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jrichards

Bug Reporter
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Everything posted by jrichards

  1. I find its a little wonky that this item comes from RD space. Wasn't it from a Bogeril mission in Live? Hopefully it gets moved backl to that faction/area later on. At the moment I think there are too many reqards for having RD faction. At the moment you really have to get RD faction to get a lot of items......but wouldn't it be nice if there were missions/items that could only be gotten if you were not RD affiliated? Like going to a quest person and him telling you to get the hell away from him because yer RD Scum. Would be nice to have some items/missions that were actually faction based rather than faction neutral.
  2. There are always a certain amount of people that play Beta's that don't understand the concept. There is no getting around it.[list=1] [*]The EMU is not finalized. It still has a ton of work before it can even be called Beta since there are a ton of things (gear, skills, mob AI, mob skills, missions, ship navigation, scan distance, etc, etc, etc) that just don't work and/or work correctly. [*]Untill all items are working no actual balancing can successfully occur. This means that whatever uber gear or crazy xp you gain in this EMU it was in a test environment. [/list] No one has to donate money. No one has to login to the public server. The devs do not have to update or pay for a public server. I doubt it would happen but the devs could always close the public server down and then what? If any 'player' feels that the devs are taken advantage of their time consider this:[list] [*]Take however much time you have spent in the EMU and then triple it for the Dev team (and probably more for some of the older devs). [*]Think of all the time they spend answering forum posts, fixing bugs/problems for players on the public server, and consistently keeping track of donations to keep the public server running. [/list] I think everyone should lay of the Devs, kill this topic, and just go enjoy/test the current content. Saying thank you to the Devs....for bringing back a game that so many people loved.....would also be nice. THANKS DEVs!
  3. In live it was a Terran Enforcer (warrior). They could solo/kite many things that no other class could and they could kill stuff many levels higher than their own. No other class could really effectively do this. Their damage output, low ammo cost/space (compared to Progen), ability to use activated turbo devices (most of these are warrior only), and speed. However there are no 'non-raid' bosses in the EMU that the majority of classes can't kill as long as they have decent gear and play their class effectively. Part of this is due to Mob AI and skills not working. I would recommend first deciding what you want to do (mine, explore, kill stuff, make stuff, keep other players alive, etc) and then pick a warrior, trader, or explorer. Each class has its benefits and negatives......though atm in the EMU there really aren't very many negatvies for any of the classes.
  4. Most users accept that a software bug is, as shown on wikipedia, roughly defined as "used to describe an error, flaw, mistake, [url="http://en.wikipedia.org/wiki/Failure"]failure[/url], or [url="http://en.wikipedia.org/wiki/Fault_%28technology%29"]fault[/url] in a computer program or [url="http://en.wikipedia.org/wiki/Software_system"]system[/url] that produces an incorrect or unexpected result, or causes it to behave in unintended ways." There have been a number of bugs posted in the Bug Tracker that have been closed, called not a bug, or moved to Suggestions or other areas of the forums. Do the Devs actually want to see bugs posted by players? [quote name='Crichton' timestamp='1331676829' post='55474'] [url="https://forum.enb-emulator.com/index.php?/user/406-dakynos/"]Dakynos[/url] [url="https://forum.enb-emulator.com/index.php?/tracker/issue-29-item-quality-is-not-being-consistently-effected-when-hull-takes-damage/page__view__findpost__p__107"]Jan 26 2012 04:05 PM[/url] This is really under the category of 'things not balanced', rather than a bug. Discussion (which this is at the moment) of this should really be under Suggestions or in the Player Advocate area. [/quote] Example response and closure of a bug I sibmitted regarding item quality not being damaged when shields are down. While I can accept this is a low issue and probably shouldn't be addressed until closer to Beta it is clearly a bug. However if the Devs are going with a 'general discussion' on how the game should work, instead of the previously Dev goal of 'get it as close to live as possible and then worrying about tweaking key areas of the game', can we receive clarification on this change? Ideally, as I previously posted in Suggestions, additionaly Satus flags would allow the Dev staff/web devs to flag issues so that they were not closed but moved to 'Dev Consideration/Further evaluation' rather then closing issues like this. Another example is items that don't work. Having to search around the forums for a list of items that are now working seems weird when it could just be posted as a bug/bugs with a specific error type in the Bug Tracker. At the moment I really don't see any benefit for reporting bugs until the Bug Tracker gets better organized and there is some clarification on the Dev goal for how it should be used....but maybe it's just me.
