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SiSL

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Everything posted by SiSL

  1. Nope, not thinking of a standalone program, sorry... If you can install Vista gadget bar, you might run it. But can't guarantee if it would.
  2. Sorry, as far as I know gadgets only available to post-Vista Windows versions...
  3. I'm a busy person and unlucky one...   When I find time to get in, as a Murphy rule I find servers either offline or starting... I appriciate devs working so hard to fix such occurances and they act really fast on offline situations, that gave me an simple idea of making a desktop gadget for Windows Vista & Windows 7 users...   This Windows gadget simply inspired from Net-7.org's Status checker...   [attachment=2279:31-12-2012 15-08-38.png]   Green = Online Yellow = Starting Red = Offline   You can also set refresh periods of getting info on Server Status from Settings. With voice warnings taken from our client it is familiar. Devs might also use while gadget checks and warns offline situation too     ATTENTION: Windows 8 users can use this using 8 gadgetpack ( http://8gadgetpack.bplaced.net/ )  , Windows 7/Vista users don't need to do anything, just double click on gadget file inside zip...   And Happy new year :)
  4. Yeah, your alt's hull patch would not fix how slower your weapons become, your reactor failing regeneration, going back to dock time to time might give you overtime to think, let's use my hull as a shield too... Those were all in live you know...
  5. I don't think I could explain briefly...   Considering you both thinking quality or your 200% equipment will be down, it is NOT that...   It is STRUCTURE damage, not QUALITY damage. It does not get you to get your equipment rebuilt if it is damaged if this was what you had in mind.   [attachment=2272:29-12-2012 01-14-13.png]   You see they are different values... Equipment damage is structure damage... and temporary...   Equipment damage IS NOT permanent, WAS NOT permanent. Was Temporary. It didn't change build quality at all. All your equipment repaired to 100% if you ever docked (with some fee) , OR you could repair your equipment if you had skill or get it repaired from others if you don't want to dock... Your 200% will be 200% even it gets damaged, it just won't work in its best, unless you towed, or repaired. It was like that before. I'm not saying 'anything' new at all.   In other words, your equipment is safe on built quality. Just with all hull patch and stuff, you can not get out of space and stay there forever. Hull damaged = equipment damaged, dock = fixes everything back, repair skill = fixes everything back...
  6. Quality & Structure are different units of measurement on an item. Quality = Built factor of an item, effecting item stats when it is intact (100% structure) , Structure on the other hand, effecting stats like Quality but is temporary, starting as soon as you start to get damage off your hull, was targeting random equipment on hits. For instance, your warp might be malfunctioning if you have 0% of structure of your engine, can not fire your weapons if they were completely damaged (those were people who are damaged almost to zero hull)   What was in live was not permanent, structure damage was it is either till you dock or someone repairs you with their skills to do that.  Therefor was also adding challange to a degree to game. Once in a while, you had to dock...
  7. As I mentioned above, it is only if you are incapacitated already...   I actually think we need everything to make any class skills mean something. It is not just what I wanted, it is what it was before... And it was good and has numerous good reasons for balance / health of the game / group varieties / Money-sink options to be in...   If there is not any intention to add it back, why not change to TE repair ability to Hull patch then ;)
  8. Is there any plans for equipment damage to be made like in live?  I mean any damage to hull random percentage damaging random equipments?   Currently except incapacitated / jumpstarted, there is no equipment damage in game, which makes one of great Enforcer skill basically very very rare used (may be seldom raid conditions)   IMO, that would add more challange to game rather than mob aturism/curiosity/link changes and more balanced compared to hull patch skills in small group / solo part of the game...   Currently if not dead or out of ammo, classes with hull patch no need to get back to station / break from combat at all... Equipment damage might bring balance to that, plus repair costs to have credits sink for economy...  
  9. Code roll back or characters too?
  10. I was at Docking screen when it actually went Leaving Kailasaaa... Entering Paren Station ... Was bad landing for me :)
  11. It would be really lovely to have some announcement (or status update) on patcher screen tho...   Let us know, we are patient but also curious :)
  12. Actually I agree with you, I AM a server developer, just not this server, and I do know how difficult, tricky, frustrating that really is, especially considering that complex web of stats, and God is my witness, I do not envy you guys at this moment... Stating opinions or pointers does not really mean "whine", all hearts with Tienbau at this moment...
  13. None of my characters can not login, got an error "Server Failed to respond to sector login" or something like that... Weird, so weird... And my client crashes without a warning when I can...
  14. /refresh /refresh   Merry xmas btw....
