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fuulishone

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Posts posted by fuulishone

  1. I gotcha.

    I was asking about the Fang's buff since it seemed you had already factored in the enhance projectile buff from the Reaver as part of it's dps benefit. On the BB, same reasoning. According to purely dps numbers, you'd be better off dropping the BB and replacing w/ a Bile Cannon.

    Not criticizing, just offering feedback that may perhaps point you in a direction to go in terms of filling out the spreadsheet.

  2. A couple comments...

    - Your Prototype Z 9 reload time is different than what's listed at enbdb. I don't have one so I can't verify it, but I do need to ask, is 3.8 at 100% correct?

    - The Fang has the projectile force buff on it, but I don't know the actual amount. Is it 3% or 4% added damage? And does it work?

    - The Brimstone Ballista really seems to have kinda mediocre dps. Aside from the reactor cap buff and shield renewal (which is really only important if you're solo) why would you use that versus replacing it with another Bile Cannon?

    - Your reload numbers seem like they're compiled from the in game screen, but the server side code calculates time out to milliseconds, so there's rounding error in your numbers. Not statistically significant, but something interesting nonetheless.

    - Lastly your spreadsheet didn't have any formulas in it, not sure if that was intended, but again figured I'd mention it.

  3. Anyone have a list of what was intended to be fixed/changed in today's server restart?

    Upon logging in today, there seems to be some commentary pointing at changes that may or may not be intended and would like some clarification on them.

    - Hulks were changed with the Jenq/Terran/Progen suits removed and apparently replaced universally with Debris. This does not relate to hulks be more interesting according to the October content change notes.

    Edit: Looks like some folks are still finding suits, so perhaps they were simply cherry picked. But with L1 Debris being added to the loot table, it's just a worse situation than before when we had only L2 Wreckage Slag to contend with.

    - There's some dispute about ammo comp costs skyrocketing for certain ammo types and being inconsistent. I don't have a full list, but it *feels* like an error/bug and not intentional.

    There may be more issues, but these are the big ones off the top of my mind.

    Thanks

  4. @Daywolf

    While your ideas have merit, you lose credibility with the constant passive, aggressive commentary that peppers your commentary.

    Back on topic, the question becomes, while you may think it's easy to implement based on game systems you've used/implemented in the past, they are probably not the same as this one. So it may be harder than simply due to the lack of sufficient tools, scripting support, etc.

    Also, there's a question of priority. With the limited development resources, where does PvP even fit in the priority list? PvP was never a priority in the old EnB, what would make one think PvP is a priority or even an interest here?

  5. I've been noticing this too. Resetting my home network, rebooting, checking other Internet locations and such pretty point at it NOT being my Internet connection.

    If you let it wait long enough, you might get in, or the client will eventually time out. It seems like the client/proxy is simply sitting there waiting for an answer back from the server.

    P.S. There also didn't seem to be any packet loss, so probably not the trans-atlantic internet connection either.

  6. I think there needs to be a clear communication of what the story plan is, and what items/mobs/sectors do or don't fit into the current story point.

    There are currently many inconsistencies.

    If we're sticking to "story" then why is the Tada-O gate open right now when there's no V'rix? Didn't they both exist at the same time? I recall the original Tada-O raids involved attacking the gate and killing named Ten-Gu in Cooper space. It wasn't until much later that it became a sector.

    Why were Brimstone Ballistas allowed into the game and then not subsequently removed? Aren't they DT content? Conversely, while items like the Solar Sail 7/8 and Dung Flinger weren't intended to be available during that short stint of uber-roidness, why were they removed from inventories and build lists when the Brimstone Ballistas were left in? There seems to be some hidden jockeying for what items do or don't get removed to support the "storyline."

    As far as I know, the Ghost of Black Beard was never a mob in live, and sorely needs balancing. Right now his drops are some of the best in the game, far exceeding some of the late game patch content from the live storyline. Being available now feels unbalanced and detrimental to the continuation of story content.

    And with no V'rix mobs at all right now, why do we still see V'rix related drops like the CH1NN2LFL4W? With Ardus closed, why are Dark Matter enriched ores available in roid fields? These were only available in Ardus during live.

