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Mining didn't feel like it had a point. I could amass hoards of ores, full stacks of everything, raw and refined, but what for? The best weapons are going to be drop-only, and even then, mobs are tuned to the degree that it doesn't feel powerful unless I run a full stack of alts. The highest DPS weapons tend to burn through ammo. Multiboxing is tedious, even with the autohotkey stuff I have to make it less annoying. There wasn't much left to learn. Could I go around and update my map with every mob spawn, their resists, loot tables, etc? Sure. I could. Who cares? The 20 or so people that still play (20 * 6 = 120 = approximate daily player count). I decided it was more fun to 3D print parts, play with my laser (2000w fiber), or any of a number of other hobbies. There's just nothing to do. Once I map out every mob spawn, every ore spawn, every drop rate...what for? The in-game credits don't let me buy anything. Literally, most of the stuff anyone would want to buy is drop-only, or so rare that nobody ever sells it. So I can amass 999,999,999,999 credits and have nothing to do with them. I can't prestige my hull into the ultimate mining vessel with a 400 slot vault (thus allowing me to have a full stack of every raw and ref ore on one char) and the ability to mine while cloaked. I can't prestige my PW into a machine of utter death, able to shield sap while shield nova is running, with guns that fire every 1-2 seconds, with 1000+ rounds per ammo stack, and hit like absolute trucks. I can't expand that PW's inventory to the point that he can go out, burn a hold of ammo, and bring back all the loot. I can't prestige my TT into an automated space medic, with auto-casting recharge shields and hull patch. With an on-board ammo factory. Imagine a highly prestiged TT being able to act like a (minor) floating station, where your mining alts could drop off ores, and your combat chars could drop off mob loot, and the TT can sit there and produce ammo for them. Only having to return to a station once a day because their internal cargo hold is so massive they can't literally spend all day soaking up loot to sell later. Trade routes aren't dynamic. The best trade route in the game is decent, but only if you're a TT. And even then it's still a mind-numbing grind. With 20 players, dynamic prices would be a huge pain, but the dream of games like EVE: Online was always that you could pull up prices and figure out 'ah, good X is needed in place Y!' and come up with your own routes that would, eventually, be sated and change. I'm rambling, but, there's a lot of ways to make an ENB style game that has an actual endgame, a sense of purpose and progression, but with the limitations of the client, and the current reality of server-side development...nah. I'll just go touch grass. Edit: In case it wasn't clear, I am not trying to take away anyone's fun. I'm just sharing my own answers to the question asked.
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ENB (the game client) has a memory leak. After 2-4 hours (depending on what you're doing) the game's leaks will hit such a size that the game becomes unstable. This is not something the net-7 devs can fix. The best way around it is to restart the client when you see it using more than 350MB or so of RAM. If you watch it, a fresh client should be using around 225-250, and it will slowly crawl up (mostly after gating; I notice my trade runs inflate memory WAY faster than sitting in a sector doing combat) to 300, 400, and 500MB. Around 400+ MB, I find the game just starts acting 'weird'. Things don't load, stuff freezes, etc. Just restart the client and the problems all go away. "But I have 16GB of memory! That's nothing" It's not about the game fitting in memory. It's about how the game...think about it this way. ENB grabs a piece of paper. It then draws on part of that paper, erasing and re-writing over the same areas. But every so often, instead of erasing completely, it grabs new memory and leaves some smudges. Over time, less and less clean paper exists. Now, you have a whole stack of clean paper, but the game can only use that one sheet, because the game was written at a time where 1GB of RAM was something almost nobody had. So a lot of their internal 'stuff' (math, logic, memory allocation) is doing tricks to continue existing on that single sheet of paper. Eventually, as the paper runs out, a mistake gets made. Some value gets overflowed, some function points at old data...no idea what it *actually* is, but when that happens, the client starts to break.
