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Overtkill

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Posts posted by Overtkill

  1. This topic is a dead horse that rears its ugly head about once a month it seems. And in all honesty completely kills my urge to keep playing. Perhaps there is middle ground somewhere in that the wipe could possibly be vaulentary. Knowing that would likely help stave off a lot of bad feelings that keeps this topic resurrecting itself periodically.

    Something that has never been brought up is the possibility to write a data converter to take the old player data from the old DB and place it correctly into the new DB. This shouldn't be too difficult to write.

    Thanks for reading...

    -Overt.
    • Upvote 1
    • Downvote 1
  2. Also, add to this the bosses in Antares around the 45->51 Voltoi zones have insanely high shield caps compared to their counterparts, and cannot be solo'd by pretty much anything with L8 weapons. Their damage output also rivals the L60 bosses. They could also use some love by the dev's.

    Thanks.

    -Overt.
  3. I also am against a player wipe, for many of the same reasons that the others have given. You will lose a butt load of players, and as such, player support and donations. Further, just knowing a wipe is pending leaves little motivation to keep playing this emulator.

    If some players are bored, perhaps they should start over instead of subjecting the entire playerbase to their whims.

    Maybe the dev's should consider a volentary player wipe. Those that want to keep their characters intact would be allowed to, and the others that want a wipe could get one that way. Also, consider the folks who donate to this emulator. Perhaps they should be allowed to keep their toons if they want?? (This was mentioned by somebody in guild chat last night and is worth bringing up). Personally, I am not sure I would keep playing if a wipe occured, knowing we would have to start from scratch isn't exactly appealing, and for many, knowing of more wipes takes away interest of putting any more time into this game, whatsoever.

    Please consider such an action as a player wipe VERY CAREFULLY. There are always alternatives to handling such a thing. And not everyone wants something like this to happen. In fact, I would be willing to bet that most folks who play this game would be opposed to a wipe. I hope for the sake of this emulator going forward, that a hard line approach (a full wipe against what the players wishes) doesn't happen or this project will likely end soon after.

    Thanks for reading...

    -Overt.
    • Upvote 2
    • Downvote 1
  4. I believe i the starbases, the game only renders one room at a time, which would be the room you are standing in.

    As far as the older puters go, the graphics settings applied at after using the EnBconfig.exe, determine what your best capabilities are in game, and applies those settings as such. There are also the graphics options in game that a person can tweak. Also, be aware there are several different models exist for mipping. Mipping is several models of the same object in game for varying levels of detail. For example: You are flying towards a planet and see it coming toward you. Internally, the object for the planet can consist as many as 10 different models of the same thing. The difference is texture size and number of poly's applied to each mipping level of the object.. Your graphics settings combined with the distance of a model decides which detail level of model will be displayed. The further away you get, the less detailed the model will be while drawing it on screen. This is why many objects appear fuzzy at a distance, and high detail close up.

    In a nut shell: Mipping is the built in, automatic adjustment done by the game engine to best render what is closer and thus better quality than more distant objects. This function applies to not only texture size, but also for the 3D models in the game. This is why sometimes when you approach a mob, planet, station, or whatever, you sometimes see the object start as a blur, then "snap" into a higher detail levels as you get closer. The .dds texture files for example, contain many copies of the texture for a given quality/mip level. That is why when viewed in a compatible image viewer or editor, you see the same texture many times in decending order, larger to smaller. Each of those copies of the same texture are referred to as mip levels. The largest copy of the texture is the close up view, where as the smallest is most distant. This can save you in terms of cost by lowering the needed system resources by drawing/rendering more distant objects with the least amount of detail (texture and mesh), and the closest with the highest detail. So what you were asking for in a reduction of model detail is already in the game. It varies with your enbconfig.exe graphics test and your settings in the game.

    So, what do we make of all of this? Don't run your game at max settings unless you have a powerful video card, CPU, and so forth. Also, pease keep in mind that the rendering engine and objects in this game were developed between the years 2000 -> 2004. So, any system build in the last 7 years with either an ATI or nVidia based video card shouldn't have any problem running this game at max settings. I was doing that in "Live" on an old AGP based Geforce 5950 video card in live, with no issues. For EnB these days, I have a custom profile that I've been working on for my new nVidia/EVGA Classified Geforce 590, in the nVidia Control Panel. I started with the base settings for an older Westwood title, and have been tweaking and turning up the settings/detail appropriately. You might have the ability to do this to tweak your own system as well.

