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jrichards

Bug Reporter
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Everything posted by jrichards

  1. Have you gone through each item in C Del's post? https://forum.enb-emulator.com/index.php?/forum-56/announcement-13-read-first-technical-support-faq-and-common-fixes/ Also are you running a firewall and/or router?
  2. [quote name='Tienbau' timestamp='1321402952' post='48555'] does anyone have any dumps for trade run XP from live? [/quote] Would love to see this.
  3. All Jen get a level 9 reactor while the Terran and Progen Traders only get a level 8 reactor. However when the phoenix devices start working they turn a JE into a battery for a full group (as they were in live). The current design of the JS can't compete with that, nor should it, so I think the JS definitely needs some JS only skill that makes their damage output better than a JE (even though a JE has 1 less beam they do have shield leach) and more worthwhile for grouping. I would love to see a level 7 skill that was a buff, similar to the TT's Shield Charging buff, that when a player with that buff has their shield recharged a % of the amount recharged is redirected at the mob(s) attacking the player(s). If the devs wanted to really get nifty with it they could make the damage done by this skill be based off a JS only device that they equip. Such a skill would cover both the solo and group damage output problem and tie it in with shield skill like the TT.
  4. [quote name='Bacchus' timestamp='1320762363' post='48211'] I think game companies are pretty desperate to combat botting/gold farming so it's only logical that they're gonna shift towards offering those services themselves (in-game currency/xp boosters) to make more money and stop illegal RMT. But I think this is a slippery slope as imo most players will quickly label those games as "pay to win". I know I would. Bacchus [/quote] Start wall of text: To effectively use this model, and a number of games have, the game must be designed to give benefit to those that purchase content but not to the point where it makes players that do not purchase this content unable to compete/play. The easiest way to do this is to have some servers where players can buy gold and some where they cannot. Sony did this with Everquest and on those servers where players could buy gold it killed the gold farmers. WoW takes the 'paid' content and does about the worst thing possible with it: sell content that has no in-game value. This keeps gold farming rampant and also reduces the number of purchases by a significant margin. So what would a developer sell, that players would want to buy, that could be worth paying real money for but not negatively effect players that do not spend real money? 1) Levels/Zones/Instances: This is the easiest idea of what to add but it requires a system that can check if a player has access before they can play the content. Additionally the 'l00t' dropped in these areas cannot be much more powerful than the items dropped in the 'free and/or default' areas. If this occurs then the non-paying players will be at a significant disadvantage and will tend to stop playing. These assets require the most time, for a development team, to implement. For it really to be worthwhile a large number of these asserts need to be sold but if the gear is not that much better than the 'free' areas will players pay for it? Only if the content (quests, boss fights, game-play) is worth the money invested. However the same slippery slope then applies (IE: if they best parts of the game are only in the paid content why would non-payers continue playing the game?). This can be a difficult balancing act. 2) Items that increase player skill/damage/leveling: These are much easier to implement and the balancing, via 'l00t' that was not purchased is pretty easy.....in the initial pay point. However this can become a nightmare later on. As an example: does the developer sell a sword that does +1 damage and increase xp gains by 10% to starting players? How much better is this for players than normal 'l00t' and for how many levels can a player use this weapon? All of these things must be balanced as you do not want to piss off free and/or default players, by making an item too powerful, but you want players to purchase it and believe the item was worth the money spent (you can kill off your purchasing player-base very quickly if you sell the same item over and over with only slight increases or level dependencies as they will feel your are milking them of their money for little gain). 3) Vanity items/pets, character adjustments: WoW has mastered this as they sell everything from moving your character from one server to another to flying mounts. These items/actions do not give a benefit to players in game, that have purchased the items, vs those that do not. However the number of players that will purchase these items is the lowest of the the options. 