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jrichards

Bug Reporter
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Everything posted by jrichards

  1. May want to get items made by other players that already have the items printed. It is near impossible to keep build skills up with your toons leveling unless you restrict yourself to very few items. Generally check the DB at www.net-7.org, purchase the comps (and/or grab the ore) and then ask in market for the items you need: WTB PM L4 Falkirk shield (have comps/ores at F7).
  2. Here are a few items that might make the Bug Tracker a little easier to use for both the Devs and Submitters. 1) Allow submitter to edit their post....at least for a few minutes.....before it becomes locked. This could help if someone forgets to add a screenshot, fills in the severity incorrectly, or needs to fix a mis-spelling (yeah, yeah, I know). This would save those reading the bug some time and avoid the submitter having to enter multiple posts. 2) Add a status field so Devs/Submitters know the status of the bugs? Open: New, Need More Info, In Progress - (Assigned), Fixed (pending code update) Closed: Closed - Fixed (pushed to Live server), Closed - Not a Bug, Closed - Will Not Fix 3) Add a Type field to designate what type of bug it is. Examples: Audio Client Crash/Freeze Functional Item Launcher Mission Mob Skill Kenu (those bugs are ver dangerous).
  3. IMO a player wipe would likely lose more players that increase them. I think the bigest way to get players back is to fix bugs and add fix/content. I know that other players have bugs/fucntionality that is causing them to not play as much (potential examples: level 7 ooze shield drop rate/requirement for FB lure, jd/je max scan crashing client, mob's not being very challenging, etc) but here are the two major issues that have cut my play/testing time by a ton since October. 1) XP bugs/functionality: Rollover xp for level 50 skills (drops 50% of the xp) and trade xp for trade routes/mob loot in comparison to explore and combat xp. I was going to get a few of my toons to 150 (atm 135+) and then start a PS and JT but with rollover xp and trade the way it is now I won't be doing this. Sorry but grinding jobs is just not fun for most players and not seeing movment in xp bars kills logins imo. 2) Ore fields: Running accross big ore fields that have ore that I can use (ammo ore, comp ore) would take up several hours a session for me in Live. Leveling up my JE I pretty much just stuck to a few gas fields due to the low ammount of roids and limited type of ores (titanium is more present now but its still a pain for players that want to use longbows or other PM only ammo while leveling). This has only goten worse since I started mining 7-9 ores a few months back. Atm there I find almost zero reason to play my JE (coma fix had me playing a lot for the last week). The few items I do want to get made I am just ripping refined ore from comps to get made. I know some players have said that they can find plenty of ore but compared to live its not even close (took me two hours to pull 25 L7 appalonite after visiting 7 sectors) but more importantly it just doesn't feel fun mining small groups of roids......especially when players can see all these nav point roids that were the center of ore fields in live.
  4. I have had conversations with many players stating that the Dev team has reduced all raids so they can be done by a single group. I am wondering if this is true, if this is just 'what players' think is true, or if there are a ton of bugs dealing with raid balancing that no one is writing up because they love 'free' loot (potentially exploiting the current code) and beleiving the EMU is working as designed. Dev expected # of players to complete the following raids to acertain balance: Ghost of Blackbeard: Red Dragon Station: Fishbowl: Celestial Warder: Oni:
  5. [quote name='Mattsacre' timestamp='1321786869' post='48728'] TB... trade runs netted more than 6k...for SHO! fenris-somerled run got you just over 500 xp per unit with negotiate 5. think it was 554 ot so for TT and just under 500 for others...483 sticks in my mind for some reason. So a TT with trade 7 and 40 slots got just over 550 ea. 40x500+=+20k. Granted somerled-fenris run was considerably longer than the current pluto-earth run, and those are netting 1kea+ per slot, but for back then 20k wasn't to be sneezed at. The job trade runs if you had a ready taxi....and got jobs right as the timer proced...you COULD get just a tad more TL than a somerled run, but not by much, job trade runs were a waste for TT/TE since those extra cargo slots and negotiate netted more xp, but the runs for those with less slots job runs were good. GROUPED now..that was the key, trade runs with a TT was the great equalizer. You got enough on a trade run with a friend TT along got you more per item that a job run wasn't worth it..that