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United Mining Exploration Commission: A group of friends playing JumpGate-- "a MMORPG that launched smoothly, breaks from fantasy character setting, emphasizes PvP, and is the first persistent world space simulator that nobody talks about." ~Scorch
 
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New Patch Now!!

 
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Ventura
Private 1st Class
Private 1st Class


Joined: 05 Mar 2003
Posts: 11

PostPosted: Wed Mar 19, 2003 2:10 am    Post subject: New Patch Now!! Reply with quote

Just logged into the game new Patch is downloading right now!!!!

Place US Server!!!
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MajorFreak
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PostPosted: Wed Mar 19, 2003 8:02 am    Post subject: Reply with quote

EP2 RELEASE (EP2 FAQ)
GMSilk wrote:
As I wrote ingame, I'd advise you to make a backup of your JG directory before patching tomorrow. As things are when they go live, there is the possibility that we have to roll back to the current version. Without a backup you'll need to reinstall JG.



I don't see anything different on the www.jossh.com site other than the main page. pity. Ah well, GM_Istvan might have postponed the upgrade while releasing EP2 client


Last edited by MajorFreak on Thu Mar 20, 2003 12:27 pm; edited 1 time in total
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MajorFreak
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PostPosted: Wed Mar 19, 2003 9:52 am    Post subject: Reply with quote

there. www.mightygames.com just went 505
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MajorFreak
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PostPosted: Wed Mar 19, 2003 10:18 am    Post subject: Reply with quote

Gotcha wrote:
And about there being no stock, its not because the "beta testers stole it all up". Its because the inventory.txt got erased by accident when they patched and the GMs have to redo it manually one station at a time.
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MajorFreak
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PostPosted: Wed Mar 19, 2003 11:19 am    Post subject: Reply with quote

EU piracy
OP-Toast wrote:
pirating tools are currently "waiting in the wings" as we want to see how they work out on US before switching them on here. Yes, I know, but I personally don't feel they've been tested thoroughly enough with regards to in-game consequences yet.

i can see the /give fanbois lining up already. (notice how Raiderr is the very epitome of a fanboi/wynar?)
    see here for an analysis if yer curious (Nazgul, true to form, are too "cool" to do that; stalinistic revisionists them)
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MajorFreak
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PostPosted: Wed Mar 19, 2003 11:46 am    Post subject: Reply with quote

erk. i almost downloaded the entire 62_lite.exe but it looks like they deleted it from the MightyGame's FTP before i completed. argh. (it did DL complete and i ended up installing it, but it was CTD from the get go)
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MajorFreak
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PostPosted: Wed Mar 19, 2003 2:03 pm    Post subject: Reply with quote



crap! i got error36 when it tried to update jumpgate...ah seems everyone has this error. heh
    think i have some more time to troll the forums then, don't i?
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MajorFreak
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PostPosted: Wed Mar 19, 2003 9:38 pm    Post subject: Reply with quote

GMIskander stays late at the office to plug in the fixed patch wtg
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MajorFreak
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PostPosted: Thu Mar 20, 2003 5:18 pm    Post subject: Reply with quote

G.Rasputin wrote:
Another thought on all the new changes
Originally going into Episode 2, I was expecting a lot of the changes to make our lives as pilots far easier - hell, we're getting new ships, new game mechanics, etc. While I was expecting us to get better gear, one thing I did not factor in is all the new challenges that we face - something I think most pilots did not take into consideration.

Most players were getting very bored with Jumpgate, most player activities and their corresponding difficulties were like so:

1) Make money. No challenge because of our horrible surplus economy.

2) PVP. Probably the most challenging thing in the game, since it involves honing very precise talent.

3) Flux. Once you learn the spawn/flight patters of flux, c10 and below are cake.

4) Trucking. See #1, lack of shortages means that the only challenge of production is having the patience to haul heavy loads to a station.

5) Artifact hunting/mining. I lump these two together because while fun, they don't require much thinking or challenge - just a pattern and patience.

Episode 2 is not the same credit-rich, surplus everything gankathon that Episode 1 became. We have new ships that really will change PVP, we'll have commodity and equipment shortages, conflux that are actually dangerous, and a host of all new challenges.

I flew a ghetto PHOONIX yesterday with a crap powerplant, injustices, and no duelist. I never got a chance, but I couldn't wait to try it out on an enemy ship that was probably equipped similiarly. I'm now realizing that not having superb equipment around all the time actually enriches the game - it screws over everyone.

Everyone's a little pissy right now because FFs are single burn, upkeep is high, etc. Just remember that EVERYONE is getting screwed equally, and it will make the game far more dynamic than most of us have ever seen.

Embrace the changes, and let's have fun.
VALEN wrote:
GM's - Update on station stocks please! Can we please have an update on what is being done about the inventory.txt file being wiped?