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I played EVE for about 12 years. The happiest moments of it were: Being in Wormhole space not long after it released. The backgrounds were so beautiful. I can't explain how or why, but just staring into space in WH space was somehow FAR more beautiful than K-space. Stealth Bombing under DingoGS (finding good stealth bomber leaders is REAL hard). We deleted so many fleets. Exposing a stealth bomber bug the russians had been using for months by launching 200+ bombs at a single carrier in a single volley (under game mechanics, only 8 bombs *should* hit at a time, because the bombs damage each other). That was glorious, and I never saved the youtube link to the video we made. But, eventually, I had done everything there was to do. Did I ever fly a Titan? No. But I got far enough along to realize that you don't 'fly a Titan', you 'sit in a Titan and get shot at'. They're basically giant pinatas outside of maybe 4x a year when a huge titan/capital fleet forms to siege some tower (or now deployable station) and burn it down in a couple minutes instead of hours. TIDI was one of the best and worst things to happen to the game. Best, in that the game didn't just crash. Worst in that fights turned into 0.000001 FPS crawls where you'd fire your guns at 6am, and they'd actually shoot at 10am. And the fight would be 'over' at 3pm. Lame. I love being useful to people, and the lack of trust in that game means everyone building capital ships, doing industry, etc, all just has a bunch of alts, rather than rely on others to help them, because the game rules allow you to steal from that other person without repercussion. IRL, if I go into business making bath tubs, and you steal my blueprint on how to do that, I can punch you in the face. Or sue you into oblivion. In EVE, there's no RL threat, because 'it's just pixels bro', and that leads to every psychopath on the planet living out their power fantasies. If I could Thanos snap psychopaths out of existence... So, ultimately, I won at EVE because while I *can* have fun playing (being in a Covert Ops ship, flying around nullsec doing sites) it takes so much time and energy to find people worth playing with that...I'd rather touch grass. Which is a shame because there are parts of the game that are so great. If I could sit in WH space, with a few friends, mining, doing sites, building stuff for export, I'd love that. ENB is more like an arcade game compared to EVE. EVE is more like a simulation. ENB would only ever have had life with a FF14 model, where ship skins and customizations from raids and events were the 'endgame'. But in 2002, nobody was willing to do microtransactions, because back then, $1 was actually a decent amount of money, and ownership meant nobody could take a thing away from you. P.S. On Mining in EVE: Unlike ENB, mining in EVE is really best done in a big fleet. A Rorqual, with one or more Orcas on hand, and many mining vessels. The Mining vessels unload into the Orca, who provides some fleet bonuses, and the orcas act as shuttles to the Rorqual who is there to provide even bigger bonuses, and to compress the ore. Using this method, ore fields can be wiped clean in a matter of minutes. Trying to solo mine in EVE is a waste of time. It's fine for a newbie getting started, but you'll get FAR more mineral value out of doing PvE combat missions and reprocessing the drops than by mining. Mining is only ever really worth it in nullsec/WH space, where the rare and expensive materials exist. That all said, mining in EVE is absolutely boring as fuck. You push one button and walk away for several minutes. Unless an enemy comes into to kill you, then you have a few seconds to *maybe* avoid death. The only real reason to mine at all is if you're doing industry for capital ships. If you're building anything that isn't a capital ship (or station components, maybe a few other physically massive items) you're better off picking a high-sec station, and contracting with an ore supplier. Mining your own goods is time you could better spend doing more profitable actions. "Why capital..." because they take SO MUCH tritanium (the most common ore in the game) that moving that quantity of ore any distance becomes a logistical headache. So you mine trit close to where you're building capitals because it's way less annoying than other options. ...I love this game. I am sad I won at EVE. But...yeah.
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That's all activated items. Reactors, engines, devices, all of it. The cooldown says 1 second left, then takes another 2-3 seconds to be available. The countdown sent to the client doesn't match what the server is using. This is actually a feature, not a bug. Rather than spam the network with traffic for guns firing faster than once per second, the game fires 2 rounds at certain intervals to make up for the damage. It's been implemented various ways over the years, but fundamentally that's what's going on. You can see it with Flechette Omega's pretty easily, they'll shoot once per second, but fire 2-3 rounds when they due because turbo + 0.8 sec firing speed. Just to check, but I got the account vault filters working. You can download Tampermonkey, install the userscript, refresh the page, and they'll be there. I understand if you'd rather wait for them to be baked into the page though. For that, they just need to save the tampermonkey script as a .js file, then send along a <script> element in the response from account_vault.php. On botting Beating macro users is going to be an ever-moving target. The best way to 'fix' macro users is to make gameplay that doesn't make people *want* to macro it. Macros