Jump to content

fuulishone

Members
  • Posts

    341
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Everything posted by fuulishone

  1. Madline, the corpse spawning farther away is an odd behavior. Basically what's happening is, the mob has a center point. It's also got a "size" that comes away from that center point. That makes a mob actually larger in size (weird, but true). So while you're firing at one edge of the mob's zone, it's center point is elsewhere and that's where the corpse will spawn. In an extreme case where combatants have low scan and are on opposite sides of a large mob, they won't see each other at all, but they might see damage ticks from the other side. You can see this occur when fighting particularly large Ten-Gu in the FB. You'll often need to thrust towards the corpse to loot as the corpse spawns just outside your weapons range.
  2. Thank you Shuzun, that's a really concise expression of the mechanics bug relating to kill credit.
  3. What was your sig at the time? All of the Bio-Ripper derivatives are highly aggressive and fairly decent scan, so that's one thing to keep in mind. IIRC, Claimjumpers are supposed to be socially linked in groups of 2/3. So firing upon one would bring the others to the one being fired upon. Once they reach that point, you're within scan range. This is just a guess, but I would think this would be good mob AI.
  4. As I can't see the other side and wasn't there, all I can say is, by your actions and willingness to give over the loot, you're far from being a kill stealer. It seems you're victim of the credit kill mechanics bug. If you're two-boxing as a PW/TS duo, there's not really anyway you could outdps a full group unless there was something wrong with the mechanics. The best way to resolve this is for the other group to post here constructively with their group composition and exactly who was actually doing dps out of that group. Then we can discover whether or not a bug exists and if it can be recreated.
  5. According to the planner, my JE is OL186 at a total of 312 sp. Not sure if that's right, but it seems close.
  6. /agree - JDs are meant to be the glass cannons. High dps, high risk, needs a meat shield to protect them in a group situation. They shouldn't be immune to damage. - PWs are your high dps, tanks. They're meant to take the focus fire. - TEs are your "higher than others" dpsers and should be higher than the remaining classes. They're relatively low risk with their range, and in a group situation where inbound damage needs to be spread out, they can help mitigate some by kiting single mobs away from the others (assuming aggro and kiting works properly).
  7. Aren't you supposed to go there and look for a ship and target it?
  8. @MadLine The "where" of the shield is right there in the description, it's Mordana made. In the Net7 Launcher content notes, it specifically lists that new Mordana raid content has been introduced. I suggest starting there. It's a raid, so ask around in various game channels for groups that are going.
  9. Planner says OL25 to start, not sure if it's correct so check the skill text to see if it says the same.
  10. @Phorlaug Also consider buff interplay between the gear sets. Any chance you could post your full equipment list (include non-weps too) between the two situations? There may be a bug, but without the full equipment list to compare buffs and other factors, it's hard to nail down if there's a problem or not.
  11. All you need is the formula for reload based on percentage. Sent you a VB function you can try in your PM.
  12. In general a system managed raid queue over a contested mob is counter-intuitive. Contested mobs are like that for a reason, to increase the perception of their value and rarity, and incite the desire to do what's necessary to get him. This is what creates the need for folks to camp a spawn. The real issue you're trying to fix is that mobs are on a schedule, and that simply shouldn't be the case. Ideally you want to implement the escalated mob system that was in live, coupled with a minimum respawn timer as well as a good randomization method to make it variable enough to be unpredictable, but not so punishing that folks give up in frustration. What I mean is something like this... Boss XYZ is a CL66 mob and drops a bunch of interesting uber things. To get to him you must initiate the escalating spawn cycle and complete the chain. Once you nuke the final spawn, the next spawn has a chance to be his spawn, or a chance that the cycle restarts. If he spawns and he's beaten, then an internal minimum timer starts which prevents his eligibility in that final wave... So an example: 1. You find and beat the trigger spawn, 3x CL60 Minion ABC mobs. They need to be beat within 30 seconds of each other. 2. Roughly 10-20 seconds later, 3x CL63 Minion DEF mobs spawn and they too need to be beat within 30 seconds of each other. 