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Greysteak

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Everything posted by Greysteak

  1. I'd rather be lost. Those that don't like being lost can use the perk. I don't see a problem with it.
  2. Thanks again Felix! That worked for me as well. My log matched the one above.
  3. It's a great resource. I'm glad to help. Thanks Felix!
  4. Yes. The main site still does not work. Same error.
  5. The main site still does not work. Tried to empty cache again. Same result.
  6. 1. Chrome: Version 71.0.3578.98 (Official Build) (64-bit) 2. I can select the other server but I get the same result. 3. The beta works! No errors.
  7. I did as instructed. One error is reported, it is: main.aa8d3a3f524b774e79b8.js:1 Uncaught (in promise) Error: TypeError: Cannot set property 'checked' of null at main.aa8d3a3f524b774e79b8.js:1 Before, the other errors would follow after a minute or so. I'm not seeing them yet on this try.
  8. Hi Felix, me too. Something is wrong. Clearing the cache does not help. Started about a week ago. It's a little different based on what browser I try as seen below. from Chrome: from MS Edge: part of the error log from Chrome: Uncaught (in promise) Error: TypeError: Cannot set property 'checked' of null at main.aa8d3a3f524b774e79b8.js:1 map.50a89e9eb8b26a7b1a6e.js:1 Uncaught TypeError: Cannot set property 'zoomLevel' of undefined at y.set zoomLevel [as zoomLevel] (map.50a89e9eb8b26a7b1a6e.js:1) at y._setZoomLevelAndData (map.50a89e9eb8b26a7b1a6e.js:1) at y._naZoomed (map.50a89e9eb8b26a7b1a6e.js:1) at SVGSVGElement._zoom.Object.wheelDelta.translateExtent.scaleExtent.on (map.50a89e9eb8b26a7b1a6e.js:1) at o.apply (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at I (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at F.emit (vendors~map.b944477430ad8a0f7ec0.js:1) at F.zoom (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.R (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.<anonymous> (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) set zoomLevel @ map.50a89e9eb8b26a7b1a6e.js:1 _setZoomLevelAndData @ map.50a89e9eb8b26a7b1a6e.js:1 _naZoomed @ map.50a89e9eb8b26a7b1a6e.js:1 _zoom.Object.wheelDelta.translateExtent.scaleExtent.on @ map.50a89e9eb8b26a7b1a6e.js:1 apply @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 I @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 emit @ vendors~map.b944477430ad8a0f7ec0.js:1 zoom @ vendors~map.b944477430ad8a0f7ec0.js:1 R @ vendors~map.b944477430ad8a0f7ec0.js:1 (anonymous) @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 map.50a89e9eb8b26a7b1a6e.js:1 Uncaught TypeError: Cannot read property 'refresh' of undefined at y._updateCurrent (map.50a89e9eb8b26a7b1a6e.js:1) at y._setZoomLevelAndData (map.50a89e9eb8b26a7b1a6e.js:1) at y._naZoomed (map.50a89e9eb8b26a7b1a6e.js:1) at SVGSVGElement._zoom.Object.wheelDelta.translateExtent.scaleExtent.on (map.50a89e9eb8b26a7b1a6e.js:1) at o.apply (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at I (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at F.emit (vendors~map.b944477430ad8a0f7ec0.js:1) at F.zoom (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.R (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.<anonymous> (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) _updateCurrent @ map.50a89e9eb8b26a7b1a6e.js:1 _setZoomLevelAndData @ map.50a89e9eb8b26a7b1a6e.js:1 _naZoomed @ map.50a89e9eb8b26a7b1a6e.js:1 _zoom.Object.wheelDelta.translateExtent.scaleExtent.on @ map.50a89e9eb8b26a7b1a6e.js:1 apply @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 I @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 emit @ vendors~map.b944477430ad8a0f7ec0.js:1 zoom @ vendors~map.b944477430ad8a0f7ec0.js:1 R @ vendors~map.b944477430ad8a0f7ec0.js:1 (anonymous) @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 map.50a89e9eb8b26a7b1a6e.js:1 Uncaught TypeError: Cannot set property 'zoomLevel' of undefined at y.set zoomLevel [as zoomLevel] (map.50a89e9eb8b26a7b1a6e.js:1) at y._setZoomLevelAndData (map.50a89e9eb8b26a7b1a6e.js:1) at y._naZoomed (map.50a89e9eb8b26a7b1a6e.js:1) at SVGSVGElement._zoom.Object.wheelDelta.translateExtent.scaleExtent.on (map.50a89e9eb8b26a7b1a6e.js:1) at o.apply (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at I (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at F.emit (vendors~map.b944477430ad8a0f7ec0.js:1) at F.zoom (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.R (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.