are used when gameplay is repetitive, boring, tedious, time consuming, etc. Given that the client can't be modified, there's only so far that you can go to make gameplay engaging. Making something 'rare', like level 9 ore, just makes it worth macroing to obtain. "Why would I sit and play when I can mine this field every 30 minutes on the dot and get all I need, while I go do something actually fun, like riding my bike?" Anytime you create a grind that is based on activity over time, you create a system where a macro will *always* be the best solution. Why? Because humans sleep, macros don't. Moreover, anything a human can do, a bot is going to be pretty good at doing too. Especially with modern AI. Walking around inside a station is the hardest thing to bot at the moment. Moving around through specific areas in space is pretty hard too (flying from nav to nav is easy, but imagine you made a quest where you had to stay within a 5km wide 'channel' through a space-minefield? That would be pretty challenging to bot, at least without resorting to some advanced machine vision.). Banning the botters who run 24x7 is pretty easy. "Has this person been actively playing for 20 hours straight? yes? probably a bot. Even if they're a human, they need to be coerced to take a nap." Now, if they do that one day a week and that's it, maybe a bot, or maybe someone who compresses all their fun into the window they have. But most botters are going to run for a few hours, then go away. I...kinda genuinely don't see why botters are a big deal. If someone wants to keep a roid field mined out..ok? Sure. It's not like they are going to go into /market and get someone to sell them stacks of whatever ore they're after. It's annoying to me as I go around trying to mine out whole sectors to get reliable data for their contents, but in the grand scheme, I don't see it as a huge problem. It's not like anyone is RMTing credits for cash. This community is so tiny that, outside of someone running like 6+ bots and beating the server up with excessive load, I don't really get the argument for why they are bad. If someone decides trade routes are a drag, and wants to get TL 50 via botting rather than playing, I'm not really going to shit on that person. At all. I've yet to see or hear about anyone botting raids. And no amount of credits makes you better at raiding. In short: Overall, ask "What is the net harm that the botter does?" Banning botters who put undue load on the server? yes. Banning botters who camp 'the best' places? Yes -- if you want to bot, camp somewhere sub-optimal that nobody cares about. Leave the 'best' for humans. A bot that warps away the second a human comes to farm feathers? Seems fair. Banning botters who farm experience? Why? If they find the gameplay sucks, then why force them through it? We aren't little kids. We don't need to overcome adversity. We just wanna have fun. Banning botters who farm drops? On the fence. If someone kept Modi's Child dead, but ran a bot where you could /whisper them, trade them something, and get the core, that'd be pretty dope, actually. Flipside, when you actually see the rare spawn and get to kill it, it does feel special. So, eh, I don't want all bots all the time everywhere. I also don't hate the concept the same way I hate, say, sadists. Banning botters who camp job terminals? Yes. Banning botters who run a few hours a day, in specific tasks, for specific goals? Assuming they wrote their own bot...no. Their game was writing and testing the bot. Their reward is skipping the gameplay they hated so much that they wrote a bot to not play it. And, before anyone gets frisky, NONE of my tools are fully automated. I don't need them to be. My longest running script takes about 5 minutes, and it's a dismantle script that runs on, IIRC, 27-37 items at a time, and it takes around 5 minutes to do all those dismantles. I can go make tea while it runs, but once it finishes, it stops. It can't move my character to another terminal. "So how do we fix botting?" People largely seem to bot resource collection. Without the ability to change the client, I don't really see a way to fix that. Drops, ore, faction, etc...these are all things that take a lot of grinding to acquire. The only mechanic is 'push button, wait, get reward'. Until that can be changed...there isn't really a way to make people not want to bot. There's no counter-skill to Menace, or Hacking, or anything like that. You either have the DPS to interrupt or not. It all comes down to a simple principle "Bots are as good as humans, and are given the tasks humans don't enjoy, so make tasks humans enjoy". That's...really the only fix. On reboot authority Agree. I've been asking for the ability to do this for close to a year; as have others. There's no shortage of people willing to help, just a shortage of acceptance of said help.
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I mis-typed. The script I linked is for semi-automating trade runs between FN and NV. So it bounces off Muspi 6 or the net7 beacon (depending on which way you're going). But it simplifies the run to something like pushing F3 a bunch of times (once per sector) and pushing F1/F2 to buy/sell your inventory. My personal version collapsed F1/2/3 down to a single button, you just push F1 and it figures out what it should be doing automatically. This also works in multiboxing and lets you juggle 4-5 characters (the FN->NV run has a bunch of short sectors, so there isn't a good way to juggle 6 chars without a bunch of downtime). But yeah, if you generally bounce off the Jotunheim gate, and then warp to whatever the planet/moon near the Niff gate is, you can avoid both gwells in Freya.
