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jrichards

Bug Reporter
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Everything posted by jrichards

  1. Can't turn in the initial 5 decayed human heads to Mr. Beeker. Tried sorting, separating, and trading but he will not complete the mission.
  2. OS: Windows 10. Looks like I had to adjust my client.exe and net7config.exe to Compatibility mode: Windows 7, do a performance test with windowed mode checked, then click OK. Now it's working correctly.
  3. Trying to get back into the emulator, after several years of absence, and ran into an issue when trying to launch the game in window'd mode. I tried setting window'd mode in both the net7config.exe and E&BConfig.exe but to no avail. Any ideas?
  4. Haven't played for quite a while. After the initial Windows 10 upgrade the game worked.  However recently nothing would come up when pressing Play on the LaunchNet7 v2.2.0 app.  I had to go through to the enb.client.exe and set it to Compatibility mode Windows XP (Service Pack 2). That still didn't work (which had in the past) so I went into the Net7 folder and changed the net7proxy.exe to Compatibility mode Windows XP (Service Pack 2).   Now the game runs fine again   Disregard.  Game keeps disconnecting/losing sync. Maybe time to say goodbye to EnB.
  5. Unfortunately there is no way to open raiding to more people with the current structure of the EMU.  The number of players that can be involved in a raid is limited by the server and code.  Since most of the raids are on a span timer they are always going to be farmed by the top guilds.  The only possible way around this would be locking players out if they have attended a raid.  Unfortunately most high level players have so many alts this isn't going to stop anything.  Even worse there are so few raids that there is a serious bottleneck once people hit 150.   Seriously the pride devices are camped liked clockwork, the voltoi mob instigator is always camped, the raids are camped, the guardian is camped, its all down like clockwork. Why would any average player feel like there was any game-play once they reached 150 and were not in one of the main guilds? It doesn't take very long (after missing out on multiple raids) for players to just say, "I have a better chance of raiding in another game" and just logging off. 
  6. wow.....just wow.   While I think the idea is interesting locking it down so its not changeable seems to violate the whole class setup of EnB.  If I choose a skill set I don't like I am screwed and have to re-level a whole new toon?  Isn't that the whole point of the PS's 135 skill to allow a player to try out different skills and play styles?   Seems like a lot more work could be done to make most skills more useful and balanced....or even god forbid give every class a working level 135 skill and not just the PS (JE still doesn't have its 135 skill working). Even making gear specific to certain classes or mobs more susceptible to certain skills would seem like a better first step then spending all this time modifying existing class balance....but if you do it at least make it adjustable so the game isn't further ruled by those players able to max level 10+ different toons multi-boxing.   NOTE: I took a quick look at the spread sheet and there are buffs for items that are currently not even working/balanced.  This will even further unbalance existing classes. As an example gear damage reduction is useless when gear is so rarely damaged in structure and quality.  Turbo is currently most powerful for the slowest weapons.  Westwood understood this and capped turbo from simply being a speed increase to actually adding to the damage down (EG: first 40% applies to rate of fire......every point after that applies to damage output and not rate of fire).  I would suggest ensuring that all of the areas effected by these buffs be working/balanced before adding in a whole new set of gear that uses these buffs.   Furthermore the devs may want to consider how easy 99% of the mobs in the game are. Most players have zero problem killing mobs 10 levels higher than their CL even with most mobs mass aggroing. Mobs cannot catch players so almost no one ever dies. Adding more damage output, further damage reduction, and greater range to the existing classes via these specializations is just going to turn an already EZ mode game into one no one wants to play.  Toughen up the mobs, their skill usage, and AI before further buffing players.
  7. Looted another one the other day.  It is a rare drop though....good luck = ]
  8. the camel's back has been broken.  Bad mob AI, badly grouped mob levels, mob tethering problems (yes, I got chased 200k across a sector last night), every mob within 5k aggroing, way overpowered emu loot, badly and even distribution of ore fields, non-working skills, not even close to balanced mob loot trade xp, lack of trade missions, reliance on jobs as game content, destroying trade skills for the average player.....I could deal with it all (and yes, I complained about each and every one to no avail).   However sticking manes in the glenn gas fields?  I am done.  Have fun folks....the last four years have been a blast.