We were originally told that stocks would be put back manually by the GM's, and Scorch mentioned on F5 Tuesday that this would be top priority. It's now Thursday, and no stocks have been replaced. Can we please have an update on what is being done and what kind of estimated time frame it will be done in?
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MajorFreak
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PostPosted: Fri Mar 21, 2003 10:58 am    Post subject: Reply with quote

GMHollis wrote:
Im summary, I think the current situation is actually finally getting somewhat of a challenge into the economy system. Plus, this is the time when traders will, at least briefly, make a difference.
  • Traders are required to actually get the equipment.
  • Lack of inventory.txt, while not desired, actually adds an element of communication, of logistics to the game.
  • Cargo runs are possible and have a real benefit. It's not fighting decay, it's actually producing stuff that won't be there otherwise.
Most of all: The current situation won't stay forever, it will be fixed soon. But unless someone tells me of glaring production errors, the situation is manageable. I ask you to see it as a challenge. This holds especially true for the traders. This is the time. You can make a difference. Additionally, it adds more player interaction when your market tracker can't provide you the information you need and you have to rely on others, plus escorts and traders needing each others, rather than the usual "traders need escorts but not vice versa" thingy.

I will keep checking the stations for the supplies and the errors I know of, and hand that task to someone else when I'm away next week, if that'll still be necessary then.
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MajorFreak
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PostPosted: Fri Mar 21, 2003 7:40 pm    Post subject: Reply with quote

OMG just logged on and played for about 8 hours and noticed the flux spawns between Depot, Corr & QC. It's really OTT and getting anything done that involves mining, exploring and general rubbernecking is really time consuming, inconvenient and downright stupid.

Next time, i wish ND would think of the n00bs before coding...i really do...unfortunately, i'm not really surprised. (they rarely do think of the n00bs and when they do it's not in a n00b context at all)
    crazed. very crazed...I know the game's graphics aren't "eyecandy", but i'm the type that rubbernecked alot when i was a n00b. getting ganked for staring at the scenery isn't conducive to customer retention
suggestion: move jellyfish to sectors adjacent core stations; have c1's adjacent jellyfish (except a few places like PoH, etc); the risk factor between a core station and depot station should be c2 at worst (one route. the direct way); the risk factor between other faction stations should be c4 at worst (c5+ reserved for the unique sectors like PoH, etc)

*sigh* Why the "temporary craziness"?? we KNOW NetDevil are going to take weeks putting out the GM_Tools to tweak flux spawning, so why the insanity?
    i know it breeds cooperation. i spent some of my time either guarding or being guarded, but most of the time i was alone, outnumbered and frustrated by the damned chat scroll bug
new customers trying out Attack of the Conflux are going to come into this and think, "this is not normal" (they don't expect to get attacked right off the bat when the learning curve of jsut the non-combat stuff is practically vertical.) Expecting anyone to buy the idea it's "realistic" in relation to the Storyline of "the new era" has to remember that half the damn point of a GAME is "gameplay"

This attitude of "The school of hard knocks" is one i'm, quite frankly, sick of bitching about.

Crossreference
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MajorFreak
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PostPosted: Sat Mar 22, 2003 2:12 pm    Post subject: Reply with quote

GM_Josh wrote:
JGTracker and Profit Calculator back Online
The file at http://www.jossh.com/database/inventory/inventory.txt is now being written correctly, sorry for the inconvenience.
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MajorFreak
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PostPosted: Sat Mar 22, 2003 2:29 pm    Post subject: Reply with quote

GrampsT wrote:
Jump-Starting the Economy
I know there's a lot on everybody's plate. New ships, new sectors, new flux, POS and so on. But, if you want top gear, the economy has to be working. ND has thrown down the gauntlet here--we need to get it working. That is going to require a lot of mining (and it looks like the new heavy miner will do well here) and a lot of hauling (with tows almost surely, as the new freighters are pitiful).

Most of all, it is going to need some organization. There are a lot of great pilots in a lot of squads who understand what priorities are. There aren't fancy missions with tons of XP organized by TRI involved. But if you want to lend a hand, set your f5 to MACK. There will usually be somebody on who can suggest something useful to do. If you just can't wait, here are some suggestions:
  1. Mine semifluxors and sell them to Amananth. Run aluminum, chemicals, copper and gold into Aman. Aman makes electronics, critical for a lot of final tier products fighters need.
  2. Mine in Oct space and sell ore to Oct stations. If you see a Silicon pure, mine it and sell to an Oct station or Aman. Silicon is crucial for elecs, Synthetics and Fuel Cells.
  3. Run Magnesium to Oct stations (from Hyp) for making Explosives. No explosives, no Purgs or MS.
Good luck and thanks for helping.
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MajorFreak
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PostPosted: Sat Mar 22, 2003 2:44 pm    Post subject: Reply with quote

GM_Josh wrote:
Todays Fixes and Changes
Hello Everyone,

We would like you to know that the issue with players losing and duplicating items in player station storage has been resolved.