was for solo. And then there was the loot method, ANTARES...that was the best equalizer, the bio drops from birdies didn't stack, true, but the whole group would empty vault as much as possible and dock antares station and fill it since they were vaultable. When everyone was full you AS A GROUP would go to paren, have the TT and vendor them. Everyone got the trade group bonus as they traded in their vaults worth to TT in trade..much more any old trade run at 500+ ea. And the credits? SWEET!..even solo the bio parts was massive credits...not like the barely cover ammo costs like it is now. Thats how our guild funded guild builds and free 1-4 builds for everyone else on the server..we had a weekly antares combat group night. [/quote] I totally agree with Matt on this; trade runs def netted more than 6k per run. The biggest issue I see is in comparison of xp per minute gained via Combat or Explores. Combat xp seems very close to live. Job xp seems close to live. Explore xp seems close to live (mining and discovering new nav paths). But trade runs seem much lower (not inlcuding the Pluto>earth run which was def overpowered but this run was not present in Live). Now compare xp per minute of jobs and it leaves the question, "why any player would ever do trade runs vs jobs?" In Live jobs gave a little more trade xp but not to the point that trade runs were abandoned......the way it appears now. NOTE: trade xp from mob loot is also lower than in Live. This may be due to the lower level loot that mobs drop (a Cl 40+ mob dropping level 2-6 loot and only a few of each) but with trade runs so low the only viable trade leveling mechanic in the emu is jobs.
  6. Do you want us to copy existing open bugs listed, from the current forums, and submit them or would you prefer to start from scratch after removing the bug forums?
  7. May want to add a field for Bug Type (Graphic, Sound, Skill, Mob, Item, etc) similar to how the forums have bug types split by forum. This would make searching bugs a lot easier for both the Devs and Submitters. Here is a gereric description of a few severities. Having too many severity values, or ones that are not distinct, will lessen the information this field provides. Example; will any tester set the severity of their bug to None or Fair? Critical bugs indicate an issue of such severity that immediate developer attention is required. Caution: Generally Testers should write the bug as a High and let the Dev team bump it up to Showstopper (if they feel it is warranted). High bugs are ciritcal issues that either stops gameplay. Bugs that would be considered High include:[list] [*] Crashes/Freezes [*] Progression/Mission breaks that prevent a player from getting to the next mission. [*] exploits that ruin gameplay [/list] Medium bugs interfere with gameplay or severely impact the player’s overall gaming experience. Medium bugs do not break the game, thus some may ship with the end product, but they obviously operate contrary to the game’s design. Examples of Mediums include:[list] [*] Gameplay issues such as balance/size] [*] Enemies being too powerful, too numerous/size] [*] Combinations of certain items within a game that make the player overpowering/invincible [*] Particular areas of a game being easier or harder than it should be [*] A.I. Issues [/list] Low bugs are minor issues that don’t necessarily affect gameplay, but they can be noticed and thus will possibly affect a player’s opinion of how “buggy” the game is.
  8. [quote name='Tienbau' timestamp='1325902975' post='51062'] ok let's talk about how much damage sap should do - perhaps Orga has a point, that at the highest level it should do something a bit special? I don't think anyone wants the skill to be a crutch, where you can sit there spamming it and kill everything around you without firing a single shot or needing to move - boring! I'm thinking it should be like "Abu Dabi's horrid wiliting" in AD&D, your average wizard could only cast this maybe twice in a single combat but when he did it really did some nasty damage. So at least then we have a little bit of timing involved. [/quote] From what I recall from my PW in Live the max level skill would restore around 1/3rd of the groups shields (L9 shields).....which was a lot of damage/shield restore. It didn't replace the TT but using the skill generated a ton of aggro, did decent damage, and restored a good chunk of shields. Sometimes I would hold off on using the skill, when fighting in Ardus, until i knew the TT was running low on energy. This would give the TT time to get his reactor back up while keeping the group from going into hull. I love the current timers......finally feels balanced for how powerful the skill was. The amount of damage/shield returned likely needs to be modified/balanced for the max level though. If the skill is changed to be used more frequently then it should do much less damage imo (which would blow).