    This isn't a criticism post, just one pointing out that inconsistencies in the current game implementation may lead folks to incorrect assumptions on exactly what the intended "storyline" is meant to be. I'm not asking for things to get removed, just that some exposure of the plan would be nice. If we go on the premise that we're all testers in the building/recreation of a game, then I think it's valid for everyone to have some better understanding of where things are planned to go.

    I'm sure this can be done without revealing spoilers.

    Thanks for reading this far.

    P.S. Happy Turkey day to all the folks in the States!

  7. Closed pending v'rix, to enlighten slightly for those who don't remember the story: Humanity and our persistence in screwing with Gate technology caught the attention of the Ancients, whom are the "gods" of the universe, at least in some form or fashion. They manufactured the v'rix as defenders of certain things, this technology was related to something used in the ancient past to cause extreme havoc and almost ended the universe. The shears are v'rix versions of a gate that carried them across time and space to investigate and do whatever was necessary to prevent the gate technology from being abused. Humans were too primitive to handle it.

    Ah okay. I started a few months after retail launch so must've missed that patch. Thanks for the clarification.

  8. I've updated my signatures via my posts, they do not seem to reflect the current levels of my characters in game. Am i missing something?

    ~Jam

    The images get cached, you may need to force a reload of the image to show the new versions.

    I currently see Jam as PW 150, JaMiner as JE 150, JamVault as PP 90, JamRunner as TT 150, JamTzu as JD 146.

  9. oh ok so the combat job should spawn a lot closer to where you're picking up the job eh?

    that's not a problem.

    How are people finding the new combat job mob system? There should be a lot less 'corpse grinder for RobzombiPP's floating around.

    TB, while you're looking at jobs, any chance you could review the ones that are available to the L150 job terminal at Prasad Station? Half the time, the combat and trade jobs send you to DT which isn't open to players right now.

    On the explore ones, there's a number that go to Margesi (Loch Kaele and Ruined Small Moon) which are problematic. Loch Kaele only allows you to warp to 20km of it, then you need to impulse the rest of the way to actually complete the job. Ruined Small Moon doesn't seem to show in the zone at all as a nav, so these are impossible to complete.

    Thanks much

  10. The EnB Emu development team is wondering, what development do you want for xmas? What do you want us to develop as an xmas gift to you?

    Rules:

    1. no instant gratification requests ("I want an archos! or 100mil credits!")

    2. no asking for sectors that don't fit in the storyline yet (Der Todesengel, Ardus, Maelstroms)

    CL66 Evil Santa (a la Futurama), randomly roams around all sectors (except for newbie starter zones) on a RANDOM respawn timer and location. i.e., non-campable. Don't care what he drops as long as it's fun. Candy canes to give to NPCs for faction, sexy Mrs. Santa dolls, whatever your imagination can come up with.

    =)

    • Upvote 1
  11. I'm already working on some faction spawns with many mobs and really short respawn time.

    I hope i can get them in for the next patch, but for sure the one after the coming one.

    The thing with camped spawns, i don't know how and where you tried to get faction, but i got the RD faction down to -1900 from -7000 and Bogeril to about +2000, also Anseria in green all in about 3 days, and nothing was camped.(with my normal play account)

    Atleast i can say the factions are working and there are some good spots to get the RD faction.

    Also not only chavez give RD faction. Maybe you want to have a look at other Factions to kill. If you need an example, EarthCorps.....

    The existing spawns are not finished yet so have a bit patience.

    I'm looking atm for all spawns in Beta Hydri and Aragoth.

    It's a slow task to test them all, if they spawn fast enough or if there are enough mobs over the time.

    But as i said, right now it is already possible in 3 days to get access to the RD Gates.

    greets

    Hexergirl

    Your ability to find open, uncamped spawns may be due to when you logged in. I'm on the east coast, and when I've finally gotten everything I need to do around the house done and can log in and play, it was rather difficult the first week or so finding spawns for faction. I agree there ARE other mobs one can farm other than Chavez, but as Chavez give Bogeril faction, and DT is 'around the corner' it doesn't make much sense to farm anything other than Chavez.

    Now that some time has passed since the gates were faction closed, I have noticed that the "open-ness" of spawns is more largely due to the fact that a lot of folks have stopped logging in to play their high levels more than anything. I've seen more folks working new toons or just taking a break. What does this absence of high levels mean? I don't know, but something's happening...

