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Terrell

Beta Tester [BT]
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Everything posted by Terrell

  1. Thanks for the information.  Shouldn't the PW outgun the TW, when they're of similar level, and have "equivalent" equipment?   If you used Zets vs. Archos with no turbo or awesome weapons/equipment, wouldn't the TW still lose to the PW?  (assuming you're both using the same type of damage, and if you're not the mob isn't more resistant or vulnerable to one warriors damage type relative to the other)
  2. Agree with Kyp & the other posters.  Any table of the right size, and strong enough will do.  No point in spending that much on a desk, it would be worth more than my PC.
  3.   Thank you Kyp, that worked for me.
  4. To clarify on the build skill waiver, it's not a thing I'd think of doing game wide, but only in some cases.  I don't think it should apply outside of specific circumstances, such as the MCP, and perhaps equipment that is given as a reward for completing specific non-repeatable missions.  Those items that are rewards for non-repeatable missions, where such a waiver would apply to anyone who can do the mission, said item should also be tagged no-trade, IMO.   Even in the case of Role Specialization, I'd only apply the waivers to the highest level of things you can use (assuming all equipment skills are maxed out for the character in question).  The ones below, could simply be changed when the class in question qualifies for the next level of equipment.   Now if it's something that can be built, under the normal build skills of the character completing the mission, they should be able to build & sell said item, per normal gameplay.  Assuming that there aren't other game specific reasons not to allow trading.  Such things like an item that is intended to reward only the mission doer.  Loony's Special Gizmoblatsit, Chili-Popper, Loony's Hunk O'Metal, would be examples.
  5.   Yes, in EnB Origins, there was a JE weapon called the L9 Gaze of Amah, and an all explorers weapon called the L8 Gaze of the Martyr. Both are in the database.  In order to build them, you needed the recipe which you received if you turned in the requisite number of passes.  Both of those were Beam Weapons, but you had to have a build skill raised to maximum to build them.   The Gaze of Amah recipe had a price of 15 passes, which required plenty of mining to get the prerequisite ores.  The PE also had a device that allowed the manufacture of Archos ammo.  The Threaded Archos that drops in game, is something that should be a PE build, via the Archos Threader devices.  Turning in the passes, and picking that recipe gave you only a disc for that recipe.  Putting the recipe disk in a device slot & activating it put the recipe in your recipe book.  These items were all non-tradeable.   This could apply to the role specializations by making the same waiver, requiring a maxed build skill, where you get the items for yoru specialization as recipes but those are the only recipes you get, and all the items are no-trade.  I'm not sure how the devs made that possible in the original game, but the game can recognize the ability to waive specific build skills, and go on existing skills.  Otherwise the Gaze of Amah, and Gaze of the Martyr, wouldn't have been able to be used.  They'd have to be build by a character with the build Weapons skill, but they'd be unable to use them, as they were Explorer Only, and wouldn't be able to sell them as they were no-trade.    In Zach's mission that was designed for the JE, PE, and TT, the components like the Sturdy Solar Panel & Sturdy Solar Cell could be made by anyone who knew the recipe & had the requisite resources.  The same could be said for some of the sub-components like the Roller Press.  The final items; however, were limited by your build skills.  The JE could build a line of devices as a reward, and the Balefire line of reactors, the PE and TT could build the Fiery line of Shields & the line of devices.  The line of devices, shields, and reactors were tradeable if I recall correctly.   Edit: For the mission(s) to get the specialization items, after completion of said mission, you're given a choice to pick which specialization you want, and the mission would not be repeatable.  That way no one could go back, do the mission again and pick a different choice.  When the mission is over, first you have the choice to see what each of the specializations gives, the last choice being something along the lines of "I'm ready to pick".  Picking that item would move towards the dialogue saying something along the lines of "So which one will it be?"  The player then can pick the specialization they want, and get the recipes for those items, they'd also have the option of saying "I'm not sure" and going to get the descriptions.  I don't know if it's possible for there to be an "I need to think about it more" leave the NPC, and come back to make the choice.  If it's doable that would be interesting, but I don't know if that's doable, and something that can be done practically.   It's also possible for non-manufacturable items to have been balanced for issue at 200% quality, but I can only remember one from the game, the Loony's Special Gizmoblatsit.  It was an reward for one of the intermediate missions in the Lyle MacDonald mission chain to ultimately make a ring.
  6.   I do like that idea, though I ended up voting for the Hybrid solution, where 2 was used where 1 wouldn't work.   I'd love to see the Chili-Popper and Loony's Special Gizmoblatsit done that way, especially since the 2 classes that can use it, PE & JE, both have the build devices skill.  Since those devices were also No-Trade IIRC it's not an issue of one JE or PE doing the mission chain then selling the items to others, but being able to rebuild his own if it gets it's quality dinged.
  7. On the content front, I think it's likely that the devs will have more content than the original, beyond the new things we've seen so far.  The mere playability of the new classes, their star systems, Paramis, the new sectors in Sol, and equipment that wasn't in the original as examples of new things.