  9. Nope. Those files were more from the tools/db guys. This is more from the production/design side. I attached to screenshots of whats in there. Most of it is just documentation describing story elements. There is some reference to missions but I haven't ever really looked at it so it may be completely useless to the devs.....but it is interesting.
  10. [quote name='Crichton' timestamp='1325662095' post='50887'] I tried creating a new toon on the same account and get frozen at the loading screen but it doesn't crash. Since, with the same client, I can login on a different account then logout and have problems with this account I am dumbfounded. Any chance some of the changes Tien was making to JE scan or other stuff may have caused some corruption (I did login on this toon during lunch today from work). [/quote] Interesting enough I was able to fix the problem by removing the LaunchNet7 from AppData\Local (instructions listed in this [url="https://forum.enb-emulator.com/index.php?/topic/4691-server-hosts-are-piling-up/page__p__37637__hl__appdata__fromsearch__1#entry37637"]post[/url] from C Del).
  11. [quote name='Crichton' timestamp='1325659687' post='50886'] I can login fine with all my other toons, on my other accounts, but when I log in my JE Aeryn it crashes at the loading screen. No changes have been made to my PC. I have been able to correct this behavior in the past via re-installing, clearing the Earth & Beyond\Data\client\output folder, and re-patching but this has not worked this time. The previous posts are saying that deleting their toon fixed the problem......so the issue is likely corrupt character data on the server/database side. Is this data regularly backed up? If so a character restore should fix the issue. My toon is max level (155+) with decent gear and mines ammo ore for several of my alts so I def do not want to delete the account. NOTE: on my other two accounts I can login fine....but if I logout and then try to login to my JE, [b]Aeryn[/b].........crash. <sad panda> [/quote] I tried creating a new toon on the same account and get frozen at the loading screen but it doesn't crash. Since, with the same client, I can login on a different account then logout and have problems with this account I am dumbfounded. Any chance some of the changes Tien was making to JE scan or other stuff may have caused some corruption (I did login on this toon during lunch today from work).
  12. I can login fine with all my other toons, on my other accounts, but when I log in my JE Aeryn it crashes at the loading screen. No changes have been made to my PC. I have been able to correct this behavior in the past via re-installing, clearing the Earth & Beyond\Data\client\output folder, and re-patching but this has not worked this time. The previous posts are saying that deleting their toon fixed the problem......so the issue is likely corrupt character data on the server/database side. Is this data regularly backed up? If so a character restore should fix the issue. My toon is max level (155+) with decent gear and mines ammo ore for several of my alts so I def do not want to delete the account. NOTE: on my other two accounts I can login fine....but if I logout and then try to login to my JE, [b]Aeryn[/b].........crash. <sad panda>
  13. This contains a chunk of information (dev design docs). It's in a 26 MB rar file. I am sure the devs already have this but I can upload it/post it if you do not. I glanced at different things but never really went through all the stuff so I cannot say if there is anything in there that would be helpful or that the playerbase should not see so I will wait of a Dev to say if I should post it. Here is an example from the Storyline Plan.doc Step 2 – 1/22/03 The V’rix make a second attempt to communicate. Silva pressures Merjan. Gray Feather sees damage in Sirius. Merjan tries to open the maelstrom. Ariad follows the aliens...............................(left out to avoid spoilers for those that didn't play live).