4) XP gains/level jumping: WoW does not offer xp gains and they have in fact given this away to all players by reducing the amount of xp needed to level by a huge margin. While this may seem like a good thing to do it also destroys the content that was designed to be played though at a certain pace xp/hour rate. So the developer has encouraged the players to skip through the majority of the content to get to different content/end game content; likely that they had to purchase via an expansion. While this does open up players to then enjoy end game items/instances and expansion packs it also reduces the amount of game that the player has access to (sure you could spend a month doing all the quests in a game but if the xp gain is not present and all other players have advanced beyond your level are players really going to ever experience this content? I think the ideal answer is that xp is always static unless you have a purchased and item that increases the players xp gain or simply increases their level (E&B did this with skill points). By adding the ability to pay money to jump levels and join friends, a player can skip content, that they do not want to play, but still have it present and playable for those that do not purchase this and/or for their alts. Developers can also give level gains away with expansion releases or as rewards for finishing content. Now what happens if all 4 options are initiated into a game? Zero gold farming, a ton of content, both from the normal game and via 'real world' purchasing, that is fun to play(or the whole thing is going to be a failure), and the ability to skip/go through content more quickly if the player is willing to spend real world money. Time=$ and I know I would be willing to drop a few dollars to save spending 3 days+ leveling an alt. While such a system has never been implemented, probably due to the difficulty with scaling purchased assets vs free assets and the amount of work it would take to get such a system going and remain viable, I think it could be highly profitable. The biggest downside I see with 'pay to play/additional content' model is having assets that people will pay for, at a reasonable price, that users will continue to want to purchase without feeling cheated/ripped off. If I was to design such a system the first thing I would do is remove levels completely and make all game content scalable. So regardless of a players skill level whatever they, or their group was fighting, would be a challenge. However this would be a whole world of design and implementation hell......but it is the only way to keep old content fresh for all players regardless of when they start. Otherwise you have a curve of players joining, getting bored, quitting and being replaced with new users. Sound like a few MMO's you may have played already? So this problem pops up even if you don't have the purchasable content......so is it really worth spending all that extra time developing it? End wall of text
  5. The first hit design actually makes KSing worse. Almost every other MMO uses this design and the griefing, KSing, etc, that comes from it is awful. WoW currently doesn't really have this problem since the majority of bosses are in instances. However if you ever played the game back when there was competition for mobs, outside of instances, you saw how bad that design can be. Ever play a hunter camping a spirit beast? At least with the % of damage done design, when another player attacks the same mob you have attacked, there is a chance of winning or you can bring friends to counter that player. With first hit you can have a single Jen hold a mob/spot indefinitely with almost zero chance of overtaking them. This gets much worse with one player being able to run mutiple accounts. In Live, at least on Galileo, there were competitions between guilds and groups to see who could get credit for a kill which is actually kind of fun and a nifty way for players to try to see what class, ammo type, weapon type, play style, does the most damage. With first hit design this all goes away. It is also important to note that Westwood tried the 'first hit' gets credit for for the killdesign for a short time in beta/live. It did not go well and there were way more ways to abuse the system and players did abuse it just because they could. Westwood finally decided that the only equitable solution, that actually put the power in players hands, was to set kill credit to most damage done. Asshats will always be asshats but at least with the current system you have a fighting chance.
  6. KSing does [b]not [/b]exist in this EMU/Game. If the Devs want to change the basic design, where the player/group that does the highest % of damage gets credit, then they need to change the game code on the server side. Adding an item to some post is not going to effect the way I play or the way most players play. Neither is posting your opinion of how you think the game works. in Live and currently in the EMU the game design works like this: Player 1 attacks mob Player 2 attacks mob Whichever player does 51% damage gets the kill and loot credit. It doesn't matter who was camping it or who shot it first. I def do not want to see this change. Whoever does the most damage gets the kill. If you are complaining or feel you are being KS'd bring some friends or level up to get higher damage/better weapons.