    I hope this explains a few things a bit for you. :)

    -Overt.
  5. This kinda goes with what Drained had to say...

    FB mobs going out of bounds currently. The content dev's could either make the sector/fb larger by adjusting the parimeter restraints on the sector by 100k in all directions, or adjust the mobs spawn points or roaming range to stay within the constraints of the sector.

    I have also seen this in Freya's east edge with roaming nag's moving well out of a players combat range.

    Thanks!

    -Overt.
  6. Hi again,

    The contents from the DB search is scrollable. What I am talking about happens after you select an item in the search and opens a new tab. But when you re-click the search tab, you are placed at the top of the search list again instead of where you left off from before. The search resets it position at the top of the kist when you go back to the search tab after opening items. That is the problem. Shouldn't it remember where you were prior to opening another tab? So when I want to go back to the search list, I can continue where I left off instead of starting at the top of the search again.

    I hope this is a little clearer. :)

    Thanks!

    -Overt.
  7. Hi,

    Here are some suggestions that have been brought up before by the users at some point. So I'm listing them here for you guys to mull over.

    1. Would you guys in web dev consider a direct link on the Net-7.Org site to the Support Ticket system site, and another for the new bug tracker right on the main menu? This would be some nice to have items, and make things a bit easier for all involved.

    2. One other item has to do with the database search function. Can the search page be setup so a person using it doesn't have to re-scroll down the page when reselecting the tab after viewing an item after a search? This would be a nice improvement to an already well designed site. :)

    3. Unify the site news to the Net-7 Launcher. Please make the Net-7 Launcher pull the news contained from the same source web page. This way, all the news for those who read the release notes and news in the launcher can be easily read on the Portal site.

    Lastly, Thanks a ton for all your hard work on this emulator guys. I know that all who play share this view that your investments in skill and donated time, combined with player/user colaboration will continue to make this emulator as great if not better than live.

    Thanks for reading...

    -Overt.
    • Upvote 1
  8. Free Hat.. I mean VadenTT!!

    Lot has a valid point. This situation should never have gotten to this point because it was a private conversation. Further, if he is to keep going forward as a GM, he should not be allowed to go anywhere near Vaden because of preexisting beefs. V is needed by this community. He serves too many roles and means a hell of a lot to the community to allow this kind of foolishness to continue. Please consider restoring his access to his TT.

    Thanks!
    • Upvote 2
  9. Possibly. I do like that idea quite a bit. But I would agree with many that increasing the timer again would be bad joo joo. We do appreciate you lowering them down to something more manageable. I know many also like the improvement and would like to see it even lower (having gotten used to the unimplemented version). Personally, having tested the new timer extensively, I would like to see something closer to 30 seconds.

    If anyone else has something to add to this, please chime in.
  10. Speak for yourself. Personally I think in a group environment the damage increase, with an improvement in reactor power return, balanced with a moderate time (30-40 seconds) on the max skill for leech would be a welcome idea to many JE's. I seldom fire mine off in single target mode, especially in raids where I supply power to the rest of the group. As far as leech activation time (from the start of the skill initiation to the actual activate time), adding a little time by fractions of seconds is fine, but the rearm time after a mob has been sapped should be taken into account as well. So adding more time that way would only serve to cripple us further.

    On the subject of sap, is the energy leech for the JD in the near term plans to be added to the game? Or is it going to be a while? I have been told by many players that it is not working yet, and would like to hear something from you guys (Dev's) regarding this issue.

    My wife who also plays a JE and a PW, was playing her PW last night, -noticed that the timer did not reset when she switched mobs (after the first was killed). We both recall that the sap in live, would reset when targeting a new mob. Just something that might need further tweaking. She also mentioned the glitch with the combat trance not starting all the time as it should, and having to beat it out of her ship to get it to start (jiggling the mouse a bit) since it is after all, a Progen ship. :)

    Thanks!

    -Overt.
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