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Bovyne

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Everything posted by Bovyne

  1. Hi, in the OP I was just throwing around ideas, I never said they where either good or bad. Just that the game play at moment felt to me a little clunky. Obviously your not going to have a quiver, it was just an example to get the idea. Crating sounds like a great idea to me. If you don`t want every type of ammo fitting every type of launcher, you could still put in bigger groups, such as say all plasma types, or all chemical I don't see how that would break the fun of it. There are many ways to make it smoother without removing what might be fun, this thread was started to get ideas. AT the moment launchers don't do damage themselves, they just have buffs and change damage by being able to fire multiple rounds, I do not see how allowing them to fire more types of ammo would really change much other than you might be more likely to try different launchers more and allow slightly more leeway? Most things are in RL size related, if you can make something the same size so it fits it would probably work. Hence could be just PM made ammo that fits more launchers? Just ideas, least one good one so far with crating.
  2. I am not sure i explained myself well, you would still be able to find ammo and print it, and launchers and print them. You can still load different ammo to different slots, ie shot chem/plasma or impact/chem or different type for each gun! You just would not have to find chem round for this gun, them a chem round for that gun extra. You could have rare ammo, rare launchers it just would not be linked to each other. Certainly just having a "quiver " type thing might help most. But I would still prefer that ammo and launchers where a little bit more simplistic even if it only this lunches all impact ammo, this one chemical etc, though i would prefer that launchers can launch any ammo, specially if player made cos surely a player could make ammo to fit any launcher? I like a mix and match system. I agree that it works as is, and some might like it that way, but that does not mean changing would not make it better?
  3. Ok this is just my feeling, it not from high level, but from my leveling experience in not wanting a lot of different ammo or the different weapons (ie much easier if all the same type). I do not like the way ,missiles and projectiles work. it might be true that all weapons and missiles now need their own launchers, but I am not sure for a game it is a good mechanism. For me it makes getting separate launchers and using them difficult you have to have /make the separate ammo/missiles for each type of launcher you have, if you have 6 different ones? It just seems a little too clunky for me. Ideas! (ps ammo also means missiles though still less missile to ammo kind athing0 A lot of games have ammo holders such as a quiver for arrows! well maybe a type of container that fits a ship slot for ammo? Hold so much, each new level hold more, can hold different types of ammo (maybe from 1 to whatever max device?) Maybe if can not make a slot make it a device? Or could make a container than takes up 8-16 slots but holds at least double the amount of ammo eg if 8 slots taken , this ammo bag holds 16? Another would be to change the way ammo and launchers work. All launchers could launch any ammo, ammo would improved by level and type , like plasma, chemical etc, so would not need to swap launcher but ammo (not both like now). Launcher though would be restricted to level of ammo, higher launcher needing higher level ammo, but this would mean if you found a loot drop (of that level) and had a nice buff you could just swap it in and not need to make separate new ammo. To make launcher different or better could just use delay to reload, energy cost, the amount of rounds fired per shot or give them a slight modifier *1 being normal 1.2 being improved? Basically just to make it slightly less hassle to have launchers that fire different ammo and make having different guns more appealing?
  4. [quote name='Hickory' timestamp='1320838512' post='48266'] I like the idea all of it. 150 plus all skills maxed. I add a bit to the idea. Wrath 100% = 20 skill points. Wrath 105% = 40 Wrath 110% = 80 Doubles for each 5% [/quote] Hmm 80 more levels? raiding would then be way more easier:) that said maybe 10 for 100% or 20 for 200%?. Actually just thought, could just continue the point use per skill, ie beams ,max at 9, to get weapon need 10, next 11, next 12, etc the weapons would then be as they would if you have 10 beams? that would work surely? maybe just 100% rather than 200%, so it would be as good as raid gear? don't have to add more than level 10 equivalents for the time being (reactor, shield, engine would be 30 points extra, weapons least 30 more to get 3 60 for 6, devices up to 60 but could be more as different uses there fore min 90 skill points but could be alot higher) , but could add more if ever higher raids types implemented. I would say 50 more levels should give you a reasonable u/g to equipment. It all goes on time for me, how much time would it take to get if you where raiding? It should take slightly longer than that, but not more than double.