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Agree on all of these. Note for 5: The only way, in the game client, to do this is to put it in the description as some items (like the Hellbore) cannot list 2 different ranges due to game client limitations. That said, it's a simple Python script to query all items in the DB with activated effects, and shove the energy cost/range into the description. You'd spend more time writing the script than running it to fix things. This is totally possible, it just leads to a HUGE number of items. You'd have to hard-code all the possible variants in the DB, then hard-code the lists of what items can become what from a recipe. Like, it's possible, but it's non-trivial. It also makes disassembly a bit of a PITA, because then you have to look up the item ID to get a parent ID, then give the parent ID as the thing you blueprinted instead of the item ID of the item itself...again, possible, yes, a LOT of work, absolutely. In terms of feature complexity, it's a bit like remodeling your kitchen, then finding out you need to fix both the foundation and the framing. Like...super non-trivial. Field Guardian mobs are immune to menace, so the PS's main trick isn't even useful and the game doesn't tell you the mobs are immune. The Gene Stealers in Arduinne (the sector, not the planet) are a prime example. As are the ones behind Zweihander. Repulsor field is great DPS, and great for gluing mobs to a target, but the lack of Navigate 5 means they are a HUGE PITA to have in a mining fleet. Their cargo hold is the same size as a JE, but a JE gets group cloak, wormhole, and a vastly superior scan range. And warps faster...like, the PS is outclassed to such an absurd degree. A 5th gun slot isn't enough compared to combat cloak, because the JE can just cloak and let their shields recharge. And Combat Cloak lets them only take a single cycle of damage from mobs. As you say 'ok at everything, good at nothing'. I WISH I could bring a PS with me mining just for repulsor field. Menace is next to useless, sadly, because it gets resisted too often or mobs you want to use it on are straight up immune to it. Navigate 5 is the absolute minimum to get a PS into my mining fleet. If you want something totally broken that would make people play PS, make it so a PS has a device they can obtain that makes pop rocks never explode. Suddenly PS becomes essential for mining lvl 9 ores (because most lvl 9 ore comes from pop rocks). The tradeoff being you'd have to take it off (so maybe build it into a skill that can't be disabled?) if you wanted loot from the pop rock mobs (mostly rare components). Or give them a specialized ore hold to make up for their slowness. Like a PS only ore-specific version of the Polar Express, that adds 30 extra cargo slots that can only be filled with ore (RIP hulk miners).
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This list was originally written in late January, so I've included updates to the current state. Ideas: Improve the Account Vault page. The "proper" fix would be to re-write the entire website, all pages. Instead of sending CSS, Javascript, and HTML in the response to queries, send back JSON and have javascript build the page. Like, ya know, how every other website does it. Put a memcached and PHP object cache in front of the wiki/website, since both use PHP. Migrate to linux and use Apache/Nginx for hosting instead of IIS. This makes memcached and the PHP object cache *way* simpler. A more short term solution, which I am still working on (usually when I get frustrated in game or there's downtime) is a set of filters for the Account Vault page. I can do this in tampermonkey, but embedding it in the page natively would be better. FUTURE UPDATE: This is implemented in Tampermonkey, see https://forum.enb-emulator.com/index.php?%2Ftopic%2F13456-a-better-account-vault-experience%2F= Allow for filtering via item level (1-9). I have done this via checkboxes. If the box is checked, the item is lit, else it looks grayed out. Allow for filtering PM/Non-PM items (it is possible to add a search for builder too, but idk who would want that). Just filter on whether the manufacturer tab is blank or not. Replace the horrific drag-and-drop method with click-to-select. The current functionality of that opening a page for the item can be moved to ctrl-click or some other key. Provide a note to users on the page that the functionality moved, but isn't gone. Click once to select, click again (either on the item in the inv, or on the transfer slot up top) to remove. (unknown if possible in tampermonkey) Change the tooltip display from 0 to something longer (200ms? 500? I'd need to test). This stops it from getting in the way and being annoying. Allow for filtering based on quality Allow for filtering based on structure Allow for filtering based on stack size (>#). In an ideal world, this would be a 'show full stacks' button, but without hard-coding stack sizes, there isn't enough info on the page to know if a stack is 'full' or not. Probably more filters I haven't seen the need for yet. This is a more advanced feature, but an 'auto-ore-move' button. I might just make this for myself in Python, but a way to move a vault of mixed level ores to the associated vault characters automatically. FUTURE UPDATE: I have written this as a Python script, but