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Harros

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Everything posted by Harros

  1. This happened to us on one of the Mordana bosses as well.
  2. So again I ask, why was the change made then? It doesn't slow down people doing explore tours with alts. All it does is make tours with 6 real players harder.
  3.   But this change did not fix the issue. That is my point. You can still run 5 disposable alts and powerlevel exploration. It has not been stated as a TOS violation and no mechanics prevent a player from doing this. So if both of these things are true, why make the change? I posted a possible solution of limiting the creation of characters to 5-10 a day per IP address. No normal player should ever need more than that in a single day and it's a far more elegant solution that limits the behavior they want to prevent while not punishing normal players.     I made a video so you can see how "cumbersome" disabling multi-gating really is. This is with 6 clients running at 800x600 on a monitor running 1920x1080 with no 3rd party tools. Just 6 fresh clients and an old fashioned keyboard and mouse. I'll let you decide if this change really prevents what the Devs want to stop...   http://www.youtube.com/watch?v=7yRx_onXLIg     The community does know what it wants. It wants to prevent an obvious loophole in the exploration system. However, the changes made by the Devs have not done anything to prevent it. They have only limited the gameplay of legitimate players, even if very minimal.
  4. I'm running into the same problem on both my computers. Both are fresh installs of Windows 7 and fresh installs of Net-7. Originally, I had just copied the ENB client from my old computer. After getting the error and making sure Windows was fully up to date, I ended up running the installer for ENB. I am still getting this error. Not that big of a deal since it only happens when exiting the game.
  5. Is anything going to be done about people who continue to recycle alts for exploration? It's 2 seconds of work to manually form up with 6 characters. That was the argument for this change but the issue still isn't fixed.
  6. Even stopping third party programs won't prevent this. Anyone with a half decent computer can run 6 accounts at once. I can think of a few players who do it legitimately. This was an issue before the group gate change and will continue to be an issue. I can think of three fixes if the Devs really want to put an end to this:      1) Make it a TOS violation to run disposable alts on explore tours. Have no limits on game play to prevent it. Couples/Family/Friends can still play together and have the full features of a group.      2) Block/Limit explore experience in a group with multiple characters on the same IP.       3) Add a character deletion or creation timer. One IP can only delete/create 5-10 characters per day.
  7. Reduced Weapons Delay is currently buffing with a normal Turbo buff and thus not stacking. I'm fine with a cap as long as endgame is balanced for it (why would it not be?).
  8. It's been confirmed by multiple players and now by Stanig that hulk fields respawn whether they are cherry picked or not. I've seen it happen myself on multiple occasions. If you arrive at a field and looks like it was cherry picked, someone just beat you to it recently. Check back in 5-30 minutes. It's no different than someone mining the whole thing. It's two clicks from from any distance to see if it's been looted or not and then you can move on.
  9. It's not something that has to do with build experience and not something that can be duplicated at will. This is a confirmed bug from a few weeks ago. I have my build skill maxed and build level 9 devices with vendor parts at 200% with no fluctuation in range. If I build 100 level 1 items and watch the percentages, 2-3 will come out at 196%.
  10. Has the building below 200% bug been fixed? I was just building a level 6 device with a Expected/Range of 200% and it came out 196%.
  11. It's easy to get off topic with a single comment and then tunnel vision. Sometimes it takes a poke from a third party so people realize it and move to the correct channel. It happens to everyone from time to time. I think enforcement is exactly where it needs to be for this issue. 
  12. I've witnessed several times fields respawning where items were cherry picked. There were times that I was mid-pulling an item and the entire field respawned. Unless this is a bug, my experience is all fields have an expiration date whether they get mined or not. Most fields are over-farmed to start so unless you catch it within a minute of the spawn, the items are already looted.
  13. Read the mission carefully. There is a satellite in both systems on each side of the gate for different missions. Make sure you are communicating with the right one.
  14. [quote name='Grips' timestamp='1354812040' post='68192'] PM ammo is welll worth the effort , some higher ammo requires Pm parts so ammo can get a little taxing but well worth it in the long run ..also something thats new to earth an beyond is non 200% pm ammo from the ogun ammo i have been making/using a 195% stack is only 1 damage loss biggest issue is with space it wont stack with the 200% so some times trying to consolidate stacks is a pain .. [/quote] This is a bug which is being looked at.