  5. Well jobs are a major part of E&B, I sure most people at some point will have used them to level. Ok you told me why waste was getting lower exp, but really who takes a explore job and then thinks oh I'll go do some fighting now? I suppose you could take combat jobs at the time time, but really I don't think many people do that. Most will take 6 of the one type of job, usually because you use a set selection of items for different jobs. Live was never perfect and jobs was always a talked about thing. I don't think many people find it that much fun to compete for jobs either, I certainly don't it just wastes time sitting there doing nothing. Not fun for a game. I remember from live some of the problem was system resources it use up causing lag, what i was saying is either increase the exp so all jobs are about the same exp for the same time invested, or remove lower exp jobs as this would mean less resources needed or wasted on jobs people would rather not do. Quite frankly I rather not do lower exp jobs that take the same amount of time, so whats the point of having them? Also people play for fun, I think a lot of people forget this. It is not fun to sit there waiting for jobs to cycle, or take lower exp jobs if those jobs take the same amount of time to complete. fair enough if a job takes half the time give half the exp, that's my point, jobs that take the same amount of time should give the same exp. Also people prefer to take jobs that go to roughly. the same place Or you could just make trash runs not take so long, say 1 jump instead of 2, that would work too. (time taken about 70% of satellite ones I think it is roughly) I am not really against different jobs, just exp for jobs being more related to time taken to do jobs. You could do sort runs or long runs, one other thing would be that when it refreshes there is at least 6 of sort or long jobs, often there is not even enough after a refresh ie like 4 satellite and 2 trash or less. And if they go to different places often it is not worth taken as it would take longer than waiting for the refresh. This said, I do not know what the devs can do, but I believe it is still worth saying this in case they can do something. edit, some improvement i think where done yesterday, have to see how it works.
  6. I do not really play terans, so i can not comment on them. For progen, the PP might not have a individual skill but it is very fun to play with recharge shield then shield spike, i see it as a dps back up heal myself. the PS is ok, but i don't like the fact it has fear which makes the mob run away and a shield that damages on being hit by mob, it does not feel right, a shield sap/spike like skill for the PS would fit better, specially as the PS should not be taking damage in a raid? other than that PD seems to work better now, and critical targeting does help. The JE I find actually quite fun, shield leech is great and allow the JE at least to fight organic mobs well. The JD is pretty good,, energy leech doesn't work it seems at moment and i think it might be nice if it did some damage too. The JS is just boring, strangely it would actually make I think with a few threat skills a great tank, it can take a lot of damage while it self heals, whether that's what you want? It does though also need a better dps, preferable from a skill, which if it did threat might actually mean it could be a tank or off tank?? need something to make it less boring. Having a shield that relfect damage might also work, of 100 damage 20 might reflect back to mob and only 80 hit you (or 50/50 what ever works), semi psi/environmental shield. With this said, I think you would find PP being the most played out of this classes cos it is fun, then JE/JD then PS then JS just on the fun factor of playing these classes.
  7. SO i was starting jobs and a few things got me thinking. Firstly that jobs seem to take ages to refresh, often there are too few jobs, one time it refreshed as i got there and 12 odd jobs become 6., and lastly that having 2 set of rewards for same type (combat,explore,trade) of jobs just uses up resources for jobs that player would prefer not to do. Now I am unsure whether anything can be done about this, I rem in live that there was similar problem but that they had before it close greatly improved it some how (there was more jobs and i think it refreshed slightly faster. One way to improve it would be if possible to change jobs of same type (combat,explore,trade) give the same amount of exp. Eg satellite deployment and trash runs, to exactly the same place should give same reward, at moment trash runs give less. This would mean that jobs seem more as you not just waiting for the maximum exp ones. Then increasing the amount of jobs per refresh and making sure it does not decrease the amount of jobs would be good, being unsure how job are refreshed I can not be sure whether it would be possible to tinker with this? could you make them refresh in sequence? are they set to refresh all at the same time? can you increase the refresh rate? can you increase the jobs? If a job terminal isn't used so much can you bypass-it? Is it a question of system resources (lag)? More advanced ideas would be to have near jobs and further away jobs, the further way ones should be slightly better exp per hour than the close ones, and probably head to places that have same level jobs so that you get there, finish jobs, then get more, though it could be collect from <place> and bring back Any way just some thoughts, it be nice to know again what is possible?
