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Lanzo

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Posts posted by Lanzo

  1. If it helps, you can write a very simple autohotkey macro to bring them back to focus. For example:

    ;CTRL + ALT + 3 = Ensure all windows are not minimized
    
    ^!3::
    WinGet, enbid, List, Earth & Beyond
    Loop, %enbid%
    {
    Id:=enbid%A_Index%
    WinActivate, ahk_id %Id%
    sleep 50
    }
    
    Return
    
  2. Then your in the wrong game.

     

    EnB is one big story line and guess what... your along for the ride.....

    I do not support the implementation of random gate failures. I do not support the implementation of macros or click-spamming as an acceptable workaround for wanting to get from A to B in space. Story lines are optional and scenery; I do not support story lines being shoved down my throat. This is not fun, and I shouldn't have to stop playing as my only viable escape from not-fun game play. That is backwards logic, and the death of any community/game/idea. That is my feedback.

  3. I do not support the implementation of random gate failures. I do not support the implementation of macros or click-spamming as an acceptable workaround for wanting to get from A to B in space. Story lines are optional and scenery; I do not support story lines being shoved down my throat. This is not fun, and I shouldn't have to stop playing as my only viable escape from not-fun game play. That is backwards logic, and the death of any community/game/idea. That is my feedback.

  4. HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Westwood Studios\Earth and Beyond\Render
    "RenderDeviceWidth"=dword:00000500
    "RenderDeviceHeight"=dword:000002bc

     

    (those numbers are for 1280x700) that is the location (on 64-bit Windows 7) in the registry of the height/width values for E&B. You can get around the limitations of EBCONFIG by editing the registry directly. If you don't know what you are doing, google for guides, or ask a friend. It *is* entirely possible to break your computer if you change the wrong thing in the registry.

  5. Also, have some code:

    #include <stdlib.h>
    #include <stdio.h>
    #include <string.h>
    #include <fstream>
    #include <vector>
    #include <map>
    #include <queue>
    #include <set>
    
    int main(int argc, char **argv)
    {
        using namespace std;
        set<string> vis;
        queue<string> q;
        map<string,string> prev;
        map<string,vector<string> > path_list;
        string current = argv[1];
        string line = "";
        char *c_line;
        vector<string> out_list,directions;
    
        if(argc < 3)
        {
            printf("Usage: %s <source> <dest> (debug mode)\n",argv[0]);
            exit(1);
        }
    
        ifstream infile("path_list");
        while(getline(infile,line))
        {
            if(line[0] == '#') { continue; }
            c_line = (char*)malloc(sizeof(char)*(line.length()+1));
            if(c_line == NULL) { puts("Memory error!"); exit(1); }
            strcpy(c_line,line.c_str());
    
            char *system,*outgates = (char*)1;
            system = strtok(c_line,"|");
            while(outgates != NULL)
            {
                outgates = strtok(NULL,"|");
                if(outgates != NULL) { out_list.push_back(outgates); }
            }
    
            path_list.insert(pair<string,vector<string> >(system,out_list));
            out_list.clear();
            free(c_line);
        }
    
        q.push(argv[1]);
        vis.insert(argv[1]);
    
        while(!q.empty())
        {
            current = q.front();
            q.pop();
    
            //are we at dest?
            if(current.compare(argv[2]) == 0)
            {
                break;
            }
            else
            {
                for(int i = 0; i < path_list[current].size(); ++i)
                {
                    //if we have NOT visited this system
                    if(vis.find(path_list[current][i]) == vis.end())
                    {
                        //DEBUG
                        if(argc > 3)
                        {
                            printf("In: %s, trying %s\n",current.c_str(),path_list[current][i].c_str());
                        }
                        q.push(path_list[current][i]);
                        vis.insert(path_list[current][i]);
                        prev.insert(pair<string,string>(path_list[current][i],current));
                    }
                }
            }
        }
    
        if(current.compare(argv[2]) != 0)
        {
            puts("Can't reach destination!");
            exit(0);
        }
    
        current=argv[2];
        printf("Route: ");
        int jumps = 0;
        while(current.compare(prev[argv[1]]) != 0 && prev[current].compare("") != 0)
        {
            //printf("%s -> ",prev[current].c_str());
            directions.push_back(prev[current]);
            current=prev[current];
            ++jumps;
        }
    
        for(int i = directions.size()-1; i > -1; --i)
        {
            printf("%s -> ",directions[i].c_str());
        }
        printf("%s\n%d Jumps\n",argv[2],jumps);
    
        exit(0);
    }
    
    

    That code is a fun little search program I wrote. You tell it "start here" and "Go here" it will find you a good route (no algorithm always finds the best, and this one is greedy, but it's good enough). You'll need a C++ compiler.