  7. [quote name='meepmeep' timestamp='1321283076' post='48494'] I load the net 7 and every thing go ok until i press except to go to toons and then it crashes to desktop. [/quote] Are the following files set so that 'Run this program as administrator' and 'Run this program in compatibility mode for Windows XP Service Pack 3' are both checked? Client.exe file (Earth and Beyond\release\client.exe) LaunchNet7.exe (NET7\bin\LaunchNet7.exe) Have you run the game's config (Earth and Beyond\EBCONFIG\E&BConfig.exe) and set it to a playable resolution (I would try 1024X768 first) and then run the Performance Test? Do the game assets appear (stars, ships, trees, etc) when running the performance test? The game can only be run with windows Administrator level account (if you are using a power user account you will need to have your computer's administrator change your rights) as the exe will make changes to game files while the game is running. You may want to clear out these files (Earth and Beyond\Data\client\output). If any or these files become corrupt it will cause crashing and other problems in the game).
  8. [quote name='WoLfX' timestamp='1321202151' post='48465'] well I have been playing enb on my old computer but the video card fan quit yesterday so now I am trying to get it working on my new laptop which has windows 7. I have heard alot say "run as admin" but the does very little to tell me step by step...literallly...how to do this. I veere against randonly making changes to anything on my pc's cause without step by step I usually end up creating more problems than I solve. Atm, when I click the Net7 launcher icon on desktop it goes to "my documents" and I cancel then it gives me an error of some kind of "exceptions". I tell it to continue and the launch screen shows but doesn't connect or do anything at all so I can click play and move on. Is there another post with those step by step instructions for dummies with windows 7? WoLfXx [/quote] Right click on the following two files (default installation paths are listed), select Properties, then select the Compatibility Tab. NOTE: all this information is covered in the installation instructions post at the top of this forum but it can take a while to find it. Are the following files set so that 'Run this program as administrator' and 'Run this program in compatibility mode for Windows XP Service Pack 3' are both checked? Client.exe file (Earth and Beyond\release\client.exe) LaunchNet7.exe (NET7\bin\LaunchNet7.exe)
  9. I will assume you have followed the instructions located here: https://forum.enb-emulator.com/index.php?/topic/714-install-enb-from-scratch-instructions-rev-7222010/ and that the patch and all updates have been successfully run. That you are selecting sunrise.net-7.org as the Host and that you have the cert file installed (this is covered in the install instructions). Are the following files set so that 'Run this program as administrator' and 'Run this program in compatibility mode for Windows XP Service Pack 3' are both checked? Client.exe file (Earth and Beyond\release\client.exe) LaunchNet7.exe (NET7\bin\LaunchNet7.exe) Have you run the game's config (Earth and Beyond\EBCONFIG\E&BConfig.exe) and set it to a playable resolution (I would try 1024X768 first) and then run the Performance Test? Do the game assets appear (stars, ships, trees, etc) when running the performance test? note: The game can only be run with windows Administrator level account (if you are using a power user account you will need to have your computer's administrator change your rights) as the exe will make changes to game files while the game is running. You may want to clear out these files (Earth and Beyond\Data\client\output). If any or these files become corrupt it will cause crashing and other problems in the game)
  10. In Live the 6 bags were random from visiting the gourds. Since the devs don't have the 'randomizing' thingy in there they set it accordingly. Sure it was a little longer....but decent xp. I think it would be cool if next year they had different level ghosts/pumpkin mobs. Like CL 20-30, 31-40, and 41-50 with appropriate level loot so that toons above/below CL 30 could get some decent xp from fighting them.
  11. As long as the hallow's eve mission is still up when the server comes back all is good......if not I may need to beat Vaden upside the head with some warm pastrami and prosciutto.