  9. Its all about the 200% expected quality coming out at 197%.  That stuff makes me go play other games. Trade skills should be time sinks but atm its really not worth it if yer not in a guild and have a lot of people feeding your credits and recipes.  The idea was to reward builders, that spent the time, to have better build skills than players that do not.  While this may have succeeded I am not sure the current system has really made the game better, more fun, or more rewarding.   It still seems more like casual building is dead and the market channel is a ghost town....but I don't login much anymore ;)
  10. Athanor Adamantine AMF2 drops in Neptune, from Terran patrol groups that cruise around the High Security Prison. It doesn't drop from the top level guy but his guards.
  11. in Live the ammo comps dropped in cooper, but not the weapon comps.  Those were only from the fishbowl.  This was a nice balance and allowed players to keep their guns running without having to do FB's on a regular basis.  Once the other raids started popping up getting enough people together to do a FB, just for ammo comps, was also difficult.
  12. The Level 4 claim-jumper is a mission reward (and can be printed).  The mission boss that has to be killed drops some ammo, and each player that completes the mission gets a couple of each ammo type (chem and explosive).  If a player fails the print just have another toon do the mission (its very low level and offers good xp).  Seems balanced to me.
  13. Seems like a pointless skill to increase. 25% increase to shields is huge......why would it ever need to be bigger?  Either mobs can 2-shot kill you or they can't.  An extra 15% increase in yer shields wouldn't make these mobs easier to kill or prevent deaths.  At max level raid mobs are the only thing that can 1-shot kill you, due to chem or plasma ticks, a trader not recharging your shields is what will result in the death not a slight increase in shield cap.  Hull patch or maybe faster shield recharge would seem like a better buff to add to items.   Also note that that shield cap is not the be all/end all in this game.  Having high % deflects will do more than any % of shield charging.
  14. Working as designed.  Bring a bigger gun/more players......or convince the devs to add enough chavez of all level to increase RD faction for all (I doubt this is even possible with RD faction being almost required for any end game players).    Actually there is another pretty simple method of meeting everyone's needs, kind of like combat jobs. If the devs setup repeatable missions that creates groups of chavez mobs at the player's level.  Set these missions up in several spawn points over several sectors and tie the mobs to the quest player so that no other player, that is not grouped with the quest player, can aggro or kill the quest mobs.   Course this would take a bit of work. = ]
  15. Summon group and summon player both fail as much as they succeed.  Easy test is to place JD at Jupiter gate to saturn.  Have group form and warp to gate from weft.  When groups gets into range try to summon. I see it fail about 50% of the time on the first summon.  On the second summon it seems to work (never seen it fail).  Doing the same thing with a single player seems to have a little better chance of success but its still high enough that's its very easy to reproduce.   note: When I see the summon skill fail the summon graphic effect does occur but it doesn't move the player/group to the JD. It's as if the client and server server doesn't know where to place the summoned player so it just puts them back where they were or slightly closer.  When the second summon occurs the server and client seem to agree and the group/player gets moved to the JD.
  16. So you decided to just clear a field, and another player decided to just nab the level 9 ore.....working as designed.  If you don't want other players mining level 9 ore from a field you are mining...mine the level 9 ore first.   BTW, you don't need pvp when you can actually compete at mining..so you know...compete. ;)
  17. Well Zachman closed the bug on this but it definitely is not working properly.  My TT should not be selling items for the exact same price and xp that my equil level TS and TE, that are grouped with her, are selling at.  So either the TT bonus is being applied to all toons in the group, including the TT and the bonus is even applied when the buff is not active(TT has left station) and/or player has left the group, or there is something else very weird occurring.  Hopefully all the other group skills are not having this 'it kind of works' effect being applied.