     

    Here's an example input file to use with it:

    Dahin|Planet Dahin|Kailaasa
    Planet Dahin|Dahin
    #Kailaasa|Io|Yokan|Dahin
    Kailaasa|Yokan|Dahin
    Yokan|Ishuan|Swooping Eagle|Kailaasa
    #Ishuan|Menorb|Ganymede|Yokan
    Ishuan|Menorb|Yokan
    Menorb|Ishuan
    #Swooping Eagle|Europa|Planet Swooping Eagle|Xipe Totec|Glenn|Yokan
    Swooping Eagle|Planet Swooping Eagle|Xipe Totec|Glenn|Yokan
    Planet Swooping Eagle|Swooping Eagle
    #Xipe Totec|Swooping Eagle|Blackbeard's Wake
    Xipe Totec|Swooping Eagle
    Glenn|Carpenter|Slayton|Saturn|Swooping Eagle
    Carpenter|Slayton|Glenn|Shepard|New Edinburgh
    #New Edinburgh|Inverness|Carpenter|High Earth
    New Edinburgh|Inverness|Carpenter
    Inverness|Planet Inverness|Aganju|New Edinburgh
    Planet Inverness|Inverness
    #Aganju|Inverness|Moto
    #Moto|Aganju|Altair III
    Aganju|Inverness
    Shepard|Grissom|Carpenter
    #Grissom|Blackbeard's Wake
    Slayton|Glory's Orbit|Carpenter|Glenn
    Glory's Orbit|Slayton
    Saturn|Akeron's Gate|Uranus|Asteroid Belt Alpha|Asteroid Belt Beta|Asteroid Belt Gamma|Jupiter|Glenn
    Uranus|Neptune|Pluto & Charon
    Neptune|Uranus
    Pluto & Charon|Mercury|Uranus|Akeron's Gate
    Mercury|Venus|Pluto & Charon
    #Venus|Ceres|Asteroid Belt Beta
    Venus|Asteroid Belt Beta|Mercury
    Asteroid Belt Alpha|Earth|Asteroid Belt Beta|Saturn
    Asteroid Belt Beta|Asteroid Belt Gamma|Venus|Saturn|Asteroid Belt Alpha
    Asteroid Belt Gamma|Mars|Asteroid Belt Beta|Saturn
    #Jupiter|Ganymede|Io|Europa|Saturn
    #Io|Jupiter|Kailaasa
    #Ganymede|Jupiter|Ishuan
    #Europa|Jupiter|Swooping Eagle
    Jupiter|Saturn
    #Mars|Mars Alpha|Mars Beta|Mars Gamma|Asteroid Belt Gamma
    #Mars Alpha|Mars|Tarsis
    #Mars Beta|Mars|Lagarto
    #Mars Gamma|Mars|Altair III
    Mars|Asteroid Belt Gamma
    #Earth|High Earth|Luna|Equatorial Earth|Asteroid Belt Alpha
    #High Earth|Earth|New Edinburgh
    #Luna|Earth|Zweihander
    #Equatorial Earth|Earth|Margesi
    Earth|Asteroid Belt Alpha
    Akeron's Gate|Pluto & Charon|Freya|Saturn
    Freya|Adriel Prime|Witberg|Ragnarok|Jotunheim|Nifleheim Cloud|Akeron's Gate
    Adriel Prime|Margesi|Freya
    #Margesi|Equatorial Earth|Adriel Prime
    Margesi|Adriel Prime
    #Witberg|Ardus|der Todesengel|Zweihander|Freya
    Witberg|Zweihander|Freya
    #Zweihander|Planet Zweihander|Luna|Witberg
    Zweihander|Planet Zweihander|Witberg
    Planet Zweihander|Zweihander
    #der Todesengel|Witberg
    #Ardus|Witberg
    Ragnarok|Jotunheim|Freya
    Nifleheim Cloud|Freya
    Jotunheim|Odin Rex|Ragnarok|Freya
    #Odin Rex|Odin's Belt|Paramis|Jotunheim
    Odin Rex|Odin's Belt|Jotunheim
    Odin's Belt|Muspelheim|Lagarto|Odin Rex
    #Muspelheim|Aragoth Prime|Odin's Belt|Blackbeard's Wake
    Muspelheim|Aragoth Prime|Odin's Belt
    Aragoth Prime|Valkyrie Twins|Varen's Girdle|Muspelheim
    Valkyrie Twins|Fenris|Aragoth Prime
    Varen's Girdle|Fenris|Aragoth Prime
    Fenris|Valkyrie Twins|Varen's Girdle
    #Lagarto|Endriago|Lagarto Moon Risco|Roc|Mars Beta
    #Roc|Lagarto
    Lagarto|Endriago|Lagarto Moon Risco|Odin's Belt
    Lagarto Moon Risco|Lagarto|Planet Endriago
    Endriago|Planet Endriago|Primus|Altair III|Lagarto
    Planet Endriago|Endriago|Lagarto Moon Risco
    Primus|Planet Primus|Tarsis|Endriago
    Planet Primus|Primus
    #Tarsis|Mars Alpha|Primus
    Tarsis|Primus
    #Altair III|Nostrand Vor|Endriago|Mars Gamma|Moto
    Altair III|Nostrand Vor|Endriago
    Nostrand Vor|Planet Nostrand Vor|Altair III
    Planet Nostrand Vor|Nostrand Vor
    #Paramis|Odin Rex|Blackbeard's Wake
    #Blackbeard's Wake|Muspelheim|Paramis|Inverness|Xipe Totec|Grissom
    