Also, we have decreased the frequency of flux spawning in deep space considerably, and have also decreased the experience given for squad claims by a factor of 10 for players who are not in the claimed sector
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Nicator
First Sergeant
First Sergeant


Joined: 10 Nov 2002
Posts: 78

PostPosted: Mon Mar 24, 2003 1:38 pm    Post subject: Reply with quote

Me love ep2. I love the way the stocks on US got wiped. I've done BPC trading before, but I've never bothered with econ runs. Guess what? I'm slowly turning into a carebear :D. Escorting a miner yesterday, taking mined cesium to amananth today. And you know what? I loathed trading before. Now that I'm doing it for a reason other than getting money, I'm loving it. The flux spawns are brilliant (just needs some tweaking for noobs). Docked at a POS with 7 tow armour remaining today (at about 4am :P), so I could pick up some dreams and a sp+ for my tow :D.

I love that I've finally gained the feeling that I'm actually rebuilding something. I love the new feeling of danger.

EDIT: was that change made? I hope the spawn change isn't too big :-(
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MajorFreak
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PostPosted: Mon Mar 24, 2003 2:48 pm    Post subject: Reply with quote

=/ no. i believe it's not MG's server state they changed. remember, that guy's controlling US server spawns, and we're pretty certain MG can't find it's arse when it comes to controlling flux spawns because MG doesn't tell ND what kind of flux spawn rates they want.

Personally, i think Josh heard all the wynars and decided that n00bs didn't need attention at all, and simply nerfed unreg spawn rates...BTW, have you seen the stupid jellyfish AI tactic of not attacknig anyone and simply docking with stations?
    the chat bar scroll thing and the flux spawn thing is of no concern to ND, nor MG, simply because they consider joystick throttle jocks to be their clientelle. you know, the "CIVigilante/HGanker" culture that loves powerlevelling via exploits
I'm sure they'll get around to it sometime, but it's pretty low on the priority list. In fact, it's really low down on the totem pole. Tell you the truth, i expect they'll think, "Well! why the hell don't they learn how to remap keys/get escorts?"

Crossreference
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Nicator
First Sergeant
First Sergeant


Joined: 10 Nov 2002
Posts: 78

PostPosted: Mon Mar 24, 2003 6:42 pm    Post subject: Reply with quote

This was on US. Escorting a miner on anarchy weekend would be, errr.....risky :o
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MajorFreak
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PostPosted: Mon Mar 24, 2003 6:57 pm    Post subject: Reply with quote

WTF :???:
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MajorFreak
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PostPosted: Mon Mar 24, 2003 7:13 pm    Post subject: Reply with quote

ontopic
Tartarus wrote:
A key phrase in business is:

Under Promise and Over Deliver!

NetDevil had the opportunity to do this with EP2. What they did was Over Promise and Under Deliver.

Release Date of Summer 2002 was actually Spring 2003. With all that extra time the players expected to see few bugs and all the features that were touted during development. What we got in the end was a program that has several features missing and or broken.

Examples:
1. POS markets where all sales of commodities and equipment are for base TRI cost (how are we expected to pay for the upkeep of the stations when bugs force us to loose money).
2. POS modules missing.
3. Advanced Fighter missing.
4. Pirate tools missing.
5. Previous commodities and equipment from EP1 eliminated (forcing the players to spend many hours getting the economy back on its feet).
6. WAR declarations missing (at least the sector claiming works).
7. Commodities text file not working (glad they fixed it already).
8. Ships that no longer match the factions RP.
9. Did I miss anything?

Overall I am enjoying EP2 and very much appreciate the effort that NetDevil and the Testers went through to get it to us. My main concern is that NetDevil has lost some of their credibility over this update. Next time they promise something (no matter what game) we may not believe them.

Hopefully they have learned their lesson and will not be so eager to announce something on so grand a scheme before it is already in the can.
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Nellie
Master Sergeant
Master Sergeant


Joined: 06 Dec 2002
Posts: 67

PostPosted: Tue Mar 25, 2003 2:08 am    Post subject: Reply with quote

Boy am I glad the crappy situation with pirates forced us to form an Escort wing. As primarily a trade squad we would have been buggered without it over the past 24hours.

"Get an escort" yeah yeah, thats like "theres a pot of gold at the end of the rainbow". Still in two minds, as someone who does tend to reserve those lazy late nights for mining and whatnot, whether the current spawn levels are just gonna "gank" noobs out of the game and additionally end up counteracting the aim of making mining a primary means of gaining resources. Pottered around in a badly equipped LF earlier this evening and spent a long time running away from squids, it will certainly be brave Sol who ventures out unescorted in a LM 8P. Nearly dared to lug Cobalt from Oct to Sol unescorted this evening, but just couldnt face another hour to get between stations owing to the clouds of pink meanies descending en masse.

Still far from convinced about the PoS as anything other than a money sink at the current time, even as a squad tool it is very limited.

Econ has effectively been reset \o/ yay! we get to be a valuable resource for a bit.

Flashfires I like, really, really hope they leave as is but no doubt the "cant believe you nerfed the game" gang will get their way.
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