  18. The loot was so bad with the RD base that it really wasn't done much once they added the BBW raid.  The faction hit was too severe for most players in comparison to the potential loot obtained and many just created RD base looter toons with no RD faction. All they did with these toons is kill the RD base and give out and/or sell the loot. On galileo you would see some guilds trying to give out HB's and SM's and having a tough time getting anyone to take them since RD faction was needed to obtain the ammo.  Now if the devs bumped up the dps/effectiveness of the gear that drops from the RD base and/or made the ammo printable, then taking a 10k hit could....potentially.....be worth it.  I have my doubts though because that's a significant amount of chavez farming.   I still like the idea of being able to get an item from the RD base, like an HB, then having a mission line from the chavez that upgrades it to a chavez HB (more damage, printable ammo).  Could even have it eventally lead to a chavez Raid and/or station access. Could make these missions tough (not agrippa tough) to the point where doing an RD raid is a ton of fun and worth the faction hit (should skyrocket the chavez faction by a ton though).
  19. For me it was my trendmicro virus scan/firewall that was blocking it.  I disabled this and was able to download/install the patch however at work there is no option to disable this so I had to usb dongle transfer it.  There is definitely an issue which is causing the problems as trendmicro won't even allow a connection to the net-7 download path due to the hash not matching.
  20. I know I def wouldn't care about such content.  The only way i could see any large number of players get involved in this is if you had a final turn in that did something to your ship.  Maybe have a device that changes your shield color, model, or adds some type of glow effect.  Or maybe adds a small mob that circles your ship (like a baby voltoi) and does a nifty effect?
  21. Same problem.  Running windows 7 x64. Maybe there is an issue with either the LaunchNet7.exe.tmp file or the check that is done to validate this file on x64 systems.
  22. Getting the following error when I try to launch net7 and it tries to download/install the 386 version (from 385), "update failed. Downloaded file is invalid. Hash of downloaded file and hash in server manifest does not match. If I cancel the launcher exits so cant even try to reload the old patches. It appears that the downloaded file, LaunchNet7.exe.tmp, is corrupt.   note:  I was able to connect fine before the server was brought down last. There is also a post in the Technical Support section, several people are running into this issue.  I did a fresh install of the net7 launcher and had the same issue.
  23.   I believe all of the zeke missions are covered here: https://forum.enb-emulator.com/index.php?/topic/2822-zekes-epic-builderminer-missions/   Not really sure why this one mission was added though since this came in Live after the Vrix invasion but before the opening of Ardus and DT. There was definitely some nifty items that came from these mission lines and it was cool that this eventually led to the raid in Witberg (Zeke's Machine?) and the eventual opening of DT. I actually really liked doing these missions in Live. ^_^
  24. Actually as I remember it the original starting mission was from Zeke in Witberg and eventually led to players getting the L7 solar sail (listed here: http://www.alcyonecodesmith.com/enb/missions_l7_solarsail.shtml).  All classes could get the SS7 mission. I think that at the moment in the EMU only toons with build devices level 5 or higher can get the mission (having really checked though).   The current EMU mission is just a section of the the SS7 Live mission which didn't give any prints but required the player to analyze items that could only be obtained once per player.    If you want your TT to make the rollerpress you will have to get another player to make you one, then make the L5 Duct Tape device, and then rip the duct tape and give the 100% rollerpress to your TT (if you recover the rollerpress).  I collected enough comps to make 3x Duct Tapes and ripped one to print the rollerpress.   Feel free to close this suggestion since it doesn't need to be changed until they add the SS7 mission.
  25. The weapons comps were very rare outside of the FB in live.  The ammo components were fairly common.  The nice thing about this in Live was that you didn't have to do a FB, but you had to invest a significant amount of time, to get a couple FB weapons made (The manufactured components never dropped outside of the FB). You also did not have to do FB's just to obtain ammo comps and they sold fairly well in trade or to vendors.
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