  15. [quote name='Zackman' timestamp='1354830060' post='68200'] Thats a bug, looking into it. [/quote] Thanks for the confirmation Zackman. Currently putting out the fires in guild chat with this. =P
  16. Some builders today are noticing that when the terminal says 200%, they are still producing items at 194-196%. These are builders that have been at 200% for the last week including after the downtime on Tuesday. Some players are also reporting player ammo coming out at 195%. Is this an intended change that was recently added or a bug?
  17. My rep was around dead 0 when I started turning them in. I had plenty of tiles to hit 2000 from visiting hulk fields farming for device maps over a couple days. You also need to remember that turning in tiles has zero negative impact on any other aspect of the game. Killing Chavez and player factions is causing a standing loss. Devs have started multiple times that Chavez will have content for players with good faction in the future. Low risk, low reward verses high risk, high reward: Seems fair to me.
  18. I was finally able to log in. Thanks!
  19. Character: Jaedis Last Location: F7 Error: "Server Failed to respond to sector login" I can log into my other accounts fine.
  20. The tiles give far more rep than just the level they are. I know 8's give 20 and I think 9's give 50 plus credits. A few days of mining is easy RD faction without the negative impact to Chavez. Tiles are fine.
  21. I think the crafting system is fine. As someone who has taken the time and money to "practice" builds, I am now at 200% build at lv7 with all vendor parts. I know a few others in my guild who spent much of their time so far building for people are at the same place. Player made comps easily push us to 200% at lv8 and 190%+ and lv9. I'm also pretty sure we haven't even maxed out our gains yet. It's not as bad as you all make it out to be. Understand you won't be making 200% while leveling and deal with 150% or get it made by someone else. Then when you reach max level and have a steady income, invest in improving your build skills.
  22. One major difference with jobs between now and live was the limit of two jobs every 6 minutes. Currently, you can take 6 jobs whenever you want. I'm not saying we should disallow wormhole, summon or self destruct. However, we should decide what is an acceptable rate of experience per hour given all rewards to bring them in line with other activities for leveling. We should also take into consideration if there are any plans to add credits back to running jobs. I would also like to see a change so that wormhole adds an advantage but isn't a complete powerhouse as it is now. Even with wormhole, level 135 jobs should still take longer to complete than level 50 jobs.
  23. I started this discussion with (I think) Stanig the other night and wanted to post a topic to continue it. As most people know, it took me around 5 days to reach 150 on my Explorer. Jobs are 90% responsible for the speed at which this happened. I wanted to start this thread to get the community's opinion on the effect of jobs regarding leveling. I'm going to start with how explore jobs in general work. Depending on the level of jobs you are running, you are required to travel X many jumps starting with one and adding 1-2 for each tier of job up from 50. While on paper this appears to be an appropriate form of scaling, this causes issues on two fronts. The first is wormholes. My goal for leveling was looking for jobs to abuse the wormhole system and cut these jumps down to a minimum at higher level jobs. The second issue is small systems. Having to run jobs which require warping through Grissom are a terrible choice compared to those which need you to travel the 30 KM through Legarto. Even through the difference for warping is around 300 KM, both count as the same number of jumps when generating jobs. Here was my general strategy for reaching 150. For 1-50, I did a combination of a few things: I ran a couple tours to new zones to get explore above 20; killed Scuttles in Saturn until I was no longer receiving experience around CL14; and trading the loot to an alt for TL15. I then ran explore jobs out of Net-7 to Jupiter. Uranus involves much less warping but for a JE, the WH to Jupiter makes this the better option as you start dropping satellites at the farthest moons and working your way towards the Saturn gate again. This process required around 500-600 KM of warping. The next stage was 75 jobs. The reason why VT is the best option for this is again the jumps. If you look at the map, you only have one direction to go for VT. All 75 explore jobs will go to Muspelhein. Anywhere else you can run jobs from can go multiple directions leading situations where you need to wait for multiple jump refreshes or traveling opposite directions. VT also had the advantage of having a weft right outside the station. These jobs required around 400-500 KM of warping and then