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Manfredjinsinjin

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Everything posted by Manfredjinsinjin

  1. Thank you for the replies! I'm a little confused by the 5-second / 10 second thing. Are those set for different cloak levels, and if so, where can I find the figures for stealth strike time / cloak level?   Also, should I post it again as a bug? The reason this might be game-affecting is the longer cycle weapons - 5, 6, 7 seconds etc. With a device buff working, people could effectively use them more and the extended time out of cloak would help recover reactor. Basically it affects your ability to trade shield damage for reactor recharge, which you then reverse while in cloak - reactor drains, shield recharges. This is completely viable for explore classes because the shield level is generally much higher than CL, so you can take your time getting back into cloak.
  2. I'm just experimenting to see how high I can get my Stealth Strike time coming out of Combat Cloak. Chamaeleon cloak buff devices (not Chameleon, the deflect buff) advertise an increase in Stealth Strike time. I'm up to L5 Chamaeleon device but not seeing any change in SS time.   Anyone know if that particular buff is working?   FYI, the base SS time at my cloaking level seems to be 5 seconds or so. The other possibility is that the SS time is capped, so if anyone can confirm/deny if there is a cap, that'd be good information too.   Thanks for any help!   
  3. Hmm not sure if I can tell if it's proxying. I get a 10. IP on my end and a 23. on the far end, but that's normal for NAT. Here's the results from Karu's link:     Hostname: 23-29-123-114.dallas.lonlinet.net Proxy: No Proxy or Invisible Proxy Used       To dgvol, I will say that my VPN service seems really good. Ping is up to 60 and download is down some, but it's completely ok for watching movies n'stuff. privateinternetaccess.com using openvpn portable edition (their software had my ping at 100 for some reason).   I'll keep troubleshooting when I think of it :)
  4. Hi, thanks for the reply! I'm using the only launcher I'm aware of - the one in the download section of Net-7.org. It says 2.0.0 in the upper right.   I change no settings and the client runs EnB just fine both before and after I shut off the VPN. I don't have to restart the comp or anything, just disconnect the VPN, restart the launcher and it's up and running.   Here's the screens from EnB both without and with the VPN on and the tracert with the VPN on.    Just FYI, today after patching I got a different error logging in - I got INV-300 instead of the error in the screenshot for the first time.   Thanks for any help! I'm just afraid someone will flag this site as a pirate and my ISP will shut off mah internets all of a sudden. They are hardcore jack@sses that went 3 strikes years ago (Suddenlink) and I don't trust their promise to send letters, etc.   [attachment=2465:VNP launcher tests.pdf]  
  5. you know, that's not a bad answer at all. Most tractor pulls don't take 5 seconds unless you're flying away faster than the tractor can pull, and even then, this just kills the effect - the object will still get to your ship when its able.    Nice hax dude :)
  6. Weird. I just got a VPN service and it's working flawlessly for everything but EnB. I think it's on the OpenVPN platform, and when I use it with Net-7, I get the error shown in the screenshot. Any ideas what's up?  [attachment=2464:vpnerror.jpg]
  7. Would this be possible? It would be EXTREMELY convenient to see that in the docking text, since then we could just hit our char's Faction and see how it would stack up for build skills. EnBmaps.de is cool and all but this would be very cool too.
  8. So, basically the NTA system does the transfer mechanics already. To leverage the email/NTA system, we would need the ability to mail items to "<playername> Shop" and have the purchasing player accepting it as a COD email, and a website UI to show the open Shops and the items in them.   Looking at what's been done already, I think most of the pieces are there. You can see items in Inventory or Vault, you can email items to the NTA system with right-click, and I would think you could repurpose those elements to let players see and accept the email of an item to them the same way. How to select the character to receive is an issue though, since the player will be on a main char login.   Nice idea Felona!
  9. When I come to a roid or hulk field, I am not there for the debris and other stuff. I am there for the sweet protos and high value ores that can really boost my game and contribute to the gameplay of others when I pass it on. I clear everything there regardless of whether I need it or not because that's the intent of the designers in putting it there in the first place. There's no entry in the design docs that says "oh yeah, the reason individual items can be prospected is so that people can cherry pick and other people can clean up after them".   So when I get to a hulk and find it's been cherry picked, all that means is some greedy, lazy bum decided he / she was too important to spend a few seconds pulling a stackable low level item. They're dumping their scut work on the next person to come along and claiming "it's fine because it's worth something to THEM".  If it's so valuable, then YOU take it. I don't want your trash for the recycling fee, Mr. or Ms. One Percenter.    What I find telling is that the defenders of this practice are generally long time veterans who have one or more 150s. All the time these people spend in game, and they can't finish prospecting a roid or looting a hulk because they'd have to either destroy the stuff they didn't want (takes seconds) or visit a station and sell it (takes a minute or two). Shame on you for your laziness.   Also shame on all of you who think you're entitled to do this crap "because there's no law against it". Laws don't determine right, only wrong, and they are always behind the times. Right is determined by our consideration for each other, and you have no right to leave crap you don't want for someone else unless you've checked with them first to see if they want it.    Here's an idea. You want to cherry pick? Hook up with the people in this thread who claim it's all right with them, so they can clear your leavings at the same time.  But I don't want the junk unless it comes with the good stuff because it's a package deal. And I resent your not respecting the deal because nobody's making you. That's the attitude that forces devs to waste valuable time patching exploits instead of working on new stuff for all of us to enjoy.   /rant off. Plenty more where that came from though.