  8. i like the idea, I would actually make it for items that you can only get from excess (post 150) points. which would act like a way to gain level sort of (ie powerful items, not tradable /manufacturable, initially maybe raid power, but could increase?)? Certainly it would make continuing post 150 more fun. If at some stage they raise the level cap you are gonna get more points leveling anyway, so that should not be an issue, in fact it helps to negate people stock piling points so if they did raise level they could instantly max all skills. could make them small quests (like combat jobs) kill that strange ship bring back parts then item made, or strange asteroid go mine it, or find these items and bring them back sort of thing, once completed get item but lose the skill points? I am all for other ways of improving you char, raiding is one but other ways that don't need a raid size group would be good too.
  9. I am finding this too least for low level ores, mining ores in the asteroid belts is frustrating, the lower end ores should be very abundant I would have thought , mining for aluminum ore was particularly frustrating either the asteroids didn't have it, or when i found it there was only 2 to 3 asteroids in that area of the correct ore. The way i see it level 1 ores should be very common and largish all over the place, level 2 still very common and large, level 3 common level 4 common, then 5 to 9 starting to be less common smaller fields, but their still should be enough to support a reasonable mining community, and the ores should not be spread out over a too large an area for that group, groups can be spread out more though. least that what i feel. It might also be something to do with re-spawning? perhaps that needs to be look at?
  10. [quote name='Terrell' timestamp='1320359105' post='47983'] I think that the Seeker does need something else that only she can do. If it's something doable by some other class, then it doesn't give people reason to pick her over that other class, for that last slot. Now what we need to do to bring her up to speed is open to debate, but I think that most of the healing in a raid is going to be done by the TTs that are available, since of the 3 traders he's the best healer. Here's what I think will occur when major raids need multiple groups, and multiple professions to accomplish successfully; absent some improvement in the JT. This would apply to the fishbowl and other major raids. PW/TW: fight. JW: Medevac or fight, maybe some debuffing JE: JS downed players, Blind mobs, Debuff Plasma, provide energy, buff deflects. TE: JS downed players, Debuff Explosive, occasional Hull Patch, buff deflects PE: JS downed Players, Some DPS, Menace, buff deflects TT: The lion's share of the healing PT: Fight, some healing. JT: At bar in starbase drinking appletinis & wine coolers. No invite for her. So what can we do for JTs so they're needed in major raid groups? Whatever it is, whether it's through new activatables, skills, or some other means, it needs to be good enough for groups to need it, and unique enough that you have to bring a JT to get it. [/quote] I agree, basically what the JS need is something to aid its solo play and groups. example, overcharge weapons, the first few would be just to improve solo play, from increase weapon damage by 25% for x secs, to 75% for x seconds, then the rest slowly aid group bonus, so 100% for JS and 10% to group members, up to 200% for JS and 50% for group maybe? obviously numbers and duration can be modified allow some balance with other classes and where JS should be on the damage/buff scale that would be my template for a skill anyway. though you could as i said remove the damage shield from ps and give it to JS which would then be useful for the tanks/fighters. And give the ps something else. though that would probably spring up another debate. I did start this mainly to get feedback and start discussion about the JS, so I see no point of view as wrong or right other than the JS to me needs something more. It needs to be fun, I find playing the PP great for instance, and the JE is great fun too, both have that extra combat skill as well as the other useful bits and I think in this game all classes really need this. SO far we seem to be having a good discussion. I have not really play terrans so I can not comment much on them and that would be up to others.
  11. While it is a good idea for a skill that's unique, I do not think it addresses the way the JS fights and does not add to the interest of playing a JS. Also the the JS already has the reactor buff for a unique buff. The JS really does not need another buff, what it needs is something that can aid in combat and is reactive (yes this does but only slightly and passively), and useful to a group if possible. If you go the whole hog i would, take the PS shield and give it to JS, ie when fired upon it does damage back to the firer, which does more than the JE reflect possible making the reflected damage off the total damage ( a bit JD like) ie damage 100 reflect 20 damage done to you 80, while giving the PS a similar shield as the PW and PP get. This could be cast on group member in-particular the tank types. (not my favorite choice but it would help and I believe would be doable) The PS getting fear which is counter to a shield doing damage when hit, would seem better with a skill that makes his shield a weapon. OR maybe allow his prospect beam to do damage similar to the shield weapon skill the PP /PW have?