apparently never posted it anywhere. I'm still finding bugs in it, but PM me if you want it. This would require a server-side change: Make the items moved by account_vault automatically stack, and create new stacks only when a full stack is achieved. Improve the wiki This falls into a similar category as #1, but add a PHP Object cache and memcache to the wiki, if not already present (and based on performance, I'm 99% sure they aren't present). This may require moving both to linux. Ensure some users (winlander and codemonkey?) have access to perform database-level backups. Or better yet, automate DB backups and make a website that lists the most recent 7, for example. Leave it up to the users to actually download a copy, but ensure that if something ever takes out the wiki, we have a copy of the data. Backups. I read about the multi-month outage after the 'hack'. There is no excuse for people not having full copies of the source code, forum DB, wiki DB, game DB, etc. And a backup on the same machine is no good. A backup on your system is worth its weight in gold. Pretty sure someone having one of those is the only reason we still have an EMU at all. Migrate the game to linux. It still runs inside of Visual Studio inside a windows machine you all RDP into. For the love of God just move it to Linux. Very little of the server (outside of the network functions) touches OS-specific stuff. The DB link *should* be via a connector that is OS agnostic. And you do store the runtime configs in the DB...right? Because, ya know, that lets you spin up multiple copies. This is a personal project idea, not something for the EMU devs, but create a new version of enbmaps.de which has overlays for ore fields, mob spawns, updated gravity well/shears locations. I haven't figured out how I want the UI for adding data to work, but I badly want this tool to exist. Just so I can map out ore fields and mob spawns. Have drop tables for mobs tied to the mob spawns too. FUTURE UPDATE: This exists, see https://forum.enb-emulator.com/index.php?/topic/13482-replacement-map-tool/ Remove the gravity well in Muspelheim and Freya that are along the main travel navs. It was "Added to stop botters". But I have already created a tool, in AHK, that completely bypasses them: https://forum.enb-emulator.com/index.php?/topic/12050-ahk-and-multiboxing/&do=findComment&comment=106155 so the argument that they are at all useful is just nonsense. Botters can easily avoid them and they only inconvenience humans. Just remove them. This section is entirely about in-game changes I'd like to see. Get rid of the stupid 1-3 second no-impulse delay after mining. There is a bug with Shield Inversion, where I can target a group member and kill them with it. I'm not exactly sure how to reproduce it, but I've killed my various PW alts with my PP at least 5 times. If it was *actually* going to be fixed, then I'd bother to reproduce the error. The Recharge Reactor - BOOST! on Cygnus (and other) reactors is wrong. It's a 30-60% bonus. It should be more like 350-600%. I had a talk with Kyp about this nearly 10 years ago. He said no, for some without a good reason other than "I think this is overpowered". I've been bitter about this for 10 years. The Shield Recharge - BOOST! effects have more correct % values, those didn't get nerfed like the reactor ones did. (Long term, hard) Work on why gate crashes occur, why mission journals show up empty sometimes, FUTURE UPDATE: Gate crashes are almost always due to not having Prototype Reorder checked. The second highest cause is memory leaks in the client that make it unstable after 2-4 hours. This is not (likely) a bug the devs can fix. Adjust the DPS output of Vindis. They hit far harder than they should. 2 vindis (1 CL41 and 1 CL46) hit as hard as a CL51. That isn't right. Especially compared to CL46 mobs in VG/other zones. Trade XP rework: Fundamental problem: Until TL 25 or so, getting trade XP from mob loot is most efficient, especially if you already have a PW with lvl 7 Shield Nova. Past TL 25, it splits: For characters with negotiate, trade routes are optimal. Especially with a Polar Express. Negotiate is huge, offering literally 3x the XP/hr @ lvl 7 vs not having it. For characters without negotiate, OL75 trade jobs are optimal. This only works if you're leveling 1 character, maybe 2 max, at a time, and nobody else is using the terminal. Both of these are incredibly boring and monotonous. Fixes below fall into two categories: let high level players level alts quickly and/or let newer players have more engaging experiences. Proposed fixes (choose one/any/subset): Make combat loot drops scale with group size. So a group of 6 gets 6x as much loot (by value) as a solo player. This way combat groups can level their trade as fast as playing solo. Make trade routes dynamic. Modify buy/sell values of items daily/weekly, and release (automated) news articles indicating which items are currently in the most need. I could literally write a script with a VERY simple LLM to do this. Turn it into a "Major Order" system like Helldivers 2 has. Make it feel like there's some purpose to carrying materials around, and have needs shift are demands are met. Incorporate roid ores into the trade runs. The Mars Construction Project is a version of this, but if I have stacks of Duplium, those should be in