  15. Let me restate my answers to clear it abit:   1.) I never mentioned about "rewards" as in means of equipment... I meant for XP (Combat, Explore or Trade XP) & Faction point rewards, not equipment... So please I'm not asking you L66 mob shield device as reward...  About 6 to 7 sectors run, killing may be tens of mobs and you get XP reward like killing 3-4  NPC kills of your CL level or doing 1-2 times of old fashioned trade route, that's what I meant... Grind & jobs gives better results on XP wise than quest XP. I could not think of a better way to reduce people's addiction to job terminals and move towards content, rather than nerf-bat of any kind... It's for people to go for content consuming rather than waiting server response of job lists. Such as repetable quests within static content (spawn points)   2.) By theme parks, I just quoted some content devs naming to Tzu's line, Neptune or Aggripa which I meant by "series of quests leading to one bigger finish". But what I meant was not long series but randomizable NPC based small quests and repeatables (which does not need to be strictly story line related even to make it easier)...   3.)  ---   4.) Rossdie above this post, explained this one in detail better than me (sorry, English not native language here)   5.) You are right, but "joy-kill grinding" is not "status symbol" really... Currently we are doing jobs, may be after 100 jobs of same faction (most likely 600 job runs, considering number of factions random there)  (which might be quite LOOONG time) but I believe a faction "can trust you better" than that, if you made over 100 jobs for them. I was thinking like Chavez line, 100 faction per job... Oh and btw, you can go way below than -10K and above than +10K on factions (even you said there is a limit about that in game-chat) , a bug may be?   6.) Suprise is a suprise...   And Merry Christmas :)
  16. There is great disturbance here...   First of all, excuse me I will call content missions as Quests, and jobs as missions...   Question here: Why Job terminals are popular?   Answer is really easy. Because of RISK-HASSLE vs REWARD system.   Most content quests either very low in XP based rewards or Money... Most of old quests (present company excluded) are often "Find X, bring to me, carry it to 10 sector away and come back, oh no, you bring wrong thing, go 10 sectors back and redo" types.... (Take Scout newbie quests, XP rewarded is basically NOTHING completing starting quests compared to established classes)   Most of modern MMO's fixed this problem by writing small, fast to do quests via NPC's on every corner so that player thinks it is worth their TIME rather than doing missions. No need to spawn a mob, just point to already known spawn point, clear text so when I look at journal I would remember quest indeed...   Another thing that hits "I MUST LEVEL FAST" trigger is current system that basically "Rewards" higher level players compared to mid levels... Let me explain:   - It's a good thing that higher level crafters have better results, but that triggers must level fast trigger. Because except ammo & components, everything comes below 200% always... Also factional crafting? Jobs offer factions if you do in good amount)   - Job terminals offer Factions I said above.. How many quests do we have that we can gain factions in  good amounts? May be there should be more repeatable factional quests... (which is already available in game mechanics ala Chavez) , but not only kill X of Y mob, there should be more repeatable (mining, passenger transfering, good trading etc.) type of repeatable quests.   - Theme parks such as Neptune should really be tied to other quests... Like once you finish L30 quest, after finalizing quest, it should add another quest to go there and check at least (not forfeitable until checked, then forfeitable if not accepting it) thus promoting new quests. NET7 channel announces really not a solution here :)   - Due to "overdose" of linking mobs alturism / curiosity / gangbang factors, good chance to get a mob one-on-one is combat jobs, since those mobs does not reward much in loot, at least compensation is XP & faction...   That brings the question:   Why my Enforcer does jobs?   - Because I have no other way of gaining exploration XP (Unless you change dismantle/analyze XP being 10000% better --- yes, joining mining groups to divide their exploration xp more is not really a solution there), so NERFING it just would just make this part intolarable...   - All of equipment drops from much much higher level mobs. Like CL6 stuff drops from L40's.. which are almost equivalent of L8), so I want to level fast to get some equipment for analyze at least...  (which I will know I won't be getting 200% results also even I don't fail to analyze it)   - I'm frustrated with overloaded aggro gangs of mobs with overloaded crowded, non-stop spawning areas for my level such as VG, Carpenter LaGrande's etc. etc. (too many examples), believe me, "Why not play single player if you are in MMO, you should group" argument is so ancient, it is left in Everquest days... I play MMO's & E&B in that context for people "interaction", and interaction does not equal to me as "combat grouping / loot wars / dramas"   ---   So answers are here:   - Make Quest rewards on XP / Faction wise much better than what it is...   - No need for grand theme parks. Place repetable quest NPC's for every faction and every XP type, (including texts / locations can be randomised, not to make some mobs extinct with overlad demand) make suprises (such as rewarding loot items like 5%), in other words, instead of job terminals, make people interact with NPCs, which are more friendly & humane...     - Give every level crafter a chance to get to 200% at its level, lower levels lower chance, but a chance non-the-less... No forcing for faster trade leveling...   - Reduce faction requirements for theme parks... You know faction gaining means often "stand in a spawn point, kill thousands of oppsite faction", just add repeatable factional quests for people WHO want to go darkside or come back clean for the faction   - Make exploration is a little bit more fun, spawn mission NPC's randomly in space time to time (ala Santa) not static but not unlimited (for god's sake, there are more than 3000 nav points here!)  or suprise boss mobs rather than static / camped point.
  17. Terran Explorers (Scouts) currently need to go to New Edinburg, which is Earth -> ABA -> Saturn -> Glenn -> Carpenter -> New Edinburg  ( 6 zones, with mobs at nav points up to Level 27 mobs)   Imagine getting first hull upgrade with just 11 (eleven) hull from all these zones. Unlike other classes, Hull upgrade shipyard should be either moved within Scout newbie area - Equotarial Earth  (ala Enforcers' Luna) or placed in a safer zone such as Margesi...   It's a bit unfair like most classes, should be one or two zones away rather than 6 zones...    
  18.     Correct path is "Race (T/J/P)" + "Proffesion (W/E/T)  or just class "Sentinel"
  19. I don't know if any of you took a look at Galaxy On Fire 2 HD (for PC)   But it has really nice textures that "might" be used in E&B...  Especially I like the planet & station textures...
  20. I try to keep with proper channels...   However, sometimes I feel some channels are fairly less viewed, that's when if I have a question, if I can't get from "General", I check with other channels...   and I never ever use New Players...
  21. For dev info: First logins göne, server was working... then server went offline...
  22. we do understand mate, I'm not even for three weeks, I'm all for once a day or three times a week :)   Joke aside, hope soon those stability issues fixed.
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