    • Upvote 1
  12. Notice how I said it was a week ago >.>, I can take on ones much higher now, the jotunheim ones don't offer much combat experience for me anymore, i can take one ones in the 20-23 range at least now but I have not ran into very many of those yet.

    The two hidden Chavez camps in Jotunheim have some in that range. Odin Rex has a spawn of those as well in the NW corner, past the defense drones. And um... There's always Glenn, but that one is quite camped by folks.

  13. RD faction or any faction for that matter should be based on level of mob

    It is. But the scaling for higher level mobs isn't really in line with the difficulty increase, so it's something that may need to get re-balanced, or at least examined.

    I totally agree this faction grind is starting to get really tedious. I am begining to think its not really worth the grind and may just stop grinding it all together. Currently my PS has about 7900 RD rep to gain before being in the positive, at that kind of deficit its not really worth my sanity to kill millions of chavez and especially when there is a higher level or 2 lurking around with the ones you can kill like in my situation about a week ago I was killing some CL15 ish chavez and out came a level 30 one whom one shotted me and being that I was out of reactor energy I couldnt jumpstart myself so I had to take a tow and being how certain individuals have been within the game now I didn't bother asking for one.

    Not sure what CL you can handle, but it sounds like you're hunting the ones in Freya that occasionally have a CL30 scout/enforcer (?) with them. If that's your target level range, you could try Jotunheim. Register at Arx Ymir just in case you need to tow and you have your pick of 3 navs of Chavez in the L9-17 range. It's also a short hop from here to Odin Rex where there's L15-18 Chavez.

  14. Quoting Kyp from another thread, and breaking out the response so as to not further clutter up the server status thread.

    When we go to actually test faction stuff (read: possibly now) it may be necessary to test each facet of the system even if some of the rest of it doesn't work Grendwal, if we didn't do it this way we'd never find the bugs that do exist.

    We realize it's annoying, but we want it to work. The only way we can make it work is to provide something for everyone to complain about, because that tells us where we went wrong. If we mask the problem indefinitely by allowing everyone to use those gates for convenience we'll never get anywhere. :D

    What you say makes sense and is perfectly fine. The key component that's missing though, is any kind of forum post/announcement stating that faction is entering a testing phase and that the gates will be closed for that purpose. Every time something changes in the game that's perceived to be negative, the lack of communication has always added to the frustration value of the community. Whether that's intended or not, I leave that to others to answer, but I simply ask that someone say definitively whether or not the faction re-enabling is in fact intended and if so, what's the focus of the testing for this period of time?

    Alright, now that that's out of the way, let's assume that you're looking for useful feedback on the faction situation. As has been stated in other threads, the starting point for faction for certain classes seems high. -9k RD for my PP to start is just... painful. Having said that, I did finally get both my JE and PP enough standing to enter BBW/Paramis and dock at QAR. Results below...

    Short list version for Kyp

    - Review the faction awarded/removed scale and see if +11 for CL50+ mobs seems right. Suggestion, could we perhaps move this to +15 and adjust the scaling for lower level mobs accordingly?

    - NPC at Paramis Station (Jar Vlodim) has a mission for the Talons that doesn't award any faction at all. Is this working as intended? If not, could we have it award RD faction?

    - Sun Tzu @ OMP currently has only one mission for 500 RD faction. There are folks that say he used to have a second followon mission worth 2000 RD faction. Was this removed on purpose? And can it be returned to the game?

    - Can there be some sort of token turn-in for RD faction similar to the half-eaten Jenquai/Terran/Progen suits?

    - Faction awarded from job terminals seems a bit low for the time/effort involved. Could these be reviewed and perhaps bumped up to 30 faction instead of 25 for an L150 combat job? Explore/Trade jobs at 25 faction seems balanced.