demand on Nostrand Vor Planet, since they are used by Agrippa. I should get more XP and credits from turning the ores in than I could by refining and selling them + an allotment for the travel time involved. Or, if not yielding bonus XP for travel time, I should be able to do the turn-ins on non-mining characters, as a way to level alts with mining. Add extremely high value trade goods (say, 100 million credits each) which do not sell for much profit (maybe 2000-4000 cr per item) but do offer far more trade XP. (on the scale that 30 slots should be TL 49->50). If a character has 3 billion credits, let them move ultra high value trade goods to level their TL quickly. Add "unstable" trade goods as a repeatable quest from an NPC. Requires a deposit of, say, 300 million credits (~10m per item @ 30 slots). It fills your cargo with trade goods and you are required to dock at every station along the way to 'stabilize' the goods. Jumping from Freya -> Jotunheim -> Odin Rex, without docking at Arx Ymir, for example, would result in the cargo detonating, you losing your deposit, and requiring a JS/tow. This *should* make it immune to most gate crashes/bugs, server crashes, etc. It's VERY rare that I end up in another sector when a crash occurs. In terms of implementation, this would just be a repeatable, multi-step, quest. Not that different from a Job Terminal job. You could also make 'lines' of quests like this, starting at a 100k deposit, and working up to 300m credits. The source and dest would always be random, and the profit/XP would be a factor of trip length (short trips, less profit/XP, longer trips, more). They can all fall onto a flat line of XP/hr. That's fine. But if you only have 20 minutes, then do a 15m run, vs if you have hours, do a longer one and get multiple levels out of it. Change asteroid spawn rules. Pop rocks now increase the quantity and quality of ores in the field. Meaning, more top level ores, more of the ores in the roids. Say a 25-50% bonus to the field for popping all the rocks on the next respawn of the field. Or maybe make it per-roid, so places like Antares, which have mostly pop-rocks, spawn fields with 10-20 ores per roid if you pop all the rocks, whereas more normal fields with 0-2 pop rocks only get a 0-10% bonus. Let the bonus decay over 1-2 hours. So if a field respawns and isn't mined out again within, say, 2 hours, the bonus is lost for the next respawn. A level 5 asteroid must now contain AT LEAST 1 level 5 ore. No more Tech 9 roids spawning with only a lvl 8 ore inside. I have limited data (only around 1200 roids between levels 5 and 9) but it seems like there's a 35-42% chance of getting LOWER tier ore in a roid than the roids level. Meaning, a lvl 5 roid has an ~38% chance to drop level 4 ore. This is NOT a weighted average (I can do that, but it takes longer, and I want more data before finding that out). I fundamentally hate when games lie to me. It's not a level 5 roid if it contains mostly lvl 4 ore. Level 5 ore in level 5 rocks please. Minimum request: At least 1 ore per roid that is the level of the roid. Currently my data shows 368 roids that contain ONLY ores below the roid level out of a total of 2816 roids, or roughly 13%, being a stright up lie. Mid-ground compromise: At least 80% of the ores, by count, in a roid be the level of the roid itself. Meaning if a level 5 roid contains 12 ores total, 10 of them, minimum, MUST be level 5, the others can be level 4. Optimal: Level 5 roids contain only level 5 ores. Tighten up fields. No more than 2-level spread for all but a few, special, fields. There simply isn't enough cargo space to haul a 3 tech level spread in a mixed field. Even a 2-level spread is enough that no single class can handle it without a mule. For pure fields this isn't as big of a problem, but yeah, this is a HUGE impact to fun. Currently, Lagarto and Ceres have SO MANY different types of ores that even 5 TTs + my JE cannot mine them without docking to unload or cherry picking ore types. Why is mining as hard as a raid boss, requiring multiple groups to solve? The rewards suck, compared to raiding. If I have to have a full group, i should get raid-level rewards. Increase vault size. Right now, people have many mules. It takes 197 slots just to hold one stack of every ore in the game. Add in refining and that number goes to over 400 (some items refine into multiple items). A character vault only has 96 slots. Add in the transfer rules and you'd need at least a 500 slot vault *just for ore*. Just for raw ore, you're looking at needing 5 characters. If you add in refined ore as well, even if you only keep the 'useful at high level' ones, that's at least 2 vault characters. I don't have numbers for components, but it's insane as well. One way to solve this might be adding an NPC at the stations who lets you 'sell' items to them (for 0cr) and then let you 'buy' the items you sold back(for 1cr? 2cr? minimal fee at most). I don't know if this is possible within the game client, or if that requires each NPC to have the same list of items for all characters, but on the backend, you could just keep a table per-player of items in that vault. The Job Terminal Most of the job terminal suck is the client's fault, but if there was a way to make it better, I would. I include it here just to admit I've spent a lot of time thinking