a quick wormhole back to VT. I ran these until I was explore level 45. The next spot for running jobs is a wonderful secret for JE's. Endriago (which is 4 jump jobs) is an unbelievable mid-level job spot. Even through I had to run VT jobs for a few levels past 90, it was worth it. Endriago has two locations it can go but both are worth taking so you can decide which jobs to take after the job list is finished generating. You can either go to Aragoth Prime or Jotunheim. Aragoth Prime is obviously the superior spot as the VT wormhole gives easy access. However, even though Jotunheim is 4 jumps out, look at the systems you need to travel through. Endriago is a tiny system requiring around 60 KM to get to the gate. You then travel 30 KM through Legarto followed by 60 KM through Odin's Belt. Odin Rex is the largest warp which is around 200 KM, about equal to warping through Aragoth Prime. You then travel another 60 KM to Jotunheim to drop your missions off and wormhole back to Endriago. The distance traveled is only slightly more than the distance of VT plus Aragoth Prime. The final job location which is in my opinion the largest issue when is comes to leveling is OMP. Not only do you have a weft in system with the station again, 2 of the 3 job choices go to systems with wefts as well. Each job is worth 10,000 experience. They require you to travel to Cooper (ignore these), VT or Legarto. Even if you need to take a combination of VT and Legarto, the farthest total you will need to warp is 200 KM which INCLUDES the distance from the Carpenter weft back to OMP. Running all 6 jobs takes 2 minutes to run if they are in the same system for 4 minutes if you need to go to both locations. Assuming on every trip you need to visit both locations, this is 900,000 experience per hour! The last number I heard for 49 to 50 is that it requires 800,000 experience. I can say for certain that before 45, it only took 4-6 trips at most to level. Before 40, it was around 3 trips. I'm convinced this is most experience that can be obtained from any activity in the game at any level. People always talk about how great killing 55+ BBW drones in a group is for leveling combat. However, doing these jobs are a night and day experience for speed while leveling. Once I hit explore and trade 50, I leveled combat off the rollover experience from continuing to run jobs. I went from 120 to 135 in two hours. It's not even worth considering 150 Xipe jobs with the number of systems required for you to travel through. The biggest change that needs to be made is OMP. Right now this station is too powerful for players with access to wormholes. The location of jobs also need to be reviewed. From my experience, the higher level jobs I was running, the [b]LESS [/b]distance I was needing to travel to complete them. Level 50 jobs in Net-7 required warping the most even through it was the least amount of jumps. However, a balance needs to be struck with players that would be running jobs without wormholes. The balance to this is players obtain no money while running them. I had 200,000 in my wallet at hitting 150 from those scuttles I killed before 50. My reputation on the other had (which some would consider priceless) was at least 8000+ with all player factions including Progen Warriors which start at a large negative with Explorers. Even my Glenn faction was at 6800 when hitting 150. Terran Alliance and Progen Combine were at 5800. As a community, we need to decide what an appropriate level of experience per hour is. Is it right for a player to go from combat level 49 to 50 doing explore jobs in under an hour? What should the role of jobs be while leveling and do we need a better system for supplementing explore and trade experience?
  24. [quote name='dheyworth' timestamp='1353714303' post='67028'] When I set the left screen to be the main monitor, E&B worked on both with mouse clicks [/quote] This actually fixed it for me as well. Great work!
  25. It would be interesting to see different social behaviors based on the mob type. Humanoid (Pirates, factions, etc): Call for help from their friends from long distance. If players can chat across the galaxy, why can't NPCs chat across 15 KM? Now maybe you shouldn't pull an entire Chavez base for shooting a single missile (unless it gets classified group content) but maybe the guy you shot gets a wingman or two. Bio mobs: They should only call for help within their scan range (summon should work here to split packs). Animals can only react to what they see and hear. You could even split bio mobs into "hunter" and "gatherer" classes that react different to being attacked. While hunters will gang up to protect right away, gatherers will flee the scene unless they have a large enough group to feel safe. Dumb mobs: Drones and other "dumb" mobs shouldn't call for help at all. They will work on the standard sig+scan proximity aggro.
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