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Terrell

Beta Tester [BT]
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Everything posted by Terrell

  1. The PT's reactor building skill, means Progen characters have fewer energy issues, since higher quality on reactors means better recharge.  Most Progen reactors in the original game couldn't be player made.
  2. Great fix Zack.  Works for everyone regardless of how they feel about the Paramis Nebula effect, good, bad, or indifferent.
  3. Not to mention if you actually participate in the forums, the devs get to hear what you think about the game.   More sets of eyes spot more bugs.  Ideas that can potentially help the game are also appreciated.  Just point out what's wrong, or what can be improved, in a respectful & coherent manner. 
  4. Other beams that Jenquai like:   L8 & L9 Pitbulls, (for those Jenquai that don't have access to something better) L9 Made to Live for JE & JT.  (JW restricted) L9 Devastating Gaze (Not an easy print to get, and will be a comparatively rare build due to parts required)   JTs would like the Quasar line of devices, most are vendor, but the L7 is non-vendor.  It drops in Ishuan near one of the moons last I checked.   L8 Ruby Disruptor.  (The 40% turbo buff on this beam, makes it a good beam, for any Jenquai who cannot get a DG, GoD, or another L9 beam with the same buff, for whatever reason)
  5. There is a vendor for player made items, the Quartermaster, but since he's in Venus he's a bit out of the way.
  6. Cool, will players be able to replace an item, with the same item, if it gets it's quality dinged?
  7. Agreed, I mentioned this earlier as a suggestion.  The thread was titled Eris & Dysnomia, Oort Cloud.  For some reason I haven't been able to get links to work here, so you'll have to search by title.
  8. None of the weapon types are without downsides.    If the price of ammo is so high, that PWs & PEs cannot hunt profitably that's a problem and should be corrected, but I wouldn't be surprised if there wasn't some intent to get you to pick when you use your awesome PLs or MLs vs. using PLs or MLs with lower ammo costs.  For Jenquai if a mob is vulnerable to energy and moderately resistant to Plasma it would be beneficial to use energy beams, and leave one's chimaera at home, though the JT would really love it since she can use her Manticore.   I agree with some limitations on parts that are both drop only & non-manufacturable, for ammo, except for the most high end MLs or PLs.  Same for such comps in items, except for the most high-end of items.  For those ammo comps that require a trader to build, I think that falls under "working as intended".  The idea behind that is for the warrior or the trader to buy the necessary ores from an explorer, the trader make the comps, and sell them to warriors, and for traders & warriors to sell ammo to the Scout & Sentinel.   With our smaller player base, I think it would work better if the Quartermaster could move from Venus to Glenn, and there was an ore equivalent vendor in Glenn as well.  Put them near F7, give them Glenn Commission faction, as far as faction affects prices, and have them pay about 10% more than other vendors for the same ores, when faction is roughly equal.
  9. See post # 3 in thread titled: Game Balance, Concerns, issues, rants, and so forth.  Macros and issues with them being used.  (I would use a link, but right now, I'm not able to get them to work)
  10. Sentinel could earn the ability to build Archos ammo through the Mars Construction Project.  If the MCP has all the rewards in emulator that it did in EnB Origins, then the PE will be able to make it when the storyline advances to the point that the MCP would become available.   There may have been more than one Threader device that the PE could use, but I'm not sure there. 
  11. Thanks for the advice, Pakkrat.   I hadn't thought of doing Agrippa Components on Tera, since my JT is my component builder.  Will have to do a little skill rearrangement to my PT but thanks to the PE that can be done.  All my Progen characters are under L100, so I haven't missed the opportunity.  Only my PT has TL45 of my Progen characters.
  12. Interesting.  I do have more than 1 JE and JW.  Since it comes as sets of equipment, I would have 2 questions.    If one gets dinged, quality wise, can I do a mission to replace the dinged one with the same piece of equipment?   Can the equipment from a specialty be mixed & matched with non-specialty equipment?   I could see having Terrwyn (my other JE) choosing the spy equipment, but sometimes putting some of it in her vault, to put existing equipment for the mining buffs.  Sculptor, Golden Tooth, Veiled Oyoroi, Harpy, etc.  I do like the 2 mentioned in the OP, and it will be  a tough decision, so I'm leaning towards having one JE do each.   I do like that you have to pick one, rather than switching back & forth.   Either way, I like the specialties.
