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Floss

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Posts posted by Floss

  1. another song I like to use is from the movie the Blues Brothers... when they are in the elevator going to the assesors office with an instrumental of The Girl from Ipanema in the background... I use this when I am grinding even level mobs in combat that have no actual chance of killing me...

    Lies you don't grind or play.

  2. It's only a stress test and look how much fun we're having.

    Keep up the e-drama, it's very amusing.

    That screen looks almost exactly like: https://enb-emulator.com/index.php?/topic/1047-lets-make-sure-we-all-understand-what-a-killsteal-is/page__hl__kill%20steal

    Jack and I have had a couple of shootouts, but that's just the reality of the game. Watching you tractor a PB onto your JE made me cry a bit (lol), but that just sort of establishes the relationship that when I see you, it's go time :)

  3. The best part of that screenshot: "Jackpw is now friends with Vonbon".

    Not taking sides, but I agree that camping a spot all day doesn't give someone owernship. With all of 2 end game mobs of value (Controller, BB), it's too easy for a handful of people, let alone an entire guild, to "claim" the spots as theirs. Most of us have jobs, kids, wives and can't sit at a nav 24/7 to own it. Shootouts on these things are going to be inevitable.

    Sharing is ideal but is tricky to implement.

    • Upvote 2
  4. Mercy... that would make me want to claw my eyes out in abject horror - that is, the thought of grinding almost 300 levels of trade runs.

    The thought of grinding through nearly 100 levels (50 each on my two characters) is dreadful enough :D

    Of course, some might say that the prospect of mining my way to EL 50 on my TS would be a cosmically boring way to do it too.

    That aside - you don't take an XP hit on trade runs when you wormhole?

    Grinding combat was worse. Interesting group combat requiring tactics and skill is one thing, but endlessly slaughtering trash mobs at roughly 1/5th or less the xp/hr rate of trade runs was brutal and felt like a waste of time (reverse or forward kiting isn't tactical just boring).

    Combat was slightly more interesting when I was trying to print specific items and had a goal beyond just grinding. I would like to try a Jenquai out as it seems they have the most depth in terms of combat tactics, but broken skills and lack of end game plasma beams make that a turn off.

    You do take a hit on wormholing, negotiate can "undo" some of the damage. Paramis is also a nice shortcut due to a lack of RD gate access. Wormholing a toon from somer to fenris and driving back through paramis is tolerable and you get full xp in one direction.

    Bumping up combat/explore xp/hr to be in line with trade would be a good plan, as I would guess on average 80% of my F-list is either in fenris or somerled ;)

    • Upvote 3
  5. Soloing to 150 is horribly easy. Trade runs will get you there without any assistance although wormholing or lvl 7 summon can make it faster.

    "Its nearly impossible to get past EL 25 without tours. So I doubt it. " - No. I have done zero tours. Explore job in VT also gives you around 5k every 5 minutes or so, which isn't bad.

    I'm soloed/duoed both of my chars, mostly trade running. Trade spillover will get the job done, though I did some combat grinding for credits as well and to avoid boredom.

    • Upvote 1
  6. I still don't get why a known issues list (see my post above) is so hard to implement.

    1) Create a sticky post

    2) Post the known bugs based on category

    I was told in my suggestion thread that mantis does this (not complete), or that devs already know about them (not useful for reporting).

    This is like a 10-30 minute job for someone. There is a breakdown here in terms of what the dev community feels is the best way to handle bug reporting, which makes it frustrating for the players to see any value in posting bugs.

    ----------

    "Known bugs don't always need to be reported. Saves us "scrolling" time. - Marco

    "long and the short: it's great you want to help but don't stress over it, feel free to report to betas but the world isn't going to end if you don't get that report in." -random poster "Well said, Endorsed by me ;)" - Slayerman

    "Us developers would love more bug reports in the developer support bug reporting section." - Kenu

    ----------

    I'm fine with the current game and not whining about this, but it seems clear to me that there is no centralized process for bug reporting or issue management. Mantis looks like a good tool that would be useful for both creating a known issues list and managing the issue resolution workflow so I don't get why it isn't used effectively.