    The lines starting with # are commented out, the program will ignore them. Include them at your liesure. The file format is:

    <current system>|<outgate 1>|<outgate 2>|...

     

    There can only be one line for any given Current System. IE: Blackbeard's Wake cannot appear twice. The second line will just be ignored.

     

    Anyway, I did find some errors in my data. I've fixed them on the wiki. What I said about better paths is still true though.

     

    edit: Oh, one other thing. You can change the names if you want. Feel free to replace "Planet Nostrand Vor" with "NV" or whatever you like to make using it faster. Also, that path list file is tweaked to only include systems/paths relevant to trade runs. Hence why Antares, for example, does not appear within it. It should be simple to add stuff back in if you wanted a more comprehensive pathing search.

  6. I went through and verified all these routes by hand. I learned that where you sell an item, not where you buy it, is what matters. I also recorded how much XP I got, and discovered that earned XP is not clearly related to either item level or profit gained. There is something more at play here.
     

    I would paste the data here, but I can't figure out how to make the forums display the table in a non-FUBAR fashion. For now, the data lives on the Talk page for the Trade Routes page on the wiki. You'll need to sign into the wiki using your forum credentials before you can see the page.

     

    The numbers are all from an unbonused/grouped JE, so they are as raw as raw gets. I may have made a mistake or two on some of the path lengths, I'm still working on a script to double-check my eyeball work.

     

    http://net-7.org/wiki/index.php?title=Talk%3ATrade_Routes#Confirmation_of_lvl_4_and_5_runs

     

    TL;DR: FN->NV is NOT the best trade run (for credits or XP) if you are a PP. There is something better. 3 jumps better. Also, while the rule of thumb that greater gross profit = more trade XP, the rule is not linear. The XP per unit profit varies wildly, some other factors are at play.

  7. A wipe? That escalated quickly.

     

    I have a skill that says I have a 50% chance to warp through a gravity well. The things surrounding Androzari are gravity wells, not sheers, so that 50% chance applies. I point out a case in which this 50% does not apply. That is a bug. By definition something is *not* working as intended in this case. Either the skill description needs to be change (and points refunded if so), or the skill fixed. Bugs are fixed, not maintained. Have you really become so cynical to believe bugs must be kept for 'nostalgia'? Why?

  8. Further note:

     

    {bug} When a JE (idk about TS) hits a gravity well, they must wait the unmodified warp-cooldown time before they can retry warping again.

     

    {Bug} when you undock inside a gravity well (try out at Androzari station) they are unable to warp. Chance be damned. They have to slowboat out of the well first.

  9. For the Advocate to read, parse, and pass along:

     

    1. I had heard that a T.S. could, once they got Nullfactor Field, warp through any environmental anomaly, so I made one. Lo and behold they can. With level 3 Nullfactor field, given at OL 45 / EL25 (both), I was able to warp through stuff not even my lvl 100 JE, with Navigate 7 and lvl 3 Environmental Shield, could get through: The gravity sheers in northern Largato.

     

    The JE is supposed to be the best explorer in the game, so why is the ONLY downside to playing a T.S. a few units of reactor recharge? "You have cloak!" They have afterburn. That's the balance between all J and T, they have speed, we have stealth. I trade AN ENTIRE WEAPON MOUNT to be the best explorer. Due to device stacking I can't be any better at mining than a T.S. as all useful mods are taken within 5 device slots.