  13. Having played the PE a bit in late live, I'd agree she was a pretty fun class to play.  It's good to see someone give the PE a fair hearing.  I'm not exactly partial to how their ships look, but I do have one, and she'll get more play over time, especially as my other characters are better able to support her, because she's a miner. (they already have most of the skills.  They just need to work on build quality & recipe lists)  The addition of the PT has to also make life easier for the PE, and Progen in general, because now nearly all of the Sparta reactors can be player made.   On Agrippa, which is the best one for her to do?  My PE is fairly early in her life, and I do intend to do at least one branch on her, but I'm not sure whether I should go with Devices, since she's the only Progen that can build them, or shields?  I'm slightly more inclined to say devices, since my PT can cover shields if need be.   The animal skin devices, to boost deflects, can be used by all explorers. (they're GETCo devices)  It might be a good idea for the explorers to divide the work of buffing players with these devices. (no changes to the devices themselves, but explorers prior to a raid, agree on which ones each will bring)  IMO, since the number of classes outnumber the maximum number of group members, we should at least consider waiving any group member requirements on support devices.  I agree on swapping devices, I do the same on my JE, and sometimes my JT.   Don't forget that when the MCP comes, if it's done like the original game, the PE will be able to earn the ability to make her own Threaded Archos ammo.  This will help her.  The JE gets the Gaze of Amah, and both can make the Gaze of the Martyr (the L8 version of the Gaze of Amah).  It's the Scout that would lose out, without additional rewards.
  14. Thanks for further explanation Ulyydian.  I like that you're working on making the classes better, especially the neglected classes, further explanation makes me like what you're doing more.  Thanks for the proposed improvements to all the classes, especially the Scout, Sentinel, and Seeker.
  15. That's not the only skill, that was added to the original classes, after launch (EnB Origins) that don't have buffs.  The same can be said for shield leech, energy leech.  I don't think Shield Sap has such equipment buffs either.
  16. Hmm, they may need to be racially specific, so that each trader or explorer gets something different, rather than traders or explorers as a group.  If all traders or explorers have access to these, then it doesn't close the gap for the less desirable classes.   I do think that Swashbuckler looks nice as sets of equipment buffs for the JT, though the 50% critical targeting may be a bit too high, since it's the equivalent of having the skill to L5. (JT would have similar up close & personal DPS to the PE)  Some of the best equipment that the JT can use in combat has around 30% increase to critical chance.  Same applies to the JE.   Adventurer's ML buff really would apply to the TT, since that's their racial weapon, the PT can use MLs but would probably go with PLs, the JT cannot use MLs.   If the JT could use a device to decrease the power of an enemy's weapons, as a debuffer, that would be a powerful way she could help groups.  Such a debuff may be more fitting to the Terran Scout, but it would be a powerful way to help a group.  Perhaps the JT could get the reduce enemy damage thing, while the Scout gets a different debuffer, such as moving the PM line of Profiler devices over to them from the TT.  Those devices should increase the chance that enemies will fail resistance checks against player use of skills and debuffers assuming that the Weaken Psionic debuff works.  Jenquai can effectively reduce weapon range if it works like the original game, with the Coma devices (scan blind), since mobs shouldn't be able to shoot things they cannot see.   Those high buffs to criticals or to DPS though, if on a secondary weapon, would actually help secondary weapons get more play in the game. Said weapons would also need hard to find, but not overpowered buffs, for the race that the weapon is intended for.  This would likely require that said secondary weapons be race-restricted.  (there are race restricted beams & projectile weapons already in game.  PLs that cannot be used by Progen like the Ninja's Shuriken or beams that cannot be used by Jenquai like the Nova Lance)   An activated HDC buff, as a line of devices, would be nice and likely fitting, for the PE.
  17.   In the box above the name of the receiver of any item you're mailing, you can enter how much you're charging for it, in credits.
  18.   I have to agree, I've been a bit bored lately.  Would love to see the storyline advance some, and some new content to play through.