  5. Basic design concept of MMO missions: 1) Never lock players out of a mission unless 1) they have already completed it 2) they chose an alternate path with an equally valid reward which they can use. 2) Make the mission interesting. Even if its a fedex or make x number of y there is the ability to make the content fun. This can be done via NPC communication, mail items, mission description, mobs, or rewards. Usually the mast two should only be used after at least 1 of the prior 3 is used first (if not multiple times). 3) Allow other player to assist/help. This works out even better if the player that is assisiting/helping also gets something in return (fun sub-mission, xp, or item). 4) Make missions clear on how to recover from a problem or what they need to do next. The easiest way to do this is for the NPC's to re-instruct the player what they need to do but sending mail items, or private messages can also be used. At no point should a player not know what they need to do or be so frustrated that they stop doing the mission/playing the game. 5) Ensure that the time spent to complete portions of a mission does not prevent players from completing the mission. On average any portion of a mission objective should take no more than 30-60 minutes (kill/camp mob, travel to xx, speak to yy, find zz, mine nn, etc). Even if the step in the mission takes several hours to complete ensure that a player can complete a portion of it within a basic amount of time. If time considerations are not considered it will encourage players to not play the game (watching tv, reading a book, or setting up a bot should not be encouraged by the design of a mission) or not to do the mission at all. Generating a 2 month mission isn't so bad as long as the steps can be broken down so that players feel achuevment (yes, 1 step closer). Some of these points can be broken down a bit more and some do not apply to the current EMU. Additionally I love the fact that a mission of this time was created and is still undergoing modifications. The whole idea of the Agrippa missions is very cool. The difficulty is cool. The length of time is cool. However a lot of work still needs to be done to make these fun and/or epic missions. At the moment they are neither.
  6. [quote name='Mattsacre' timestamp='1331343286' post='55255'] A combat job gives primarily combat xp and some explore xp. A trade job gives primarily trade xp and some explore xp. A explore job gives primarily explore and some trade xp. When a bar gets to 50 the excess xp in that bar "spills over", the xp you earn is halved (50%) and then spills equally between any bars not at 50 yet. So if you are doing combat jobs, you are getting your full combat xp and then if your explore bar is 50 then that amount is being halved (50%) and then divided between combat bar and trade bar if not 50. Example:: you do a combat job for 7k xp not all the xp is combat but some is explore, lets say for ease of calculation 5k combat and 2k explore=7k xp So what happens if explore bar is 50, you get 5k combat and the 2k explore is halved so 500 goes to combat = 5.5k combat xp and 500 trade, if trade was also 50 then then you would get that to combat also so a full 6k combat xp. What you may be experiencing however is the OL job xp "adjustment" sometime in the recent past they changed it (to the disadvantage to non-combat types) that combat jobs take into account your OL and if you are doing jobs below your ability you get vastly reduced combat xp, this isn't true for explore/trade jobs. So if you had access to L150 jobs, but becuase of your CL chose to do L135 instead, a combat job would net you vastly reduced combat xp. To get your full combat xp you have to do the highest level of job you have access to. *edit there was talk of if it should be 50% reduction or 80% (since both were used in live) it may have been set to 80% since last I did a job, watch the green scoll and see if its 50% or 80% and you will know for sure. *lol reedit, 50% or 20%...not 80% reduction 20%, thus a 50% spillage or a 80% spillage is what I meant. [/quote] The 50% loss of xp was way too much (what you mean when you say '2k explore is halved to 500' should be closer to 1600 xp than 500). I though Tien changed it to 20% (which was much closer to Live). I recall posting a bug about this a while back, and Tien's fix made waaay too much xp get transferred, but I will go double check it in a few minutes to see if it has been returned to they 50% loss ( =[ ). However I really want to know if no explore/trade xp is rolling over into CL for Az when he's doing jobs. It does for CL, Trade and Explore via other xp methods (killing mobs, trading loot, mining, etc). If it is a bug please post in via the Bug Tracker.