about it. Warp improvements: There's a lot of rubber banding and delay in warp, with high speeds (6000+) at close ranges (< 20km). This mostly affects miners, but I'm pretty sure it wouldn't be a big problem to fix once a look at the code happened. Tractor Beam Improvements Sometimes the beam terminates on your ship cleanly, and sometimes it bounces there for a second. I remember Teinbau breaking this and it staying broken. I wanted to fix it but wasn't allowed. Just make the tractor beam always terminate the second it gets to your ship. Better to calculate the time for tractoring too short (by 100ms) than too long, IMO. I know it gets hard while moving; I'm talking exclusively for stationary tractoring. Separate out the buffs "Improve Shield Inversion" (which should always grant skill levels to SI) and "Improve Shield Inversion Efficiency" (which is what almost all SI buffs are right now, the ones that 'add X seconds to shield inversion'.). The two buffs stack, so they should have different names. The latter buff does not exist in game at this time, but from what I remember, adding new buffs is easy. Change Repair Equipment to be an actual energy drain skill, like it is supposed to be, instead of an on-activate skill. There is 0 reason for it work the way it does. It didn't in live (after a few patches) and it shouldn't now. The tooltip says it will run until everything is fixed or your reactor power is gone; so that's what it should do. Shield Nova and Shield Sap are supposed to be able to run at the same time: https://forum.enb-emulator.com/index.php?%2Ftopic%2F10097-shield-nova-a-blocking-skill%2F=
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I haven't posted the code for this just yet, because I'm still tweaking things, but the tool now supports multiple passes and averages them together. For Hulk/Non-hulk drops, it's just a straight average, sum(all_passes_for_item) / #passes. For cargo slots, the Total Average is computed via counting how many slots were needed for each pass, then dividing by number of passes. But the individual Roid Type passes are simple averages. The reason why was because, in Shepard, I had a pass that needed 65 slots, a 70 slot run, and a 72 slot run, averaging to 69. But if I just averaged all of the slots per-level-per-type, it would come out to 62. "Why average it, why not just count all the drops?" Well, again, Shepard 'has' 80+ possible drops (if you count all the rows in the non-hulk table) but in reality, you never *actually* get all 80 to drop, you get a subset. And why does make sense if you think about it. I'm still thinking about how I want to display 'dust' results, where you might get 1 roid in the entire sector that has the ore you're looking for, but for now, I'll collect more data. Fun bonus: Because of how I'm logging the data, if they were to change the drop patterns at some point in the future, it would be possible to look through the raw data and see when and by what degree the drop tables changed. Also, when I overlay multiple passes, the roids almost perfectly spawn on top of each other in ring fields. Like, a ring field will sometimes rotate around with enough passes and form a solid ring, but rock and crystal ring fields spawn the roids within +- 1 meter of each other, for each individual roid. It's kinda freaky. Note (in the pics below) that Hydrocarbon fields DO NOT appear to do that. I was actually expecting it be a bit more random than it is. TL;DR: For visual display there isn't much need to average multiple passes *EXCEPT* in 'sphere' or 'scatter' field types (scatter being the 2D version of a sphere). And the only value of multiple passes in those cases would be catching outliers. For example, in Ceres, it seems like the fields are -30z to +30z. But it might take multiple passes to finally get a roid at those coordinates. The data is in the DB to know the z-height of any given field. It'd need to be displayed as a tooltip (at least until i get around to asking chatGPT about 3d versions of canvas objects and making a 3d map that can be rotated, but that's WAY further down the road). And that tooltip would come after I add in a way to define roid fields; with the field definition just pulling in the max/min height of any roid within its bounds. Pretty trivial, I'm just lazy. Well, clearly not lazy. Unmotivated. The profit and loss of my local BBQ joint is currently far ore interesting to me. As is lasing flies to death with an IR pulse laser. Here's my original mining pass: [img]https://i.imgur.com/f5mTytz.png[/img] And here's all 3 passes overlayed on top of each other:
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And some more updates, since I had to kill time before it was BBQ-o-clock. Blinking is fixed and now only blinks when it should The 'Display Ore list' has been upgraded. The item names inside are now clickable links (categories, like Hydrocarbon, are not) so if you want to see where the Debris in a zone you're already looking at drops, you can click on Debris and see just the roids containing that. Same for Oxygen, or any other ore. Hulk Contents that are not turn-in items are not linked and cannot be displayed this way. I absolutely could add that in easily, but I didn't imagine anyone would want to see the one roid that dropped the reactor that one time. Seems...too specific to be useful.