  19. Thanks, for those classes it's much needed, especially the JT.
  20. You can trade via the mail system in game now, and even charge for what's being sent.  The practical issues would make it a bit awkward, but if there was a WTB/WTS sub-forum, then people could make deals on it, and the seller would use the mail system to send the items to the buyer, for the agreed upon price.  That way the players making the trade would not need to meet in game.  You'd miss out on the trade XP in doing so, but it can be done as the game currently exists.   There's the quartermaster in Venus now, where a player can sell PM items, and other players can come along and buy them.  It's been a while since I last saw him, since his location is rather inconvenient.  A similar NPC in space for ores would facilitate trades between explorers & traders.  So it's possible, in game to set it up so that traders can more easily get the ores they need from explorers, same for selling their wares.  As long as the price that the QM pays for PM items is greater than what it cost the trader to build it, he still makes a profit, though not necessarily as much as had he sold it on the open market.  Such an NPC near Friendship 7 would see more use since it's much more conveniently located than Venus.   I don't think we should go full bore in removing items from the vendors, though I could see most items that are introduced into the game being non-vendor, except for those items introduced for the new classes, that are their equivalents to the vendor items for the original 6 classes.  Also having more vendors like Drostan McClure where you have to meet certain conditions for access doesn't hurt, IMO, as long as said vendor has things not available at other vendors. 
  21. To lower the price of any ore on the player market, the best way to do so is to make it more common than it was before.  To raise the price on the player market either make the ore rarer, increase the demand for the ore or both.  Increasing the supply of any particular ore should lower the price that buyers are willing to play.  It's far less precise than setting the price that a vendor accepts any particular ore for.    Now that you mention that I was likely mistaken that he meant the player market.  Vendors buying ores, the dev can set.  If faction with a base's owners affects prices then he can have a range based on your faction, assuming it's not too low to land on any particular base.  Negotiate skill, for the Scout, would also apply.    
  22. I think he was talking about the value of ores, on the market.  You cannot, as far as I know, currently buy ores from vendors.  Vendors; however do buy them from you.  Last that I'm aware of that happening was in the original game.  There is a vendor, in Alpha Centauri, that looks like he would sell ores, but last I looked he wasn't (he had the right banners for it).  I can't remember if he was in Margesi Station or Adriel Mining.     How much an ore costs on the market likely depends on it's level, how common or rare it is, and what it's used in.  Astral Glass, which is refined from Astralite, should be expensive on the open market.  It was a rare L9 ore in the original game, it's used in several components to make desirable items.  The Sturdy Solar Panel used in the Balefire line of reactors, Fiery line of shields, and other items rewarded for completing Zach's missions in the original game would be an example though there are others.  IMO; however, the amount of effort to make a SSP was a bit high relative to the usefulness of the items it was used in, I think that the Fiery shields were it's best use, but others may vary in opinion.  I thought that the Balefire reactors were decent, but for the effort I needed to make them, in EnB Origins, it wasn't worth it on my PE.  Even in circumstances where the PT wasn't around to make the Progen reactors, and the Progen reactors that a JE could make were limited and such a reactor would likely be appreciated.
  23. Thanks for the information on the updates for mining and the ores prices.  Sounds pretty good.   On orefield guardians, I don't have a problem with them, as long as the field isn't swarming with them, where I'm constantly fighting, or nearly constantly fighting.  Some of the fields in Aragoth Prime have too many guardians last I checked.  Since any hit taken stops mining, while fields should be guarded, the number of guardians should be fairly low (depending on the size of the field).  They should also, IMO, have slow respawn rates, and low altruism.  Aggressiveness can vary, but they shouldn't have both high aggressiveness & good scan range.   The OP's mention of rotating field placement, I can support, at least for those ones that aren't specifically tied to something.  The fields that are near Asteroid Navs, navs that essentially have resource or field in their names, wouldn't make sense without their resource fields at those locations.  Those fields, ore, gas, or hulk, that aren't "tied" to a nav or a mission could be periodically moved.  If it's possible to have fields spawn in random locations, that would be a nice addition to the game as well.  I'd say maybe 1/3 to 1/2 of the fields, that aren't always in the same location would be nice.  Fields that are off the beaten path are also a good thing, it encourages explorers to free warp to look for them, also encourages explorers to equip scan buffs, and max their scan skill.   To a degree I'm okay with trading items for other items, but credits should be the primary means of trade.  If there is a way to fix that in the economy, it would be good to do so, IMO.   Rare items being traded for other similarly rare items sounds fine, but in most cases we should be bringing credits or parts plus build costs, for most of our items.    Mining should tend to tie into building, but I don't expect all ores to have some use.  Having some that are simply vendor food is fine.  They could have use in builds in the future, but vendoring for trade XP & credits is still some use. 
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