  14. [quote name='Terrell' timestamp='1325621310' post='50847'] No need to change the JE's shields, they can get by just fine with L8 shields. What the JE needs is for the Coma device to work which, in time, it will. To play a JE, keep your sig low whenever you're not doing trade runs, and avoid fights when possible. When it's necessary to fight, make sure your sig is low, make sure you're using Plamsa beams, a chim, and use your skills, they're very important. Don't try to tank with any Jenquai toon, whether it's a JE, JW, or JT. Instead use your ablity to cloak and your ability to teleport enemies to your advantage. Fighting with a JE or JT will be slow, but it can be done. Edit: also with a Jenquai toon, level combat after you max trade & explore. Especially if you're not a defender. [/quote] Actually the most important thing for any JE I play is to level Explore to level 25 and get Combat Cloak. Once I had that, learned how to get behind mobs and use a chimaera+plasma beams (level 3 ftw), combat was a lot easier. A Coma device would def be huge for higher level JE as it turns them into a quick strike wraith.
  15. [quote name='shadowxsx' timestamp='1325571310' post='50827'] In response to https://forum.enb-emulator.com/index.php?/topic/6243-new-years-day-giveaways/ Since it was closed before I could propose this An easy way to prevent these types of issue in the future is to expand the # of people allowed into a private channel. Magoo said if they could put it into a private channel they would, but since private channels will only support 18 ppl and many would be left out it would be unfair to those that wanted in. I will not say anything bad or voice my opinion further. I will hold my breath (so to say) and propose this simple fix. Even though I truly would like too as mad as I was about the complaints of a once a year give away. If this is implemented then next time if some one starts complaining about it in private chat they can be the ones reported..... [/quote] What was the private channel limit in Live? I thought you could get a full raid into a single private channel.....which is more than 18......or was in Live.
  16. Can't make any change to the client....so no new button. It may be possible to enable that in another way though like a /command or keyboard shortcut....make a different post about it. IMPORTANT: Do you buy full stacks of anything other than level 1 ammo comps? I guess what I am saying is if the devs can reduce the 'buy stack' would it be better for the majority of players and if so what number would work: A stack is 240 so what about 60? That would be four button clicks.
  17. I don't think I ever used this in live, or the emu, on purpose. I mean other than PL Ammo comps I only experienced this as a baaad way to drain credits (credit sink) from players accidentally hitting it. Is the amount purchased locked in the client or could the number purchased be adjusted from the server? Even better if this could be adjusted by vendor level (wish list) so that it remains the same as it is now for level 1 (for plasma, explosive, chem packs/cartridges) and for all other vendors maybe just 10 or 20 purchased? Ideas/Problems?
  18. Trade xp nerf/bug has made gaining trade xp awful. That combined with what appears to be too low trade xp earned from mob loot has lead me to just do combat and mining. I posted about this int he bug forums a while ago and discussed it with Kenu but he said he though it felt right. It is definitely more difficult to level trade now, since the October patch, than it was in Live....maybe even as much as 50%.
  19. Quartermaster ship was added in Venus where you can sell items (that don't stack). However comps/ores it won't handle.......which is a good thing. The main problem with items/ammo not being made is lack of ore. The devs are aware of it and there are several posts about it.
  20. far as I know tokens are only in for Progen and that's due to the mission that was setup by the progen dev. The quartermaster was added in part because players were complaining that they couldn't get items made.....and to see if the devs could do it. Yes the devs are trying to make the game as close to live as possible.....but they are still a long ways off. Most of that is due to the fact that they have coded the entire server....all they have to work with is the client....so there are a ton of bugs and non-working items. The devs have stated that once they get the game to as close to 'live status' as possible then they may start looking at changing/adjusting other aspects of the game. However that is a loooong ways off. If you see something that is not working, as it did in live, check the bug forums and if it is not listed create a post.