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New update dropped: The "Show Sector Summary" button now works and displays a list of every ore (and turn-in item from hulks) and where it can be found in order of most to least per sector. Clicking on a sector name will load that sector, but filtered to only show where that item was found in the sector. The pixels will blink. For some, mostly where there are not many pixels (2-3 found per sector) this can be hard to spot, especially when they are under/near navs. But just keep an eye for something changing and you'll probably spot them eventually. I know this is far from perfect, but this is what I can do in 1 day vs a more proper solution that would take longer. For now, these two changes make it downright simple to find every ore in the game. As for porting this info to the wiki..."I don't think so tim". Part of why I made this tool was to get around limitations of the wiki. Edit: "What about a search bar" just hit ctrl+f and use the search built into the browser. I'll maybe add a search box later. Edit2: ...this also has the comical bug that *all* roids blink. Derp. I'll fix that for the next release, but or now I don't think it's a big deal.
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And, today, I mined out the last field, in the last sector. Ok, *technically* that's wrong. Paramis, BBW, and Ceres all have uncharted fields, but until i get faction on my TT/TS alts so I don't have to fly back and forth to the station constantly, those are going to remain a mystery. The updated tarball with the current DB of all roids/sectors/navs/etc is attached to the first post. It grew considerably, there's almost 1MB of just roid data... over 15,000 asteroids were mined for this operation. My next steps will involve: Taking a break / playing the game for fun / something else Creating filters so you can find the ores your looking for and know where to look for them. Making the Sector Summary page work (basically a giant 64x194 table of every ore and where it drops in what quantity) I'll drop that on the Wiki once I have it. It won't be perfect, it's one mine-through and 2-3 mine throughs will be needed to get really good data. but, for now, something is better than nothing. Updating the Wiki with screenshots of each sector, at least until better ones exist Seeing if there's a way to save the screenshots as SVG files for better zoom features. Working on adding zoom/pan features to the map. Auto-centering the map based on the navs in the zone, rather than the absolute boundary. If this game had 1000s of players, I know exactly how I could make this into something truly special. But for < 100 people, meh. Still, I learned a lot, and that will be useful going forward.
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I'm almost done with my first pass through all the sectors, but tonight saw some new stuff I haven't seen before. 1. Did you know Mercury has ring-hulk fields? I've not seen those anywhere else. Note: A decent number of those fields are highly vertical, as in, hulks/roids may be between Z: 15 and Z:-15. I pulled 700 Debris out of Mercury alone. 2. Pluto and Charon has an INSANE amount of ore in it. Most Sectors have around 250 roids in them. P&C? Nearly 600. Ho.lee.schitt. Also, probably one of the best places for Disco in the game. Most of those circles are 30-60km in diameter. I would not be surprised if there are some P&C fields I missed. I have a 22k scan range, but that only does so much. Also, some of the fields are highly vertical, like 15KM above or below the plane where the navs are.
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Sure. I have 4-5 Bolas, do you want more than 1? For anyone who finds this thread, they drop pretty often from the high level Zenshai in Rag.
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ChastityLynn posts in game about giving away good stuff. I'm not on enough for that, and when I am on, I'm doing something. I work better when interrupt driven. To that end, I have a few things that are hard to come by / rare, and I don't need. Thus, I'm making this post to list them as available. If they're listed here, I should still have them, or I forgot about this thread in the (probably months) between posting them here and someone claiming them. Unless otherwise noted, all these items are looted and printable. Message me here and tell me when you normally play. Without further ado: Reactors Inferno V Inferno VI Weapons Rifle VIII Rare drop from Voltoi. I'm only interested in giving these away to people that need the lvl 8 print, if you plan to rip them...no. They're too rare for that. Tolerance Mk. VIII Petit-Grand Ogun Executioner's Hand Zenshai Power Cannon Zenshai Energy Motivator Oya du Jaund Devices Basilisk's Dire Torrent (lvl 8 ) Basilisk's Dire Gale (lvl 7 ) Wyvern's Fell Strike (lvl 6 ) Gorgon's Dire Gaze (lvl 7 ) Manticore's Dire Agony (lvl 7 ) Manticore's Dire Anguish (lvl 8 ) Harpy's Dire Avarice (lvl 7 ) --also have lvl 2/4 version Roc's Dire Celerity (lvl 7 ) Laser Scope Quinque Engine Dragonflight Silver
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Ceres/Thule also has an extra space at the end.