  12. What might be useful is to know what can be done? can you add a new skill? can you adjust another to add new effects? I only assume you can add a skill because of past post i read where it appears skills added, but they where generally skill already in game rather than completely new. Another idea I have would be to use "reactor knowledge" to "over charge" weapons causing them to fire and do 2 or 3 times the normal damage, with a 6 or so sec cd maybe? Need testing to see how the combat cloak/over charge combo goes but could only really do it once per combat cloak? hopefully skill would not affect normal firing of weapons if possible. This would take a fair amount of reactor power to do. Or on a similar idea could super charge weapons to do 2 times damage over 6 secs with weapons using 3 times the energy? Anyhow hope you get the drift Oh the graphic effect for this might be some lightning effect on body of craft and/or what ever you firing being thicker and brighter than normal.
  13. well yes i am sure some devices might be able to make up for it, but its not just the lower dps that a JT does but also the boredom, just sitting there firing (although combat cloak helps a bit)but nothing else to do, specially in combat other than shield recharge.I would just like another option to use in combat as well as the higher dps. I am not asking for becoming better than a TT though. Just not so far behind.
  14. ok so was playing a PP, which is much much quicker to kill things and has the shield recharge for survivability. What i did notice however, was that I had to be more carefully with my reactor bar, could use it up pretty quickly. Now with the JS I have a hard time using all the power I have. SO what I thought is that what the JS need is something to use up that reactor power, but that uses a lot of reactor power. I was thinking maybe a skill that allows the JS to use his reactor as a weapon, blasts the enemy with reactor energy straight from the reactor, this will do good damage to the target until cancelled or reactor runs out of power, it will drain the reactor fairly fast though (thinking maybe can only use for 6 to 8 secs before reactor (of right level) drained) which will limited how much this is used as you will want to use recharge shield and so on.
  15. Adding an increase to their own haste/accuracy and some of that to their party would seem to a good way to help. On a completely off the wall idea maybe (if it was at all possible) with the reactor building and engine building skills they can create a drone or basically a pet! or maybe a few pets but with different abilities to help dps, or a buff or tank maybe? know this is probably very hard to do or impossible, but would be fun i think. any way I do think the JS needs something more combat related, and if it can be useful to a group even better.
  16. I was thinking about the JD leech energy skill and thinking that it seemed to me not to be that useful above a certain level, assuming that it works correctly. I thought what might make it more fun would be that it did a bit of damage too as it rips the energy from the target ship. It does not have to be a large amount but the added amount would be desirable? If this is at all possible?
  17. So I started a JS and was thinking about how it worked. It sure works great as a buffer, pretty well as trader. Combat has combat cloak, but is quite slow, though you can usually survive this time with the recharge shield. It is not weak as such, but slow is not fun. SO ideas below be nice to know if even possible. First engine 8 max, which i agree with, but i wondered if maybe the JS could get a special device or reactor (for JS only, could be a q) that boost warp speed more than a RR+/reactor buff, maybe combined?? to be honest not being that high I am not sure it is needed but just and idea? next was combat, I had 2 ideas , one that buffs the JS rate of fire, which could maybe be added to reactor optimization or be a different skill? better knowledge of power supply allowing faster fire of energy weapons, which would seem to fit. Or a skill that fries the reactor of the target causing radiation damage to ship hull and shields and possible stops special skill use? It need not be huge (but enough to aid JS in combat maybe only 5 levels and also help groups with an interrupt?) with more damage to shield than hull, maybe lasts 3-4 secs, but with a 6 or more sec cool down. possible only works on ships not organics? Another thing is that both JD and JE get a defensive shield, so maybe an offensive shield for the seeker so giving a % of damage taken back as feedback to the reactor of target causing damage to ship/shields? I prefer the reactor frying not suggesting JS get them all though. more things to do = fun for me. Was also thinking that for the 135 skill maybe a forced power shut down on target that disables it either until damage or for a set period. or just stops it firing, but allows other stuff?
  18. Also I noticed that no matter how often i run the enbconfig, when running from N7 launcher it always is launching in a small windows mode, whether i have that ticked or not. (edit sorted windowed mode that needed to run it as admin, keep forgetting that) Patched with patch but wants to connect with EA still? ok sorted this with the help in tech support https://forum.enb-emulator.com/index.php?/forum-56/announcement-13-read-first-technical-support-faq-and-common-fixes/ "I am getting the INV-300 (EA.com is temporarily unavailable) error This error is related to the SSL encryption used to secure your connection to the server. Follow these steps to resolve the problem: Download this file and unzip the files into the root of the drive where your E&B installation is (or place them manually if you used a custom path). This will fix most INV-300 problems. Proceed with the following steps if it does not:" now after character pages and then loading screen it seems to crash back to log in.
  19. Just tried this and get error basically it says: your version 3.3.0.2 required version 3.3.0.6 did i do something wrong?