  7. taniwha and tatsu devices were rare drops from named RD's in Live as well (although you could get them from hulks this was such a random chance that very few found them). This was a great way to force players to tank their RD faction while they looked for these devices. The drop rate on them is already very low and the only way to make it even tougher would be to lower the named mob respawn time but I think that may be overkill imo. There are a ton of reasons to have a JE in your group but now that phoenix devices are working it may be more obvious that the 'power tansfer' isn't really that needed while leveling. Having a scutums and fornax buff sure does help warriors out though and I doubt any player would shy away from this. I think putting the Arduinne gas fields and mobs back on Arduinne planet would help JE's more than messing around with energy settings. In Live Arduinne, and at a lower level Iverness groups, were a sure way to get into a combat/mining group. JD's probably use the most power but a PW or TW can generally do fine without a JE or energy conserve device. It was the same way in Live. The exception was if a warrior went hard core combat and didn't keep their reactor up to their weapon level. This is still the case in the EMU but most players are experienced enough that they don't do this. However at level 8 weapons, when warriors get their first turbo weapons, having a JE became very useful in Live. Once a warrior had a lot of turbo, in Live, JE's became huge time savers. Currently warriors that have a lot of turbo buffs enabled/equiped don't appear to eat up energy like they did in Live. If one thing was to change I would recommend changing that.
  8. jrichards

    Mining

    This could be more of a gear issue. I had no trouble mining gas 3+ levels over my prospect level, due to my gear setup, so the xp gains for me outweghed jobs in a per minute setup. When adding refining/trade xp to this it wan't even close.
  9. The trade and explore xp is rolled over to your non 50 skill. There is some loss (think its around 20% now which just disappears) but the rest will go directly to your CL. If its not doing this bug it.
  10. The Stellar Actuator is not an ammo comp and it can be ripped for the athanor comp (which is then printable). Done it several times. Vaden, Magoo, and several others make this comp.
  11. Can also get it from a Stellar Actuator comp (used for Wrath of the Kokura beam). Probably a lot easier to get someone to make/rip this comp so you can print the ammo comp then to camp mobs. Check the DB for resources needed to make the comp.
  12. Sexting for too win! Really not something most players are looking for. If the devs are interested in doing it I would recommend pusihing it back closer ro late Beta if at all. If you are having a difficult time moving items to a friend I would just create a second account and give your friend the login info. Login in your 'transfer toon', trade with your toon, and then when you friend logs in he logs in the 'transfer toon' and move the stuff to his main toon. Most guilds have been doing this in the EMU for a long time.....as do most players and this was how people did it in Live as well.
  13. jrichards

    Mining

    Mining xp seems right on for me. In comparison to combat xp explore xp, gained via mining, is pretty darn close at a per minute count imo. Get into a 3 person mining group in the Glenn gas fields and watch your explore xp skyrocket. NOTE: Even in Live it was pretty easy to clear a ore field. Glenn, Iverness Planet, Grissom Planet, Varen's Girlde and Arduinne gas fields were purely explore xp areas and as such they were impossible to clear even with several miners. Mining roids was always a slower xp gain even in live as their respawn time was slower than gas and the amount of types was much greater. I would push for more gas field areas instead of adjusting roid xp.
  14. Doesn't look ike anyone is adding these to the Bug Tracker. = [
  15. maybe just add it as a /command like /level
  16. yeah, cancelling warp was the only way to do this in Live. That it currently makes the item untractorable is a bug and should be reported in the bug tracker. NOTE: once you get to level 6+ reactors this really doesn't hit yer reactor power unless yer using a high level engine......which is kind of pointless when mining imo. Not sure why you would want to do this below this level though. Mostly this was used to power level other group members Explore and trade xp in Live.
  17. the vrix will never be destroyed.....NEVER!!! well at least not until my JE has a modified telescopium I think missions would be the best items to add to the game, for all levels, to get people exploring all the areas and talking to all the npcs. How about a Ghost Kenu mob? It looks like a dev but it does bad bad things to any player that gets near.