    - What I'd like to see is some kind of epic mission arc that you can do instead of the endless grinding for faction. Something along the lines of the Call Forward mission... Something that requires a lot of effort on one's part to complete without the monotony of sitting in one place hitting e+f. Granted grinding and jobs for faction should still be there for those that don't like missions. (Thanks Zyrith)

    - Shared faction in a group isn't currently "working." Could this be fixed? (Thanks Grendal)

    - Mob spawns that award RD faction are a bit limited right now (beyond simply Chavez). If this could be improved as well as faster respawn times, that would help the grind. (Thanks Grendal)

    The Good

    It wasn't as terrible an affair as it could've been, it took my JE about a week of casual play to get in. My JE started at roughly -7k or so. Casual play here is defined as, sitting at a spawn point, clearing it, watch some TV while waiting for respawn, maybe miss a spawn or two, clear again. I did this for roughly 2-3 hrs a night. All told, somewhere in the neighborhood of 10-12hrs. I did take advantage of running a few L150 jobs (combat/trade/explore) whenever the RD faction popped up to help things along. I also did Sun Tzu's mission from OMP (where we get to rattle Harvey Krum a bit.) So not a terrible experience.... the first time through.

    The Meh

    Now that my JE was in, I started working on my PP. This poor sap started with -9k and it took him a long time. Perhaps it was because, by the time I started on him, everyone else was hard grinding faction as well and there were no Chavez to be found. I could've started on my own faction but they don't offer the same kind of faction benefit as Chavez, so it was not in the cards. I started out doing what my JE did, casual play, sit at a spawn point, etc. The problem was, with such a large starting deficit it took a lot longer to bridge the faction gap and I ended up taking around 10 nights or so, again at 2-3 hrs a night, before I was able to limp into Paramis Station. This one also did the Sun Tzu mission, but not jobs.

    I do have to say that a lot of this time was also in the middle of the server issues, with the inability to manufacture ammo, characters not saving (that one set me back by around 900 faction alone... grrrrr), mob spawn times being completely messed up and such, so perhaps the pain was more than it should've been under normal conditions.

    The Bad

    Alright, so two down... and two more to go *sigh*. While in the grand scheme of things, it's not a big deal to spend roughly 2 more weeks to get my remaining two toons to faction, it does mean that all told, I will have spent a substantial amount of time doing nothing more than beating up on no xp, crud loot mobs that others could've been leveling on instead.

    My TE and JS are both around -6500 RD right now so roughly close to where my JE started. Both will do the Sun Tzu mission. Both will farm the best faction producing Chavez available, which are of course, low level and easily farmable. This just further causes spawn camping issues and such as there aren't enough alternatives in the game today to gain RD faction.

    Bottom Line

    The major problem right now is that the "best" (and really only) strategy for gaining faction for high level characters is well, beating up very low level mobs. The high level mobs offer very little relative gain in faction to even bother with. The faction scaling doesn't match up to the increase in difficulty and the reduction in overall mobs killed per hour. So again, farming low-level, high quantity spawns works better.

    The Sun Tzu mission isn't repeatable, and it gives only 500 faction. My memory fails me, but I thought there used to be another RD mission that one could do to gain entrance to BBW, but I couldn't remember, nor find such a mission. The job terminals only give 25 faction, which is pitiful considering the amount of time invested to do a single job as compared to nuking a spawn of 5-10 L25 Chavez. There are no token turn in type of missions. Options are quite limited right now.

    Improvements

    - You could improve the faction awarded from higher level Chavez to +15 for the CL50-52, up from their current +11. That would help those that already went through the initial grind to further improve and maintain their relations with the RD.

    - You could make Jar Vlodim's mission from Paramis Station actually award RD faction (it currently does not, perhaps that's intended).

    - You could make Sun Tzu's mission repeatable once per faction tier as a sort of reward from the RD faction in recognizing that you're moving towards pirate-hood. For example, the current mission would be the initial one, can be done anytime by anyone. Once you get halfway to gate use for your class then Sun Tzu will recognize your efforts and offer you another mission to help ease the transition to the next phase. By this I mean, if your starting faction is -9k, then once you get to -5.5k, Sun Tzu gives you the second mission. (This is assuming -2k unlocks the gates.)

    - As stated in other threads, you could provide some kind of item that could be turned in for faction, an RD version of the Jenquai/Progen/Terran half-eaten space suits. Or even just these items and given to some RD representative. I think the restriction here would be, they'd only accept space suits of your own faction. As a Jenq, giving Terran suits would get me a "ho hum, move along" from the NPC, whereas giving Jenq ones would get me some small amount of faction. A good balance might be to give 2-3 faction points per suit, so a stack of 60 would be 120-180 points. More than that would be unbalanced. I think 120-180 points per stack would open up a neat little pocket black market commodity as well for the market channel.

