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About DaveOMac

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    Pirates of the Caribean (I'm pretty sure it was spelt wrong)
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  1. Yay! thank you - it's such an awesome resource!!
  2. https://enb.gearlist.co.uk/ seems to be gone now
  3. The downloads are at: https://www.net-7.org/#downloads However, maybe head over to the FAQs: https://www.net-7.org/#faq and read the "How do I get in the game" section
  4. Hullo, What's the feasibility/desire of having the hidden navs show on the navigation map, only once discovered? Just always seemed like a thing that should happen to me and I was wondering if it's possible and if there's any desire for it from anyone but myself? Thanks
  5. Fixed it - allowed `net7proxy.exe`, `LaunchNet7.exe` and `client.exe` through windows firewall, and selected my private IP not my public IP on the LaunchNet7 application - I'm in!
  6. That worked from home, no exception when updating, downloaded the net7proxy.exe fine Now I'm getting "Server Failed to respond to Login attempt" but I'll have a read on the forum see if I can find the resolution to that one...
  7. Ah ha! I tried disabling the antivirus on my PC, same result, but your suggestion led me to work out what the updater was trying to download and see if I could trigger it in some other way, and it goes to get the proxy from `http://patch.net-7.org/Net7/Files/bin/net7proxy.exe` which my companies firewall is blocking because it thinks it's a virus/trojan. I will try from my home internet tonight and feedback
  8. Hello everyone! Past player returning (after 7 years away it seems!) I've run through the installation but can't get the game to run. When the LaunchNet7 is updating I get an exception displayed: "InvalidArgument=Value of '5' is not valid for 'index' Then the proxy wont run. Looking at the 'net7proxy.exe' in '\Net-7\bin' Windows reports it as 0KB big, open it in a text editor it has no content, it is indeed an empty file. I'm on Windows 10 (1903), I'm running 'LaunchNet7.exe' as admin. I've tried uninstalling and reinstalling. I've tried deleting the 'net7proxy.exe' file and the 'Net7-FileList.txt' and 'Net7-Version.txt' (and so triggering the update again) always get the above exception. Anyone any ideas? Sorry if this issue has been posted before I did try and search for similar but couldn't find anything. Thanks in advance
  9. I had a TE called "DaveOMac" that I played a bit my main was a PW called "Dagron" was in a guild called "Pirates of the Caribean" (I'm pretty sure it was spelt wrong) think we were on the Orion server... maybe. I remember the guild leader Kinkaid (spelling?) as we kept in touch when we left for Eve (not that I played Eve for very long). Happy days - E&B remains to this day the MMO I've liked the most (ahhhh nostalgia :)
  10. That's really nice work drjeff you must have put some effort into doing those are they hand sketched?
  11. res := Power([color=#282828][font=helvetica, arial, sans-serif]1.5[/font][/color], (a-1));
  12. Apologies but I really really hate these new skins, I'm old and I can't handle change. Please fix the old default skin, please.
  13. Yeah something like this, I see no problem in making it a HUGE money sink which will add a dimension to the game but also make rebuilds (if possible) a much more sensible option. My suggestions on top of yours would be: - maximum repair to 100% quality or the quality you bought/made the item at no matter what. (so if you loot a 89% item you can repair to 100%, if you manufacture a 188% item you can repair to 188%, a 200% item can be repaired to 200% etc.) - Have the terminal only repair one percent per click (so if you have a 50% item and want it 100% you have to click, and therefore pay an increasing amount, 50 times). - Have it so you can only repair items you can use yourself. - Have the base cost based on player level (i.e. a lvl 1 player base repair cost is much lower than a lvl 150 player base cost). - Have your very-rare/rare/common be modifiers in the cost calculation, so very-rare multiplies by 3, rare by 2 common by 1. - Have item level be a modifier in cost calculation, so a level 1 item multiplies by 1 a lvl 9 by 9 (lower level items should be better understood and therefore cheaper to repair). - Have the percentage your trying to repair to be a modifier in the cost calculation, so trying to repair from 50% to 51% would multiply the cost by 51, 98% to 99% would multiply the cost by 99. To give you an overall calculation of: <player-level-base-cost> x <rare-modifier> x <item-level> x <percent-to-repair-to> = cost for 1% repair I'll give an example, and for the sake of it lets say a lvl 10 player base cost is 100. If a lvl 10 player wants to repair a lvl 2 'rare' item from 98% to 100%. The first time they clicked it would be: 100 x 2 x 2 x 99 = 39,600 credits And the second to take it too 100%: 100 x 2 x 2 x 100 = 40,000 credits Costing a lvl 10 overall: 79,600 credits for a 98% to 100% repair of a level 2 'rare' item.
  14. I liked the idea of terminals with increasing cost, lord knows this game needs some kind of money sink, just make it so no item can be repaired above 100% no matter what and it costs a ton of money.
  15. Runs fine on my Eee pc 1008HA (watch out though I love my netbook but for anything serious the screen resolution is way to low).
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