  10. It occurred to me that roids and hulks can be inside other objects, so I had the thought of placing roid and hulks spawns inside of something bigger (like the Moon Fragment in AP for roids or gate wrecks for hulks). The prospector would therefore look like they were mining that object instead of the roid, which I just think would be cool :) Fly up to the Moon Fragment and see if there's anything to mine, or check out the gate wreck in ABA and see if there's anything to loot.    Also, if one removed the textures from those roids / hulks, there'd be no visible evidence that they were there, so this could be used on the other floaty decorations like those big skeletons. I can imagine that you could create organics loot drops for prospectors to mine that way, if it's worth doing ofc.   Re moons, I don't know if you can place spawns on or near enough to those objects to make this work. But that would be cool too just for flavor reasons. Moon mining. It even sounds cool to say.     Just wanted to get that out of my head, the rattling was driving me crazy :)
  11. That is a very good question. FYI in Live there were a couple hundred private chat channels available. You created and joined them with manual chat commands. I'm not sure if those are in game, but if they are, that's the resource I'd like to see used.   Re the rest, at this point all I can say Is "I dunno" and "it depends on what the system can do". In the scenario you proposed, only if people had friends in common would they see each others' chat, so you'd be Venn-diagramming each person's Friends list. This expands the communications bandwidth, but places a natural limit on the rebroadcasting so you don't get too much chatter. I like it and think it's probably superior to what I was thinking of.   Re the value of the idea, I think if it worked out, it would really help people connect up in game. The huge elephant-in-the-room problem with MMOs is that they are built to put people in the same virtual place, but lack the support to help people hook up to play together. The burden is all on the players to "make friends", "group up" and "form communities", but the method presented is an LFG chat channel and a couple of general public ones? In the real world, I'd call this "inadequate resources combined with unrealistic expectations".
  12.     No, I'm talking about connecting an existing feature with another existing feature to do something (imo) very useful to everyone.   FYI, all a Suggestions forum is for is to see who would like having that feature in game. It is expressly not for throwing unfounded claims of negative consequences.    The only question to be answered here is "would  you enjoy this feature if it were in game?", and if yes, "is there something else you'd like to see happen about it?". If no, all you have to say is "I wouldn't use it".   All the rest is in dev territory, ok?
  13. Ok, a more defined approach based on the comments so far.    To take the example, you have four friends. You select channel "Friends" and your chat goes to those four people. Using the private chat channel system, you now basically have an automatically created chat channel to which they are automatically subscribed. Call it <yourname friend> or whatever. They can reply back to the channel and their chat is seen by those four in the channel.   If they create a Friends channel, it's named after them and it works the same - only if you're on their Friends list will you see the chat. The channels go away after logoff or after timeout, so you can reuse the chat channels.   So you basically have an dynamic chat channel system which uses your  Friends list to subscribe members.   The problem it relieves is that you don't have to group, guild or suffer /tell hell to talk to a number of your friends at once. That's why so many people use the public channels, because the existing methods are too limited for the need. You can have friends outside of group and outside of guild, and you yourself can be ungrouped and unguilded, and there isn't currently any mechanism outside of manually created private channels to cross those boundaries.    This suggestion would help people connect and start doing things together with only one requirement - have people on your Friends list. Doing things together is where you get groups and guilds from, so I think this idea would support those activities.
  14. ^^ persactly. Instant "hi all, howyadoing" to your friends. Their reply on the channel is only seen by their friends, which includes you, but ofc you don't see their friends' chat.    So this does create a requirement for two-way friending, which I would suggest should be the default anyways. One-way friending is kinda weird.    The upside is you get a lot more ability to socialize, collaborate and form groups of your friends .Which leads to them friending each other, which creates a nice network, which means everyone has more support and more fun in game. I hope :D   <edit - changed the approach, see below>
  15. True enough. I'm not sure of the purpose of one-way friending. I would think it would be generally beneficial for friend adds to only go through if/when the other person adds you. If that were implemented, then this idea would be feasible. 
  16. Enable a chat channel that sends to everyone in your Friends list that's online. The purpose is to create an instant community out of friends for every character without having to join/form a guild to accomplish the same result. This will result in people getting together more easily for groups (and maybe guilds) and also reducing "tell hell" when things are going on.   The send and receive should be by the character's Friends list, so your broadcasts go only to your friends, and you only see what your friends have sent. (Now that I describe it, I think this is actually how Facebook works.)    I know chat channels are not easily manipulable, but I also know they have been altered on occasion, so I thought I'd post this suggestion. It might even be possible to use the /join channel feature if that's still in game as a base for this feature.    
  17. "Floating" asteroid and hulk fields instead of static ones that can be camped. Nothing in space is "still", everything is always moving. AFAIK, the roid and hulk objects are mobs that you "attack" with the beam, so it might be possible that entire fields can be set drifting across sectors and despawn at the edge. Even if not, it's likely possible to spawn mobs and make them into faux roids / hulks, creating the same effect.    This means everyone can explore for the fields, but explorers will have a great advantage thanks to their scan ranges and low power engines. Player classes will end up collaborating on finding fields and clearing them to be mined, esp. if the fields have high value ores and are guarded.  This creates a dynamic aspect to gameplay instead of boring old "check this field, check that field" or "park my explorer near the field and set a timer for the repop".   Thanks for listening, M
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