  18. For the original poster the devs stated, some time ago, that they had buffed beam damage. If this buff is still in effect it may need to be reduced. in regards to the device that increases damage there are already several items that do this. L5 Zenshai tactical computer and L6 Titan's Heart. The damage increase is added on to level 8/9 weapons so I don't really see a need to add another line of devices to buff dps in another way. Increasing firing rate is a bad idea as it is not balanced for all classes all weapon types. That is why Westwood changed turbo from a flat reload time to a small % of reload and a flat damage % increase. In that way turbo effected all warrior classes damage increase equally. reducing firing rate would be an equal pain in the ass for the devs. Ideally negative effects shoul only be on level 5/6 devices and level 9 devices. Now if you wanted to make this a unique non-manufacturable JT only item I wouldnt see as much of a problem with it but how much of a damage increase would counter the slower beam firing rate? I would recommend fixing the JT's damage output rather than introducing a whole line of devices that could have potentially unbalancing effects. Their dps should be higher than the JE (all gear being equal). Maybe the JE's shield sap is more powerful than the fourth beam slot for the JT. If this is the case maybe the JT just needs a debuff that increases their dps by enough to move them ahead of a JE. The PP should do more damage than the PS.....and it appears that it does. The TS should do less damage than the TT....and it appears that it does. ATM the biggest device issue the 3 new classes have, that they should have, is devices that buff shield recharge and hull patch at level 8/9. Adding a level 8 and 9 guardian device would fix the shield recharge issue. Not sure what device buffs hull patch but if there isn't one then that would be an obvious device to add.
  19. No. I would even recommend clearing all the drop data from the current net-7 DB so that the devs don't run into problems like this in the future. There are a ton of people that can/will tell you where something drops. If you spend a long time camping/killing the mob...and it doesn't drop....write up a bug. If someone wants to setup/update a community run drop database, like enbarsenal, more power to that person/people....but thats a lot of work that the Devs don't need to waste their time on.
  20. Just guessing but its possible this could be your PC/Network stopping the information from being sent to the server or the login confirmation from being returned to your PC. Just wondering what operating system you are running and if you are using a firewall and/or router.
  21. Can also clear out your C:\Earth and Beyond\Data\client\output folder. If any of those config files become corrupt you won't be able to launch the game. Windows mode is enabled/disabled via the config tool c:\Earth and Beyond\EBCONFIG\E&BConfig.exe. Just uncheck windowed mode. May also want to double check that client and net7launcher are still set to run using compat mode and as Admin. I had these reset after a windows update and had to reset these files' properties.
  22. This dll is not installed in a system folder but the release and config folders for EnB and a few other older games. I would start with a fresh install. This will only remove your config settings so it will not effect your 'toons' in any way. Please follow the [url="https://forum.enb-emulator.com/index.php?/topic/714-install-enb-from-scratch-instructions-rev-7222010/"]install instructions[/url] and ensure you set both the client and net7 launcher to use to compat mode and be run as an Admin. If this doesn't work you could try to register the dll (but this should occur during the game installation) via Start\Run\CMD cd \windows\syswow64 regsvr32 C:\EnB\release\mss32.dll (adjust install path as needed) NOTE: if you do not have Admin rights to your PC then that will need to be fixed first.
  23. mini-rant enabled: Just wondering......since Bug Tracker is now in place. How many bugs have been written up? Is this helping the devs are are your 'to-do' lists so large that this doesn't matter at the moment? It seems a lot of people are posting that they won't 'play' the game anymore if there is a wipe.....but are you guys/gals currently testing the EMU or only playing it? I run accross a few bugs almsot every time I play and am always surprised that others have not reported them already. I know the devs seem to get stuff fixed pretty quickly when bugs are reported so I have to wonder if players are just not reporting bugs/missing functionality with the hope that this will prevent a wipe or maybe they think its not their responcibility to do so since they are donating money fo run the server. Either way it seems to me like the overall attitude in the EMU is currently wrapped around gearing/leveling and complaing about lack of 'new' content instead of focusing on getting the EMU up to a 'Live' point within a resonable timeframe. mini-rant disabled.
  24. Kyp is correct in that its only the naming of the product. So the Devs can use the name Earth and Beyond without any legal repercussion. However...and this is a big however.......EA still owns the code, art, sound, and all other assets used in the client.
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