    - The job terminal jobs should probably scale better on the faction awarded depending on the type. Receiving 25 faction for a L150 explore job seems okay, but seems too little for a L150 combat job. Perhaps a small bump to 30 faction instead? This means someone focused on combat jobs could get a maximum of 180 faction from picking six simultaneous RD factioned combat jobs (which in itself could take an hour before the refresh on the job terminal even produces said jobs). If the mob spawned happened to be Chavez, then bonus.

    These suggestions could offer more options to folks. Perhaps they end up still being less efficient than low-level mob farming, but at least the gap wouldn't be as big, and folks could take a break from the mob ganking and do something more productive. Overall the idea is to make the process non-monotonous and offer more variety.

    If you made it this far in my wall of text, I thank you for having the patience to read my post.

    Edit: Added the short list section up top for Kyp.

    • Upvote 4
  15. Is this being addressed? Maybe I shouldn't ask here but since it's posted here...

    If my JE's sig says 0.3 then they shouldn't see me unless they are within 0.3, especially since in my experience my CL on JE is always way way way way lower than exploration xp / prospect skill.

    Mobs should see you at 0.3 + the mob's innate scan. If they have a scan of 5, then they'd see you at 5.3. From what I can tell, the next factor that plays is whether there's mob ai that determines how and when a mob may decide to attack you even if they can see you.

  16. One of the things that make JE-style mining different is how many mineables spawn near highly aggressive and dangerous mobs. The fewer interesting fields there are, the less useful and unique a JE becomes. And vice versa. It boils down to content. There's currently not enough content in support of the JE style that makes it a more viable miner class than the others.

    As an explorer class though, the wormhole skill alone helps a great deal. Both in early game and late game, this one skill will allow a JE to level faster than most other classes (I'm referring to job terminals and just overall getting around the universe).

    Combat-wise, shield leech in the emulator is very good and makes it reasonable to do combat, but due to range issues, falls behind the TS in this area. I picked TS as they also only have level 8 shields and potentially has the same paper hull issues. However their combat style means they can more effectively do combat better than a JE. PS are tank explorers. With L9 shields and a very useful Menace skill line, they offer the most balanced game play as an explorer class.

    In terms of cargo space, JE's have the toughest time and either have to return to base to dump, dump unwanted ores frequently, or resort to cherry picking. This is also a content issue, more narrowly populated fields can go a long way to helping this condition. And Merlin has already done a lot to fix this, however now it's started going in the other direction again with the advent of hulks mixed into roid fields and non-stackable Unidentified Ancient Artifacts showing up in roids.

    I don't suggest this be changed, just pointing out one of the "real world" issues with playing a JE. Cargo space is balanced though, as JE's don't need to carry ammo to defend themselves, so no complaints here, just stating facts. Also, both the TS and PS are unable to manufacture their own ammo at present and therefore require the services of a friendly weapon builder. Most will make a bulk build order and then squirrel a portion of their vault to house the rest.

    The area where JE's may excel as a support class is the sheer amount of devices available as well as a L9 reactor to power them. (Both TS and PS are limited to L8 reactors and thus limit the total number of buffs they can put out before needing to recharge.) Also, once the JE max scan, max navigate and group cloak work properly, that will be another differentiator from the other explorer classes. (I know that TS have the same level navigate, but I'm unsure if it's intended to share/break out of grav well like the JE version is supposed to.)

  17. I was aware of that but, how do you keep the DOS window from closing before you get into it to grab the text? I barely have enough time to do a CTRL Print Screen before it goes away.

    Don't dismiss the Windows error box that comes up and the net7proxy window should stick around longer. Doesn't work all the time, so YMMV.

  18. Nope, that's a terrible way to answer the problem. And it's about as likely to happen as having all MLs in the game restricted to just one ammo type. If anything I suppose the buffs might get looked at on the GOBB weapons but the ammo options should be increased on the Spitter. Most projectiles come with at least two ammo choices and MLs often have more choices available compared with projectiles.

    Black Streak is also a problem item because the re-load is too short for me to be comfortable with using it. And Jenqual have always wanted more options for IX beams and it would be great to accommodate them.

    That's a good point, would Chem fit better than Plasma since Progens have non-restrictive Chem debuffers available to them?

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