<anonymous> (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) set zoomLevel @ map.50a89e9eb8b26a7b1a6e.js:1 _setZoomLevelAndData @ map.50a89e9eb8b26a7b1a6e.js:1 _naZoomed @ map.50a89e9eb8b26a7b1a6e.js:1 _zoom.Object.wheelDelta.translateExtent.scaleExtent.on @ map.50a89e9eb8b26a7b1a6e.js:1 apply @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 I @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 emit @ vendors~map.b944477430ad8a0f7ec0.js:1 zoom @ vendors~map.b944477430ad8a0f7ec0.js:1 R @ vendors~map.b944477430ad8a0f7ec0.js:1 (anonymous) @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 4map.50a89e9eb8b26a7b1a6e.js:1 Uncaught TypeError: Cannot read property 'refresh' of undefined at y._updateCurrent (map.50a89e9eb8b26a7b1a6e.js:1) at y._setZoomLevelAndData (map.50a89e9eb8b26a7b1a6e.js:1) at y._naZoomed (map.50a89e9eb8b26a7b1a6e.js:1) at SVGSVGElement._zoom.Object.wheelDelta.translateExtent.scaleExtent.on (map.50a89e9eb8b26a7b1a6e.js:1) at o.apply (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at I (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at F.emit (vendors~map.b944477430ad8a0f7ec0.js:1) at F.zoom (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.R (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.<anonymous> (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) _updateCurrent @ map.50a89e9eb8b26a7b1a6e.js:1 _setZoomLevelAndData @ map.50a89e9eb8b26a7b1a6e.js:1 _naZoomed @ map.50a89e9eb8b26a7b1a6e.js:1 _zoom.Object.wheelDelta.translateExtent.scaleExtent.on @ map.50a89e9eb8b26a7b1a6e.js:1 apply @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 I @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 emit @ vendors~map.b944477430ad8a0f7ec0.js:1 zoom @ vendors~map.b944477430ad8a0f7ec0.js:1 R @ vendors~map.b944477430ad8a0f7ec0.js:1 (anonymous) @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 2map.50a89e9eb8b26a7b1a6e.js:1 Uncaught TypeError: Cannot read property 'transform' of undefined at y._naZoomed (map.50a89e9eb8b26a7b1a6e.js:1) at SVGSVGElement._zoom.Object.wheelDelta.translateExtent.scaleExtent.on (map.50a89e9eb8b26a7b1a6e.js:1) at o.apply (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at I (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) at F.emit (vendors~map.b944477430ad8a0f7ec0.js:1) at F.zoom (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.R (vendors~map.b944477430ad8a0f7ec0.js:1) at SVGSVGElement.<anonymous> (vendors~game-tools~map.1751a80f1ea24a5df24a.js:1) _naZoomed @ map.50a89e9eb8b26a7b1a6e.js:1 _zoom.Object.wheelDelta.translateExtent.scaleExtent.on @ map.50a89e9eb8b26a7b1a6e.js:1 apply @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 I @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 emit @ vendors~map.b944477430ad8a0f7ec0.js:1 zoom @ vendors~map.b944477430ad8a0f7ec0.js:1 R @ vendors~map.b944477430ad8a0f7ec0.js:1 (anonymous) @ vendors~game-tools~map.1751a80f1ea24a5df24a.js:1 3map.50a89e9eb8b26a7b1a6e.js:1 Uncaught TypeError: Cannot read property 'refresh' of undefined 1ea24a5df24a.js:1 -cut-
  9. Yes. The DLC ships are absolutely the worst part of this game. They are completely toxic. Yes sure, there are plenty of ways to counter the Herc and Req. That's not really the problem here. The thing is, they are still the best at what they do. That is blatant pay-to-win. A proper dlc ship should not be better at anything than some crafted ship. That means not being best at hugging, best at retreating, best at hunting, best acceleration, all while being easiest and fastest to replace. This situation is beyond ridiculous. The longer this goes on, the less hope I have for this game. What about this @admin?
  10. Yes, I've intercepted a lot of the rare wood before it got to the shop I think.
  11. How about 2 types of clan-driven trade missions? The rewards to be paid for in advance for a selected number of iterations. Kind of like contracts. Like this: One. Any clan officer can set a mission for any member, anywhere, to bring a set amount of some ship building resource to the clan warehouse for x amount of Reals. Each clan can only support one of this type of mission at a time. Two. Any port-owning clan ambassador can set a mission available at that port to any player to bring a set amount of any type of goods or resource and sell them to the local shop. The reward is in addition to the shop's buy price. Each clan-owned port can support 1 of this type of mission.
