listing due to "Zet" being last. 

     

    I think this issue is only with Tada-O missiles when checking quick with Carpenter vendor...

  5. Good thing would be, leader should always keep formation setting unless disbanded, left the group or changed formation. 

     

    Also when leader only have summoned, yes, formation must be disbanded but leader should still keep group formation setting that others should again click to form, same with any gating, wormholing etc.

  6. @Zack, he is saying some skills should be used during cloak but like Terrel pointed out, that's not really how it is supposed to be...

     

     

    In my opinion, similiar to "weapon fire" while cloaked, other actions should auto-break cloak (except warp in L7 group cloak and looting from a dead mob) such as when you try to mine asteroid / hulk (ofcourse not when viewing contents but clicking an ore or item inside container), cloak should auto-break, rather than wait for player to decloak first. 

  7. Not really SiSL, the problem is the JS "parent object" in the Jquery lib actually causing problems on the IE10...therefore mbMenu (also 2.9.6) is having problems to display correctly on IE10 - while every other browser does.

     

    There are also known problems with IE10 not handling Ajax requests correctly.

     

    Im really sick & tired of that IE crap.

     

    I know you are :)

     

    How come mbMenu works on its own site at me with IE10 but not here? 

     

    Do you use cross domain Ajax requests, how come about Ajax?

  8. Problem within IE10 is actually only from mbMenu script (last dated 2010 here) which has probably nothing with W3C compliance. It uses { menu: 'name' }  style of classNames which are actually out of W3C rules.. Currently used version is Version: 2.8.5rc5 , may be 2.9.6 helps as latest it seems... 

     

    Everything else seems to work now with IE=edge now...

     

    Windows 7 IE9 users, please do upgrade to IE10 btw... People with "Ancient Artifact" OS like XP should already moved to Chrome or Firefox.

  9. I'm still not sure why skills are capped at lvl 10. There are items that make the skill go beyond lvl 10 and most of the time those items become unwanted because of uselessness. I understand that there is no point in using a device with a skill buff that a certain class does not have, but that still doesn't explain why the skills are capped at 10. Plus you can't prevent people from using items that buff a particular skill that a class doesn't have, it may have other buffs the person wants for his class toon. Also, i've heard an explanation that some people would spend points into other skills and keep them at lvl 4 or 5, this is not good because people will BE OL 150 and they normally spend points in skills that are lvl 7 max. All i'm saying is with the skill cap at level 10 you take out A LOT of items that push certain skills past the 10 barrier. Could ya put a soft cap on them all and put it back the way it was? It wouldn't hurt to do so.

     

    It is because you can have less skill points for a skill and still increase it with your equipment...

     

    Say like, you have L5 weapons but L8 devices that increase your weapon skill without having to put SP's or other skills... 

  10. I've posted here https://forum.enb-emulator.com/index.php?/topic/8979-new-item-to-build-ammo-crates/?p=77854 and copy/paste here

     

     

    Including Live, I was always in favor of Ammo building should be another skill (!),

     

    Idea was this: This skill user can not analyze weapons but only ammo (Explorer only skill, JE/PS/TS), it is low SP skill (unlike weapons) but takes SP none the less, Like 5 Levels (Total of 10 SP's I think)

     

    L1 = Ammo Levels 1-2 (TL 5)

    L2 = Ammo Levels 3-4 (TL 15)

    L3 = Ammo Levesl = 5-6 (TL 25)

    L4 = Ammo level = 7-8 (TL 35)

    L5 = Ammo Level 9 (TL 45)

     

    Weapon builders do not need ammo build, Weapon builders can build ammo + weapons, but ammo builders could only analyze & build ammo...

     

    Considering AMMO is complete different item category, this could be made... Even items crafted with this skill might be marked as no-trade... 

     

    But ofcourse there can be lots of seen & unforseen balance issues out there for this... This was just an idea...

     

     

    But I think entire "can not build ammo" issue could be simplified by if there is a way to "reactivate" Manufacture All button on client (making it easier for component/ammo builders) ( If they didn't remove it but hide it, because I'm pretty sure pre-public beta I remember this button there)

     

    I have posted https://forum.enb-emu...onent-stacking/ as suggestion for also those stacking problem...

  11. I wonder if it will help assigning 2 IPs in your network card and tie each client to a separate IP.

    Any thoughts?

     

    Assigning 2 Public IP's, may be... (by two different external IP provided by your ISP) but definitely not two internal (or LAN IP's)

     

    And even that does not work if you don't have two seperate NIC's...

  12. When you press warp mechanics currently first stops your ship by turning you towards then checks for any grav/shear. if you have Nav7 generates a random number if you are over 50% chance or TS Null factor. This also causing disabling cloak when warp would actually fail... 

     

    My suggestion would be, changing check order...  

     

    Warp command first to check gravity shear/well, if true, do RNG's / Skill checks, if can warp "then stop ship / disable cloak etc. / turn ship" and start warping... Therefor not stopping thrust of ship if you fail in Gravity well / Shear... 

  13. Gating was real hassle to everyone in group, especially for long distances, multi-gates, every time each of group should wait for leader to reinstate formation and then form again etc. Wormhole is not such process compared to gate-to-gate, often once you wormholed to closest weft, then its over...  Grouped people often don't form before wormhole, they just meet at a point and wormhole then go their destinations formed... 

     

    Btw, I'm not saying it is a bad idea or anything, but does it really worth to change all mechanics, disable wormhole approval, confusing people with commands (considering nothing can be changed over client) etc. etc. worth it?

×
×
  • Create New...