  8.     Definitely, thanks for mentioning raids and the need for different specs for maximum probability of success.  Raid spec rewards is even better, great idea.   Only thing I wonder, is equipment replacement for dinged equipment, but then again, I did a thread a while back about solutions for that w/r/t irreplaceable items.  If that were implemented, this equipment could be covered by Solution 2 or 3.  Thread is titled Irreplaceable Items, and is in Suggestions.  (Suggestion 1 could also work if skill waivers are applied to these items, like the Gaze of Amah from the original game)
  9. Thanks for the update Ulyydian.  Also I agree greatly that there shouldn't be a "standard" setup for any profession, if it means that everyone will set up their ship with the same equipment.  Given the ability to customize one's weapons & devices, it only makes sense that there be more than one viable way to configure your ship.  It's even better if for a raid, it helps to have members of the same class, with different specialty configurations rather than all the same way.  Not sure if that would work.
  10. That's one of them, same thing when going the other way in Akeron's Gate.
  11. Yeah, I've got IE 11 and have the same problem, while Chrome, though I like it less, does work.
  12. Regular server seems to be down now as well.  Server failed to respond to login attempt.
  13. Looks like login server isn't working.  I tried a few times to log my JE in at Arx Spartoi, and was unsuccessful.  Another JE in guild tried to log in at F7 and couldn't either.  Error message was server failed to respond to sector login, in my case.
  14. Other posters have a point that PvE content should be the devs' first priority.  The devs did mention that the 3 classes are the current priority, (see player advocate thread) and we could expect the maelstroms to follow Seeker, Scout, and Privateer content by 1-2 months.  Shadow mentioned that the devs project 2-3 months for the JT, Scout, and PT, in his thread "The Advocate's Office - Minutes of the Meeting 12/29/13" 
  15. Good point about the back door to Agrippa, especially if it requires you to go to der Todesengel to do.  If we're going along with the original story progression, Ardus opens before DT.
  16. I may be mistaken, but I think those who would leave over PvP, would be convinced to stay, by being able to opt-out, without suffering in game penalties.   If there's equipment that drops off mobs where PvP is allowed, that can be used in PvE areas, it's bound to cause resentment between PvP & PvE Only players.  The best possible solution to that, IMO, is to have places in PvE where it also drops, even if the drop frequency in the PvE area is lower.   Personally I think competitive PvE might work better than PvP. 
  17. I'm not so sure that it cannot be fixed, but it's a matter of improving the classes that aren't needed, rather than the classes that do get to play in the raids.   Even if it cannot be fixed, why make the problem of unneeded classes worse, by making the gap between the needed classes & the unneeded ones wider?   TW can debuff plasma, but should not have the same firepower as the PW, or be as stealthy as the JW (from Megan's description of the TW).    TW can also use the Rada, Chang Lung's Pride, Hellbore (original & Ya Ze Long versions), Pulsing Bullywere eye,  for plasma debuff.  The PM ones go to the Jenquai though, except for the Rada mini-line.   I'm not so sure that the JE will always outclass the PE.  The PE can JS and contribute some firepower.  They can also be the alternate for gravity link.  I think that the Scout needs some help, though it can be the alternate hull patcher.   I do agree that the TT, in a raid situation, outclasses the other traders but I don't see how making them outclass the other 2 traders by even more helps the game.  Outside of raids I can see how the PT could find use in a group, since they can Recharge Shields and contribute more firepower than the TT.    
  18. How exactly does giving the warriors more firepower fix the lack of need for the support classes, other than the TT & JE?  What do you propose to fix the lack of need of some classes?
  19. The point being, that if you can do the raids without specific classes, then there's no reason to bring them.  If it can be made so that they're needed, and that you can no longer succeed without them, then the other classes will get more play.  Without those fixes, I don't expect the other professions to be used as much, and giving these debuffs to already needed classes, doesn't help the problem, it only makes it worse.
  20. I agree, and I do think there should be a place for solo play, especially where basic hunting & farming are concerned.  It's one of the reasons I favor more equipment choices at end game levels, and more things that are average to good, that drop outside of raids.  I see another problem if we implement the debuff devices, etc. for all classes, rather than mostly giving them to the support classes, is that other than the TT and 1 or 2 explorers, the support classes will be left behind for the raids.  If it's the case that people can complete raids without explorers, or traders other than the TT, then those classes will be left behind, as there is more loot for the remaining players.
  21. The whole point of spreading the debuffs around is to get the classes to work together for maximum effectiveness.   Giving every race all the debuffs it could possibly need, undermines the interdependence between the races & classes and makes it less likely that players, of different races or classes, will work together.
  22. Hmm, depending on how it's done sounds like a nice new thing for the support classes.  Divide them up between the Scout, JT, TT, JE, PT, and PE.  I'm not so sure that specific factions necessarily work, unless you have something like a Chavez raid in the works, comparable to the RD base.  Then it becomes VERY useful.  Now if you have specific debuffers some of which work for mechanical mobs only, while the other ones only work for Bio mobs that would be an interesting twist. 
  23. Sounds like a nice idea, but expect that the Scout will get more class specific equipment over time.  I do think that stacks of 5 is very low, especially since Scouts cannot make their own ammo.  Remember that EA didn't develop any items specifically for the Scout, Seeker, or Privateer, so there's room for those classes to have more class specific items.  The MtL beam is a very nice beam, and the Gaze of Amah will be a nice addition to it for JEs, when the MCP comes around.  The Scout should get rewards for it as well, as the other 2 explorers get things.  Nice items for the other 2 explorers would already exist, given they were in the original game.  That's one place where the Terran Explorer should be brought up to speed, in my opinion.
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