  12. A lookout tower accessible from ports. When in port, how about a button that takes us to the open world but instead of on a ship, to one of the forts at that port? Just so we can have a look outside without revealing ourselves to the enemy (edit: unless they're also in the fort).
  13. Any ship can counter a basic cutter. The problem is that they are sailed without any risk to their captain at all. They should be in at least a regular cutter if they can be.
  14. I wish they were only available to low ranked players and then only when those players have no other ships in the docks. If that were the case, I wouldn't see a problem with them in the PZ.
  15. This sounds okay but I think it should require the players to both enter a port after pressing the button to actually start the duel. The same port maybe? Press the button anywhere in the OW inside of the attack circle, yes. But make the participants get back to a port to begin instead of making a new kind of 'exit' from the OW that could be abused.
  16. This all sounds good except for being forced to join clans on the leader board. It would be better, in my opinion, to have a way for all clans to mark themselves as new player friendly, or not. Reward the clan for being open to this. If new players are forced to choose a clan, it should only be from a list of clans that will want them.
  17. First of all, maybe this should be in another thread, but since I'm confused about what is on-topic or not, here it is. I don't like the economy part of this latest patch at all and I've made that clear in the economy feedback thread but I'm not sure I've explained well enough why. I'm more drawn to and interested in the economic side of this and every other similar game than the combat side. I like the combat well enough, but it's secondary to me. I don't really like going out to start fights with enemy players. But to be hunted, and then to turn on hunter, is excellent fun. I actually don't mind being ganked at all when I can take at least one of them down with me. Helping out with port fights is fun too. Unfortunately, if you cannot participate in TS, it's very hard to participate at all. But it's the economy that makes the game for me. Profit is the ultimate motive but the method has to hold my interest. Profit from trading goods is alright but this activity needs some kind of trade missions again to make it more interesting and nudge us into known, dangerous trade routes. Otherwise it's just easy Parisian furniture and Historical artifacts. Ship building is (was) the key activity in the economy. It was interesting and profitable. It is certainly no longer profitable. This fact has more to do with what wasn't in the patch. The missing part being a proper balancing act for the DLCs. Crafted 5th, 6th, and 7th rate ships are simply worthless because so many can redeem a far superior ship for the class every single day. While I agree that the higher rated ships should be more expensive and rare, that leaves very little left to build. And why would anyone want to sell a line ship for reals? And higher rated DLC ships are coming? Ship building is not viable from an economic perspective any more at all. As for being interesting... Honestly, although there were more clicks, and the amount of space used was problematic, having to deal with all the intermediate materials was an interesting element. Some things, i had no idea what they were, and so it inspired some additional reading and learning about old ships. That was great, it's also gone and I feel now that it's a loss for new players who might have been interested. This is posted in the wrong place, yes. But I don't know what to do when I was warned an on-topic post was off-topic and I'm not the type to falsely press that acknowledge button more than once.
  18. I think the teleport fees are fine. No problem there, just might have to sail instead. It would be more interesting if they were a little less when the destination is close and a little more for far away ports.
  19. @adminI cannot give full and honest feedback about the new economic changes in this patch without mentioning that the economy is already broken by the DLC ships and I don't see anything, anywhere in this patch that helps that situation.
  20. If so many doubloons are required to build 4th rates and higher, we should be able to sell them in the shop and ask for doubloons not reals.
  21. Seems like the idea is to kill crafting and trading here. That's certainly not what I was hoping for. Thousands of doubloons to craft anything higher than 5th rates, really? Can't sell them in the shop for doubloons, can't make anywhere near that much without doing lots of PvP. The doubloon reward for the patrol zones is pathetic now. These economy changes are a HUGE disappointment. This is especially true considering how the ship DLC's had already seriously damaged it. I can see absolutely no reason or desire to craft or trade under these circumstances. I immediately regretted upgrading my shipyard to level 3. Any chance of returning that to level 1 and getting my doubloons back?
  22. I don't actually recall that ever happening when tagging a player. Then again, I'm more of a taggee.
  23. I've attacked AI outside the zone and I have had my own nation's NPC fleets dragged in.
  24. Ok, that is a fair opinion. So how about this. If the community is going to run voice comms for everyone, let's make sure it's done in a way that does not arbitrarily discriminate against certain players and clans.
  25. Yes, we have had a dedicated clan TS server for some time. It's currently limited to members and invited guests only and geographically located to suite our clan rather than the player base. So, it's not so useful when I want to help in some PvP and most RvR situations. And, @Hethwill the Harmless, I agree. It's not required to play the game. It is most unfortunate, however, that some battle commanders and clan leaders want nothing to do with anyone not using voice comms. Some have no choice and cannot use voice comms. On the other hand, it is an extra task. Having to pay attention to, and repeat orders in text chat makes the job more difficult.
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