  20. Bovyne

    Power Down

    not sure if they updated power down, but it certainly needs something, did not even work very well with mobs at the same level last time i used it. It should be able to decrease agro i think, might need a redesign but i think it should work alot more than it appeared to, not sure it should regen shield and things that fast though, but i think the best way to balance it would be to have atime limit on how long you can stay in PD mode and possibly use it. Say like a 1.5 min time limit for PD in use (your powered down, life support too only that long before you die:) and make it you actually die!) and say 2 min reuse time. For this it works almost all the time at higher levels. It can not however be spamed and there will be a sort period where you can not PD. This would I think make it better to use, while not overpowering it?
  21. The problem i find with this thread and many others is that there is not really and easy way to quantify what is said. As such you get i think this and then someone else say no, I think it this! It all comes down to personal feelings. I doubt any the posters in this thread are completely wrong or right. But you can not ask someone to "prove" it when it comes down to personal taste as there isn't a way to quantify it. The more successful games are the ones that can give some diversity to the classes (if possible) to allow different tactics for the same class, such as tank/dps, heal/dps, tank/heal/dps or only dps classes but they have special benefits. Either that or they provide a system to provide what your class lacks, ie say a henchman.
  22. I was thinking about the reactor optimisation graphics, i was thinking a short of glow or electrical discharge around the centre of the ship might be better>? That also lead to me thinking about a possible ability. Part of this class is the reactor optimisation, so how about a skill that affects the reactor directly to do damage to ships? So Initiate Overload (or something like that) cause enemy reactor to overload cause x damage to ship hull for y seconds, z cd? (if damage to hull while shields up too strong maybe just damage to shields then hull, or just shields? as a down side with its reactor overloading it the enemy might have more energy until the effect wears off at which point the reactor would need a little time to recover? Or you could overload your own reactor to give faster firing rates (or damage) for x % y sec and z cd, recovery period at the end for a few sec? These would be unique.
  23. The JS really does need some sort of extra combat skill, not just comparing to the other traders, but comparing to the JE with shield leech is better than the JS at combat. And that does feel wrong. The other traders also have survivability and other skills. Shield leech would certainly help, but maybe slightly different than the JE version. I wondering about this but really couldn't think of anything unique. But I do think the JS needs something more. Maybe an attack that takes from the shield to damage the enemy,but not an aoe. ie the shield takes damage while doing the damage to the mob (at a 1 to 1 rate maybe, or 20% shield done as damage??), shield spike?, meaning you have to use your shield restore?
  24. Bovyne

    Power Down

    As an update I was talking about this skill last night, most seem to think that this was not a great skill and on the point of useless, one person seem to think it worked great, and a [beta] guy said that he had tested it and seem to work as intended. If, least at lower levels, it is working as intended, I am stopping my sentinel as one the attractions was the power down ability. Unless someone can confirm that it works much better at higher levels? From me just using it it appears to hardly ever work (talking not firing at the mob, no damage shield up, ol 30 cl 7-8 against cl 10-12 mobs) as an escape mechanism and as such is pointless , who would bother with something that only works rarely to actually do what its meant to do? ie fool the mob into believe you are incapacitated. Also maybe some better guide as to what level it would work on>? Anyway for the moment I am going to retire my PS.
  25. Bovyne

    Power Down

    So i used power down, low level 2nd rank i am a level 25 ol sentential and cl is about 7. I see mobs coming at me so PD and ... well nothing they continued to me and started shooting, I remove pd and try again, nothing they still shoot (this are cl 10-11 mobs). I try it 3 times before I decide I better move. Now my point ,PD should have fooled these mobs, at no point did I fire at them, no reflecting damage shield up nothing. PD seems to need a reworking , I realise that it perhaps should not be prefect certainly higher level mobs should see through the lower PD, but lower mobs should not. If you PD before mob fires at you and out side your sig then it should I think work near 100%. I can understand that you might say well once a mobs sensed you it would come, but i think for playing style it should work like feign death, the mobs assumes you died and wipes your agro (vanish perhaps should do that too) though not your tagging until normal release. And it should work more reliably, say 90% for mobs up to a level or below for that rank. Dropping of the higher the mob is over the rank you use. Also on another point when i did successfully pd, the mob would come for me from 6+units away, which didn't agro me from that distance in the first place, something strange about its agro tagging hence the removable of agro mention about. Just my thoughts.
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