3. Another 10-20 seconds go by, and 3x CL64 Minion XYZ mobs spawn, and again they need to be beat within 30 seconds of each other. 4. One more time, 10-20 seconds, 3x CL65 Minion PDQs spawn, same restriction, 30 seconds total time of death. 5. Now 10-20 go by, maybe some system broadcast text appears announcing the boss. 1x CL66 Boss XYZ spawns, along with some helpers, say... 1 each of the CL63, CL64, CL65 mobs. 6. The group beats the minions and boss, and get their loot. The CL66 Boss' internal 3-6 hr holdback timer starts now. The trigger spawn mobs will come back in say 5-10 mins (again random and not on a schedule), but farming the waves to the final one while within the internal holdback timer will simply reset to the trigger spawn once the CL65s are down. Wait out the holdback timer (3-6 hrs, random). Start the cycle over. At the boss wave, there should be some random chance that he doesn't spawn, and the trigger resets. Make it 20% chance for a spawn so it's not crushing, but variable enough to confuse whether it's the holdback timer, or sheer chance. If during any wave, the mobs are not beaten within the timer, then the next spawn will be the trigger spawn again. This is how the players know they messed up and need to improved their dps or recruit more friends. More fun, add a despawn timer on the CL66 Boss if he's not engaged/beaten within a certain amount of time. Each time he despawns, increase his internal change to spawn on the final wave. Eventually he'll be a guaranteed spawn if people keep failing to beat him within the despawn timer. Even more fun, each wave's mobs should have different abilities, resist, damage types. The shield/hull hp values should increase significantly. This should reduce the camping of bosses, prevent the solo'ing of bosses due to the timer restrictions, and allow for groups to have content. It also gives the content devs the future ability to introduce raid mobs, but maintain their mystery. It becomes an easter egg of sorts, and folks need to start moving around exploring to find the trigger mobs. Out in space, mission activated bosses can be handled similarly, simply make the trigger spawn an npc/nav/deco you interact with. Either by targeting it and activating a device (Oni in XT style, Ascendant Voltoi), or talking to an NPC with a specific item in your cargo (FB style activation).
  13. While I agree in spirit, I don't agree with it being in the skill tab's text. The information should come from the NPC when you go to interact with them. If the NPC notices you don't have build XYZ, then they should tell you so and send you off in the right direction. This gives mission developers flexibility and the ability to make branching content based on your character's situation, and enrich the experience. Having it "hard-coded" into the skill text makes it dead content, and really in some ways becomes a spoiler.
  14. Some feedback: - Buff font size way too small to be useful. - Help text is annoying and gets in the way. Better to have that hint info on a separate sheet or something. - Having the entire sheet protected is also annoying. Makes it impossible to verify/validate your assumptions. - Educate me, why is the Sting Octo listed as an additive to the dps? The bonus damage from weapon skill isn't scaled, it's tiered and hard capped as far as I know.
  15. I use a smaller browser window and would like to request that the hard set left spacer be made smaller, or removed if possible. Right now I constantly have to scroll right in order to view the full contents of the box as it too is fixed width and the combination is wider than my normal browser window setting. Thanks P.S. On a different note, would you at all be willing to package up just the code aspects of the old database site (without the database data of course) and upload somewhere so those that are intrepid and interested in creating their own may do so with yours as a starting point? I totally understand if the answer is no, but I thought I'd ask anyway
  16. Apologies, I missed the part about trade goods dropping from mobs.
  17. If you're proposing that random mob loot needs to be sold to particular vendors to balance trade xp said items, I think that would be a bad thing. You would end up hurting a lot more of the community simply to address one very specific incidence that should be fairly easy to fix. The core point of this thread is that one particular trade run is still able to be xp positive after a wormhole. The whole profit versus pure cost discussion is strictly around the fact that one particular trade good's xp isn't affected enough by the 50% damage taken by going through a wormhole. Simply adjust the receiving vendors buy price for the item so that you no longer stay positive and the negative profit (i.e. loss) logic should kick in whatever that happens to be.