    The mixed messages from the team confuses the hell out of us. Post bugs, don't post bugs, tell a beta, don't tell a beta, etc.

    I would love to help make the game better by helping devs work out these bugs, but a better process needs to be in place to manage the issues effectively.

    • Upvote 1
  7. Nvm I found some stuff that I believe applies. The second one supports my experiences in ST3 on shooting CL 66.

    If I understand the first one, miss rates vary greatly at 10 level difference, 16 (for CL 66 vs CL 50 player), 20 level difference, and +25 level difference.

    I go back to CL35 (level 5 missiles) vs CL66 (Base), and you land squarely in the "impossible to hit" part of that.

    ----------------

    short Player::CalcMissChanceVersus(int subcat, short mob_level)

    {

    short miss_chance = 5; //5% base miss_chance

    short level_diff = mob_level - (short)CombatLevel();

    float weapon_skill = 0.0f;

    if (level_diff > 0)

    miss_chance += level_diff*level_diff/5; // +10->20% +16(raid)->51%, +20->80% +25 impossible to hit

    else

    miss_chance += level_diff; // subtract

    ------------------

    if (weapon_skill > 300.0f)

    weapon_skill = 300.0f;

    miss_chance -= (short)(weapon_skill / 10.0f); // 30% at max, giving 74% chance to hit raid bosses (66) fully buffed

    return miss_chance;

    • Upvote 1
  8. Yup. That is why the mobs were tethered. Many people complained, but it was cruel to kite Mr. Chavez Boss Guy (My nickname for him) out to the corner of the sector, and ditch him there just to grief others. Terrans can still kite now, just not as easy before that code.

    You Terrans (under Kyp, your overload) need to think less linear and more circular! Wow, that made me sound smart. :)

    I kind of feel bad for those RD mobs and the RD base. Imagine how much XP Dept and Credit Debt they are in from all those "Tows," after being killed so much. :P

    - Marco

    Marco do you know where in the SVN files the damage calculations are stored? User testing is great, but code is more reliable.

  9. Fraps the ability to do damage on a mob that's however many cl's higher than me and not miss or do 0's.

    Assuming the CL in your sig is current, shoot a GSP from 6k (then warp out!), and save yourself some trouble :)

    I've tested this on RD Base, Kish the Fish, Deshash, GSPs, etc. Watch any progen shoot at something too high and the bullets fly off on 90 degree angles.

    Claiming 100% accuracy and 100% damage is bold.

    Hell just roll a lvl 1 TE and fire at an Earthcorps CL 66.

  10. I'll fraps me kiting something around forever with a hold full of ammo, just gotta find something like cl40+ to play with, as i'm not cl20

    I don't understand, are you just trying to show that you can kite something? That's not in debate at all. Kiting has been the terran way of life since beta, and the current incarnation of kiting is "ez mode".

    In live you had to deal with mobs that had:

    1) Grav link

    2) Summon

    3) 600+ impulse speed

    4) Hacked engines

    5) Menace

    etc...

    In the current version of the game, if you have > 3-5k range (depending on the size of the mob's graphic), and about 250 impulse, you can kite anything forever. Mobs have roughly a 30k tether on any axis that if you keep them in that bubble, they will follow you. Outside of that approximate range they either dissapear or turn around and fly back at roughly 600 impulse.

    What is contended here is that there is something in the code that limits the ability of a character to do damage to a mob based on the gap in combat level. There is a link somewhere to the actual code for this game, I can't find it, but there is probably something in there that explains the calculations.

  11. I myself have at least messed with a cl 33 as a like cl 13. i woulda never killed it but i was able to keep it at distance(leash kiting is easy once you learn how to), and i was actually hitting it and doing damage. infinitely small damage compared to it's shields but i didn't miss once, and the missiles always did normal damage.

    I'll screen shot this when the server is back up for the skeptics ^_^

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