  12. The two minute timer existed in Live for all classes that used a sap skill. In Live an an equally geared JD could pull off of an equally geared PW at the start of a fight. Most JD's would wait 5-10 seconds before de-cloaking and blasting away. That, combined with re-cloaking dumping aggro would keep the threat on the PW. Here are a few things that could be causing a problem for PWs in the EMU vs Live: 1) Other classes attacking right off the bat (this is a game-play issue and not one that should be corrected by the devs...ie: LTP). 2) It appears that Traders are generating aggro just by being a Trader class. If I have my PW start attacking a mob, before my TT/PT, they generally hold aggro....but any additional mob goes after the trader first even if the trader has not used shield recharge. Although shield recharge should draw a huge amount of threat the PWs dps and skills should be able to counter this fairly easily as it did in live. Currently I don't see this happening. 3) Shield Sap and Shield Inversion should generate a fair amount of threat. In Live using Shield Sap was similar to using a Taunt....as long as the mob had shields. Currently it doesn't appear that it generates much additional aggro at all. Shield Inversion was a constant attack and helped hold threat, especially on multiple targets. Currently it just doesn't appear to cause much threat at all. 4) Grav Link in Live caused significant threat as well. I would always start attacks with grav link within a few seconds the mob could not be pulled off by a JD. Using Shield Sap and Shield Inversion it really wasn't difficult to hold threat on several mobs. Currently a Grav Linked mob, that has a few shots dealt by the PW will just jump over to the Trader. This could be due to the Grav Link threat not being high enough or the Trader threat being too high by default. Keep Playing the PW.....it kicks ass and even though the EMU isn't fully functional you can get around these 'issues' by slightly adjusting your game-play. And keep the devs informed too. note: I stopped using Anger in Live because the skill's threat was awful compared to the other skills the PW has. It generated a decent amount of initial threat but wasn't worth the skill point cost imo.
  13. The equipment (please don't call it component as there are actually items called components which are used to make equipment) is the same as it was in live. The devs have added some items (mostly overpowered imo) but I do not see any reason for adjusting stats on any existing items that the devs have not added. There may be a 'best of' in the OP's opinion but guess what.....its an opinion. I know I consistently argue with Magoo that Mortars destroy most other PL weapons from 6-8 but he, and many other players, don't like the ammo cost, space required, ammo type, etc. Are other players wrong that they like to use different items that they find better fits their play style? Definitely not. In fact this game probably has more valid equipment choices than any MMO I have played in the last 10 years. The fact that multiple items can be argued over, with each side having valid points, is really a testament to Westwood Studios. Don't fall into the 'chat channel people know it all' mentality. For a new player, that isn't interested in experiencing different items they may believe that there is only the best item for each slot per level......but they are wrong....as is the original poster. Now finally I will say that not all items/buffs work. Nor do all skills, mob AI, or mob weapons. These effect what equipment is currently useful/useless in the EMU. The Devs have a lot of work on their plate and going back and redesigning all equipment while the game is still in Alpha would probably not be the best way to spend their time.
  14. that's pretty impressive that you have maxed out your skill points and have over 100 extra but there are a few things you may be missing. 1) increased/buffed xp Gaines. The amount of xp gained, per action, mission, job, etc has been bumped up (and possibly reduced) over the course of the EMU development. This means that your extra skill points may be directly related to the xp increase and not actual game-play as it was during LIVE. 2) That cap cant be increased or skill levels increased in other areas. You mention vendor but there may be ways to increase level cap/skill cap that the Devs haven't invested any time in....yet. Currently they are focusing on getting the game to where it was in LIVE so this sort of additional functionality would be very low on the priority list.
  15. Gazers ftw These Ardus mobs had huge scan range and could warp. Scan blind was very useful in defeating them....especially the boss. I like the idea but I would recommend placing it in less used sectors/areas with corresponding resources/rewards. IE pop in a roid and hulk field in Niff Cloud were this effect occurs and have the roids/hulks re-spawn faster or contain more/better items. The biggest problem with adding new stuff is always balancing. How to add something cool, that people will enjoy or that will challenge them and also reward them for surmounting the 'problem.'