  18. You're 100% correct. There were no missions in live that actually required folks to get in a group in order to complete them. While it was advantageous to do so in many instances, you didn't have to. Having said that though, many missions required interaction with others, either through sharing of knowledge (like when Zeke's first missions became available and no one knew how to start them, there was much discussion on the Explorer channel), or through active interaction between classes (like the various components required to build the Oni Comm Device as they were race restricted on the build side). Some of these missions were specifically for enabling raid content, so for the most part, while you could do the mission yourself, you couldn't take full advantage of the rewards until and unless you had a raid. (FB activation, Oni Comm Device, the dude that was activated that eventually dropped the ML-X11 Bolas launcher don't remember the details.) In think the issue is the perception that certain missions require folks to do things outside their class is forced grouping. I would offer that it's not grouping at all, but simple normal and natural interaction with the server community. Sure it may be hard due to the low population to find someone that can make XYZ component for you, but if it was easy then what's the value of the reward? Agree 95%. There should be tough mobs and encounters that require grouping, but these should not be tied to missions that are core to character progression. Specifically with respect to the BB mission however, I have to disagree a little bit. The Brimstone Ballista was a raid item, and really shouldn't even be in the game as a mission reward. But being as it's here, but the mobs/zone aren't, one can almost equate the necessity to give it the "must group" aspect with whatever tools are currently available. It's been said before the the BB line will go away, so it's a temporary mission. I've also raised before in other threads that it's completely inappropriate that Progens have access to raid only items like the Brimstone Ballista, Crimson Force Barrier, via missions, but most Progens just blithely ignore the fact that it's content they shouldn't have, and prefer to focus on how it's forced grouping. I don't believe it's forced grouping, but rather it's an epic mission in lieu of epic mob and should be treated as placeholder until the mobs become available. You're well known and helpful (at least to me), I'm sure any guild will be happy to invite you. My play times have been terrible, but when I am on, I do watch the various usual channels. If I'm able, I'd be happy to help with missions.
  19. I was being serious. If one mission line can cause you such angst that you won't play your Progen characters, then there's something else going beyond simply the mission. No one mission should have that kind of power over one's enjoyment of the game. In terms of being told who, how, when to group... That's simple. Once you entire content you can't solo, you need a group. How/who? Dual box, in guild, friends list, various in game channels and no I'm not being facetious. I'm genuinely interested in knowing how this one singular mission affects you so greatly.
  20. @Terrell, is the max scan skill working? i.e., is it being shared to group members properly?
  21. I can sympathize with that... Due to real life job changes, I had to stop raiding during EnB Live and missed out on finishing off my TE's gear. Unfortunately, that's the nature of things, not all content is meant to be accessible to folks that have shorter, more restrictive play schedules. Putting aside the concerns with the BB mission line, as it's only one element here... What's preventing you from enjoying your progen characters?
  22. I get that... but again ask yourself, is this grouping part of a core mission line and thus prevents you from moving forward in the game? Or is it simply an optional, nice to have? From Mattacre's complaints, it seems like his issue is with the BB line, which really is truly optional. You must already be OL150 and max hull in order to even start it, so it's not stopping you from any other content. Edit: Perhaps I'm missing something here. Is there some new mission objective that blocks you from progressing and requires help from other classes and is NOT an optional mission?
  23. Actually EnB is an MMO first and foremost, so it's reasonable for a developer to write content that requires interaction. Arguing that a mission should be able to be completed solo doesn't really make much sense in the context of an MMO. Your entire approach paints a very broad stroke on the whole thing and doesn't really shed much light on the core issue HERE other than what you've experienced in other MMOs. The specific situation you're having issues with is specifically the hull upgrade *OPTIONAL* mission line. AFAIK, none of the core skill/hull upgrade mission lines require anyone to group or even interact. The only mission lines that require any of that are purely optional, and as Byakhee as already stated many times, experimental. I understand the kneejerk reaction some folks may have when they become worried "WoW-ism" may be creeping into the game, but at the same time, look at those things objectively and really, deeply inspect their long-term impact on the game as opposed to how it inconveniences you in the here and now. With respect to folks doing "looking for group" and such, is that so bad? There should always be content in any game that isn't soloable and requires folks to band together. That exclusivity is what drives a lot of us as gamers. The mere fact that the FB shouldn't be solo-friendly and requires a group should make the reward that much more, well rewarding. I think content should be accessible to everyone, just not everyone solo.
  24. Oh I certainly understand the desire to be complete and being able to produce your own shiny 200% "bb" gun with your name on it. (notice the quotes and lower case ) Your situation, however, is most disconcerting as it means there may be some corruption in the database with respect to your mission history, and at the end of the day, that should be the thing the mission devs focus on... ensuring such corruption doesn't happen once the system goes "live." I'm currently leveling a PW from scratch just to see if the mission progressions are working. I'll let you know if they're working correctly without GM intervention for a fresh character... If I ever make it to 150 with this one.
×
×
  • Create New...