  21. One item that people may be missing is that TS and PS don't have to use player made ammo. OMP has a ton of 100% ammo that can be used. I had several PS's that would load up a few rows of 100% ammo in their vault just in case they didn't want to have to fly back to Joves/F7 to get more ammo made. Sure, it does less damage than PM ammo but it is available. And just to be clear it would not be a 'Make Ammo' skill...it would be 'Build Weapons'. Is there really a problem even getting ammo made in the EMU? F7 almost always has several builders that can make most/the majority of ammo. I suppose if explorers are consistently finding they are unable to get ammo made, and they cannot buy 100% ammo from OMP, then you could just stock up on ammo when builders are on...like during the weekend (I made 130 stacks of ogun ammo for a player once......which I thought was crazy but I think it lasted him a decent amount of time). Is it really that difficult in an MMO to meet other players, join a guild, make friends, and/or work together to meet each others needs/goals? This is not a single player game and there are decisions that players must choose to make. Additionally just because a warrior/trader has a Build Weapon skill it does not mean they put points into. Do you really want another skill that you would put points into in place of key skills (the TS will have a couple of its skills changed from 5 to 7 at some point)? That would just annoy me. I know I only have two of my 5 toons, that have Build Weapons, actually with points in that skill. BTW, I don't recall the ARCHO ammo builder device being in live. I think it was added by the EMU devs.....not sure why though. Seriously, I can't see why warrior's shouldn't be able to prospect if explorers can build weapons. Why should 3 classes get a skill only available to traders/warriors without these classes getting the same benefit going the other way?
  22. jrichards

    v'rix

    Vrix were added to live a while after the game was already going. They were the first of ongoing content that was added to the game. The devs will need to get the missions, equipment, and mobs all working before they can implement them as they were in live so this is likley quite a ways off. And yes everyone just wants a vrix modified telescopium (and the manufactured weapons and reactors).....but I would much prefer group scan to work first.
  23. This is core game-play and I seriously doubt the Devs would want to change it. I know I would hate to play this game if I was locked into using generic ammo and there is no 'The whole idea behind having different ammo per gun and well as different ammo types is to allow for min/maxing (for those that want to spend the time) vs just doing the basics. There is absolutely zero reason to force all players to just use basics. The original game design allowed players to find out what damage type and weapon would do the most damage vs specific mobs. Most players loved this and it got really cool/required when hunting in Ardus and the Bogeril sectors. Increasing ammo stack size is ludicrous. The stack size was setup by Westwood to force players to make decisions. I mean seriously.....why not make all ammo stack to 20,000 cause i am too lazy to ever have to go make ammo or spend money on comps? Why not just make all weapons like beams in that they auto-create their own ammo from space dust. If you hate dealing with ammo pick a JE....they do the least damage but dont have to worry about ammo. If you like dealing with ammo, and want to do more damage then a JE, then pick a TS. If you want to do the most damage of an explorer class pick a PS.....but guess what....the downside is that you use a lot more ammo and you have a smaller hold. Doncha just love having to decide what tradeoffs will work best for you? I know with the WoW gamestyle most MMO players think there should be no downside to any class and they they should be able to do whatever any other class can do......WoW is a badly designed game for 12 year olds though. E&B is for grownups that realize, just like in life, you have to make decisions that will have consequences. Now if yer really crazy you could be a PS that uses beams. I used to see these players every once in a while. Sure they couldn't kill much but they didn't worry about ammo.....because that was the choice they made.....not what the dev team forced them to choose. At the moment though there is almost zero reason not to just use plasma (for Jen/Progen) and Explosive for Terrans. Mobs currently are not setup like they were in live. The resist % per damage type are not close to what they were in live, I doubt the devs even care about setting this until they have all skills, weapons, and mobs functioning as they were in live. Even spending any time working on mob resist % before these features are code locked would just be wasted time. Yes you can get a little more damage on some mobs by using energy or impact but the difference atm is minimal and will cost you if you like hunting different mobs. As for Explorers guess what....they can't make their own ammo. This is the downside of playing an explorer class. The upside is they can mine. If yer out mining just carry the plasma/explosive ammo in your guns. Yes you will need to return to base before you can switch to 'full combat mode' but that's intended. There is no class in the game that has all positives and no negatives. It is a balance. As such at no point should explorers ever be allowed to make ammo. If they can then I want my warriors to be able to mine. However since this is an MMO there are two choice available: Group with other players that can assist you with making ammo/carrying ammo or make a secondary toon that can do this for you. In either case this is the basic design of the game. Learn to love it.....or you know.....find another game that doesn't require players to accept (and have to deal with) tradeoffs based on class decisions.
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