  16. JE have no PSI shield. Their enviro shield does reduce and reflect damage, depending on the skill level, but it is not a PSI shield. With shield recharge the JS has no reason to have a PSI shield. It looks like the devs are running into the same problem that Westwood did with the new classes. The big problem I see for the JS is that it doesn't have a skill to really kick it up a notch. I would love to see the class get something like a PSI Empowered skill (7 points) that increases reactor recharge and increases damage output/accuracy. Maybe at level 5 it becomes a group buff? L1: 2% L2: 4% L3: 6% L4: 8% L5: 10% L6: 12% L7: 15% The other idea I had, for a JS specific skill would be Mind Control. Using their superior PSI powers the JS could take control of the target mob/ship captain and force it to attack the JS's targeted mob for a number of seconds. L1: 10 seconds L2: 20 seconds L3: 40 seconds L4: 1 minute L5: 1 minute and JS's target changes aggro to the mind controlled mob/ship for 15 seconds L6: 1 minute and JS's target changes aggro to the mind controlled mob/ship for 15 secondsand mob/ship has a PSIonic effect when MC breaks that causes 5% total weapon damage in an AOE effect (Psionic explosion!) L7: 1 minute and JS's target changes aggro to the mind controlled mob/ship for 15 seconds, and mob/ship has a PSIonic effect when MC breaks that causes 10% total weapon damage in an AOE effect (Psionic explosion!) Adding an existing Jen skills such as PSI shield, Energy Leach, Enviro Shield, or Summon wouldn't really help distinguish the class but a class specific skill might.
  17. Actually this skill resulted in a lot of additional damage....in longer fights.....due to JD's using so much energy when firing, debuffing, recloaking, repeat. I don't believe that mobs have reactors yet so this skill is either not working or not working anywhere close to where it was in live. With a fully geared/turbo'd JD this skill was a huuuge help....at least for my JD. note: Currently I have no points put into the skill until it gets fixed.
  18. Wow, these are bad-ass. I would love one with anything Moya related (Farscape ship) if you are still doing these. Maybe with either a worm hole or a galaxy in the background and/or edge? Here is a link with a few nifty pictures from the show for reference: http://www.bibble.org/farscape/moya.html
  19. pop mobs = mobs that are spawned from exploding roids (pop rocks). I was referencing the original poster who was complaining about people leaving several pop mobs in a field or your 'just leave them in the ore field forever waiting for the person that spawned them.' Since the Devs have put a despawn timer on these mobs it doesn't matter as much but there is still zero reason to kill them.
  20. jrichards

    Maps

    [quote name='torkk' timestamp='1318388799' post='47234'] I'm sure you already have this but wanted to post ne way : [url="http://enbmaps.forlorn-hope.org/maptest.php?sector=59"]enbmaps.forlorn-hope.org[/url] Haven't been able to find a home page but if you change the last 2 numerical digits to other 2 digit numbers the maps for other sectors show up and they show hidden navs and locs. http://enbmaps.forlorn-hope.org/maptest.php?sector=59 <---change last two digits [/quote] Very cool. Ardus = 39 ftw and der Todesengel = 65
  21. The so called 'peacefulness' is an illusion based on the state of the game. If/When the project goes live there will be the same group effort and competition that there was in live. The positive in this is that those fighting for the rare/top items/recipes eventually filter down to the normal players. Will there be people camping to get raid items, rare drops, etc? Without a doubt. But there will also be a large number of players willing to help people out just as there are now.....and was in live.
  22. I never used my PW in live to take out higher level mobs. That was what a TE was for...or...depending on the mob....the JD. PW were great for tanking, holding aggro, knocking the crap out of multiple mobs at the same time. That hasn't changed. Anyone bitching about changes made to classes to get them closer to Live needs to sack up and learn now to play. God forbid someone has to learn how to use tactics (grav-link, warping, chem/plasma, etc) to take out higher level mobs rather than not moving pressing auto fire and reading a book.
  23. [quote name='poppa' timestamp='1318994698' post='47458'] I like the idea of tying them to the person who popped the rock just like a job mob,But with no despawn timer......will always be there waiting for that person to "come home". [/quote] Don't penalize players that don't play like you. The only time I ever killed pop mobs in live was if they were guarding ore I needed. If they weren't then I left them where they were. I simply avoid pop rocks now as there is zero reason to clear a field once you hit 150. Now if you tied a field clear bonus to the mob......maybe add an additional 10k CL xp when you clear the field and the mobs, tie the mob level to the ore field level (not the player level because again this penalizes lower level players quite a bit), and introduce level matching loots, then you would give players several reasons to clear these mobs. As it stands currently there is zero reason to kill pop mobs.