     

    2. The in-game mouse over text for Environmental Shield says it protects against gravity sheers. The gravity sheers in Largato prove it does not. If you cannot change the text in game to reflect what your emulator is doing, change your emulator to fit the game. You can't pull some "It's unbalanced because our creative vision is elsewhere" nonsense in this case. Descriptions are meaningless if they are not honored, and there is nowhere I can look up what skills *actually* do that the devs keep up to date and easy to find.

     

    3. Can I get an explanation on why it takes forever to mine a stack of 50 lvl 1 debris when I have an effective prospect level of 9.7? On live I remember that taking about .1 seconds. Is it an EMU limitation? An oversight? A stick up someone's ...

     

    4. Once a single bar hits 50%, the XP overflows into any remaining non-50 bars. Except it doesn't. Well, not exactly. First, the XP is reduced by 20%, then that 80% of the earned XP flows into the remaining bars. Where's the 20% gone? Why has it gone? Is it just a display bug (in game text says "Earned 200 Explore XP.

    50% of explore XP diverted to 80 Combat XP.

    50% of explore XP diverted to 80 Trade XP.")?

     

    5. Navigate lvl 7 only grants a 50% chance of warping in a gravity well if:

    1. There is only a single gravity well present. Multiple overlapping gravity wells exponentially decrease the odds of a successful warp-through.

    2. It is a gravity well, not a gravity sheer. (which only nullfactor field protects against...despite E-shield's description).

    3. You are NOT in the gravity well already when warping happens.

     

    If you are in the gravity well and you try to start warp, it seems more like a 10% chance of working, rather than a 50% chance. You could treat it this way: 50% chance on hitting the edge of the well to pass through cleanly. If you are knocked out, your next warp has a 75% chance to work. If that fails, your third warp has a 100% chance. Why? Because the RNG gods are not random, and they are bollocks. Do not kneel to them.

     

     

    ----

     

    Other than those gripes, every other mechanic I've used is either believable, tolerable, or working. My thanks for that. I would love to have these bugs squashed, obviously, but I don't want to seem like I'm all negative or everything is terrible. It isn't. There are just more problems to address. :)

     

    ---

     

    Edit: I had an idea. Devs don't want raids to be frequent or easy to prevent the sprawl of top-tier loot. Flying tours around cooper I've snagged several pieces of useful gear which were discarded in space, as no one in the raid could use them. Until a system is put in for selling off or otherwise distributing this extra loot that many players want, but few can get, there will be an excess. Why not, instead, mark items with an "EPIC" flag, and on player death (any death, except self-destruct) causes the item to be deleted. This makes having epic items extremely valuable, but staying alive also extremely precious. This would create a near constant need for epic items to replace lost ones (if not, make the raids harder, not overall, just add more chances to alpha strike players who don't manage certain mob combos correctly, or something like that) allowing you to make the content more broadly available.

    • Upvote 1
  10. Macros are a symptom, not a disease. Depending on the field, I've found guardians to be completely reasonable, ineffective, or just plain annoying (I'm looking at you Uranus belts). I am glad for two things:

    1. Ulyydian is here! Yay! I used ebiia ALL THE TIME when I was playing. Finally you can bring some sense to the nonsense values there are for some items in the game! yay!

     

    2. He made the ore prices go up. This makes it easier for me to keep EL and TL even when I decide to do go mining instead of do trade runs to lvl my TL.

     

    Now, onto the meat of the subject, if the economy of the game is an issue...let me copy-pasta something I wrote in another thread (which I won't link here for ~reasons~) about the economy:

     

    1. A dynamic economy with an economic interface that copies/mimics/works just like EVE online's. What do I mean by that?
      1. I'd say go full monty with it, everything in the game must be built unless it is a drop-only, non-manufacturable item. Vendors, as we know them, will be gone and replaced with a market hub, where people will list their ores, which others will then buy and make components with, and those will be re-listed and used to build items.
      2. This also means separating out the star bases from being universally linked, to being local points in space. The market will and SHOULD vary from station to station. Keeping them 'even-ish' will be the job of the trader classes.
      3. A solution to the explore XP problem: Trade runs done with normal trade goods only give trade XP. Trade runs done with other items (comps, weps, shields, etc) bought low and sold high at another station, give both trade *and* explore XP
      4. A small (1-2%) transaction tax on every buy or sell transaction on the market will go a long way to keeping inflation in check.
    2. To keep players playing you need an un-winnable game. EVE can't be won, LoL can't be won, WoW certainly can be, hence their constant cycle of expansions. The end-game mechanics need to be changed so the game cannot be won, and there's a reason to worry about how pretty your character is, or how much style you do something with. At this point, I'm scratching my head as to how, but this *must* be done or you will fail.

    Those two things are the major pain points for E&B as it stands now. Given the state of the game client, I think it would be EXTREMELY hard to have a dynamic economy put in. *sigh* pipe dream. But yea, make a game with an economy where players have to create everything for each other and then give them a mechanism to perform trades offline, NOT USING AN AUCTION HOUSE FORMAT so they don't need to interact with each other for commerce to happen, and you've done yourself a huge favor, you've created an economy that will self-stabilize and given every single item in the game a reason for existing and a dynamically determined price. Dynamic prices in dynamic locations are the bane of macros, until they learn to OCR prices and 'think'. Which can be done. But snap that's hard.

     

    *shrug* I'm sure there's some gold in my green colored slime of ideas.

  11. I gave you what you asked for, 3 things, and some criticism on your projected personality, making note that I could be misinterpreting things. The criticism you responded to...quite poorly. I will not devolve this into personal attacks. You have my words. Use them, or ignore them, at your leisure.

    • Upvote 3
  12. Three things:

    1. A dynamic economy with an economic interface that copies/mimics/works just like EVE online's. What do I mean by that?
      1. I'd say go full monty with it, everything in the game must be built unless it is a drop-only, non-manufacturable item. Vendors, as we know them, will be gone and replaced with a market hub, where people will list their ores, which others will then buy and make components with, and those will be re-listed and used to build items.
      2. This also means separating out the star bases from being universally linked, to being local points in space. The market will and SHOULD vary from station to station. Keeping them 'even-ish' will be the job of the trader classes.
      3. A solution to the explore XP problem: Trade runs done with normal trade goods only give trade XP. Trade runs done with other items (comps, weps, shields, etc) bought low and sold high at another station, give both trade *and* explore XP
      4. A small (1-2%) transaction tax on every buy or sell transaction on the market will go a long way to keeping inflation in check.
    2. Free-to-play game model with character customization being the thing sold. I would go so far as to say create a tool similar to the Steam Workshop where community players can make money creating skins people want in game, and you profit sharing in-game purchases with them. Seriously, Riot makes boatloads of cash selling nothing but skins as the only items which can *only* be purchased with real world money.
      1. To micro-transaction nay-sayers: He won't have the dedicated fanbase of EVE, nor the training model. WoW is only popular because of its size. His game will be more in line with LoL and World of Tanks than a traditional MMO, so he'd best optimize his business model to that angle.
      2. An alternative to this is, if you go for the traditional subscription model, allow game-time to be purchased with in-game currency ala EVE. The game time cards, at some point, must be bought with real-world money, but can be made into an in-game item and bought and sold on the market like everything else.
    3. To keep players playing you need an un-winnable game. EVE can't be won, LoL can't be won, WoW certainly can be, hence their constant cycle of expansions. The end-game mechanics need to be changed so the game cannot be won, and there's a reason to worry about how pretty your character is, or how much style you do something with. At this point, I'm scratching my head as to how, but this *must* be done or you will fail.

    On one final note, you talk with a lot of bravado, but you seem more like scumbag steve in personality terms. Someone who honestly has a 50m line of credit tends to be a LOT more mature than you act. I'm not going to call you a liar because it's entirely possible you've spoken only the truth, but understand that perception is huge, and people perceive you as an annoying brat, not a realistic businessman.

     

    You talk about dollar amounts, but you don't seem to comprehend that EA is well aware we are here. They have chosen not to care. Your money won't change that. Learning what happens with our donation money might. Does any dev ever see a payout from it? Unreported income come tax-time? If you were really interested in shutting this place down, threaten to hire private investigators to follow the U.S. based devs (yea, Zack gets to be free and german. meh). That's an actual threat.

     

    Moreover, among all your ranting and raving, I've seen nothing about how you plan to run the company. No vision, no goals, nothing. You don't have the mentality of a CEO or any form of leader I've ever encountered. Perhaps it is simply your digital persona (lots of the CEO types struggle at online interaction, so if this were the case with you, it wouldn't surprise me). But again, if you want to be taken seriously, talk about what you have done and thought about in terms of business models, operational theory, timetables, disaster recovery, continuity...on and on. Business is complex, show you have an understanding of it.

    • Upvote 3
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