  24. [quote name='Dragoncove' timestamp='1318458205' post='47250'] That would work fine, as long as the vendor keeps a record of the actual ores bought and sold. The vendor that just bought ore at a markup and then sold an unlimited supply didn't help much because it wasn't really selling the MINED ores to the builders. Whether the miners participated or not, there was always the same supply. If the players can set their own prices, then the vendor can just list everything it has at each price, or just sell the ore in order of purchase price. (If there's a bunch of ore up for 100 credits and you put in some at 90 they'll be sold right away, but if you put them in at 110 you have to wait until all the 100 credit supply get sold) Otherwise, you can have a set price and simply have the supply in the vendor control the market. If the vendor sells out, you have to go to the Market Channel for more. I suspect a more auction-like interface, where you go to a roving NPC and put a stack up for a given price, will be more likely to be implemented. But even that could be limited to ore only, or ore and components. One thing to note is that on live as well as current, the usual traffic on the Market channel is for components that can't be easily bought from a vendor. That's a market that an Auction House could CREATE, simply by adding an option that isn't the vendor. I'll also point out my idea again for a scaling price system where the vendor buys and sells the ore for more the lower the supply gets. The players would be in more control of the price than with a static system. (Although not as much as a true auction) [/quote] The devs can correct me if I am wrong but as far as I can tell there is no 'limited' supply item sold by vendors. A vendor can be added and items sold to that vendor. But there is no call from the client to check how many of an item a vendor has. If a vendor has the item it has an unlimited number and the client has no way of checking with the server to confirm this. Most of the AH suggestions involve a lot of programming and enabling workarounds a functionality that was never designed for the client. The real question is even if the Devs spent all this time to get something working would anyone ever use it? And what happens if there is a downside/bug/other problem. How would you have the devs deal with it? You could potentially split the player-base too.....which could cause additional problems. I do feel for those players that need/want items when no other players are on. However there is a much simpler solution that requires almost zero time consumption by the devs and has worked in other games and in E&B in the past. Just create an Action House section on the forums. You want to buy/sell items? Post it. I know if I knew someone needed an item at 3:00 am in the morning I wouldn't be able to help on a weekday but on a Friday/Saturday night I would be up for staying up later.....or logging in earlier.....to meet the request. You could also gauge how useful coding such a feature would be for players. I mean if only a few people ever post/respond on such a forum I would imagine that would be an easy way to prove that there would be no reason to spend the time coding such a feature. However if it took off it might be a way to prove to the Devs that such an in game feature would be worth the time spent (once they have the time). I still want more ores in game though ; ]
  25. One of the biggest ways to make money in live, selling ores, was by selling ammo ores. Since there is no ore needed for the majority of l9 weapons being used this has removed any market for them. I know I tried to use Longbows at level 6 but had so much difficulty mining titanium ore I gave up and used mortars. One way to give the market a resurgence, at least to test ore selling and see if it works with the current number of players, would be to increase the level or 7-9 ammo ores in a particular spot that doesn't get much traffic (Swooping Eagle, Freya, Tarsis, etc). Load it up like Glenn and also increase the damage output on the ammo that is created from these items so it is equal or higher than tengu or RD weapons (Zet ML, Archo PL, Mortar PL, Type A ML, etc). If you want to use 100% comps to create ammo you get 200% ammo. If you use 200% ammo comps you get....what 250% damage ammo? I have a few toons about ready to hit l9 weapons and atm there is no reason to spend time getting l9 weapons made that don't require tengu ammo. As such my miner is not actively mining any of these ores except when looking for ore to make items. I even stopped mining ore for mortar ammo as it was difficult to get a nice quantity of ore in an hour.This results in not much ammo ore in my stock. I am sure its like that for most miners. However if the Devs rreate a reason to mine it, and enough to make it worth while, I am betting users will start mining and selling quite a bit more. BTW, back when archo's and zets were the top dog ammo ore sold like hot cakes. Unfortunately this was killed as the devs moved towards tengu, vrix, and bogeril weapons which didn't require/use ammo ores. This killed mining for anything other than ore that was used to make the rare weapons/reactors. I say open the ore market up by making more ore needed rather than everyone only needing grail water.
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