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rhobix

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Posts posted by rhobix

  1. I do not presume to speak for any of the guilds, only as a concerned player. At present I have not been made aware that we (B.I.) are forbidden to participate in the PUB raids, but I do agree that to do so would be unfair to the other players in the guilds who cannot. With that said, I offer an alternative... (again speaking only for myself) should the need arise for the PUBS to have some experienced players present, I would like to volunteer to assist in any way possible to get them up to speed and actively enjoying the raid content that the game offers. Additionally, I am willing to forfeit any loot rolls during the PUB raids to insure that fairness among the Big 3 is observed. My sole motivation for this is to assist the smaller guilds in the game with raiding and to have some good ole fashioned fun with others.

    If the offer from statics that alurra posted November 25:th is what is currently in effect, my interpretation is that that would be allowed if there is room, but members from the big 3 would be excluded from the loot lottery. See below.

     

     

    Rotation negotiations to date.

    The offer tabled by Static was this:

    The fourth week rotation slot would be a PUG (pick up group/public raid) rotation slot. This was offered on the basis of Epic Gamers stated desires to not only have the week, but be able to include the public in their rotation week if they wanted. They specifically stated they don’t always have manpower to do the raids and wished to include other guilds/public raiders to fill out their raids to ensure completion. Because of this statement, not only Static but other members of the rotation guilds believed this to be the best course of action to not only get Epic into the raiding, but also to get the public raiding and used to working together.

    The rules were to be as follows:

    Members from Static, VGE and BI would send officers/raiders to get these raiders into proper groups and give them the basic rundown of what happens with each raid and each wave. They would then loot for the raiders and conduct the loot lottery and ensure that the loot was fairly dispersed to the winners.  

    There are certain rules of etiquette to be followed during raids and raiders will be filled in on those rules upon arrival. The membership of Static, VGE and BI would NOT be eligible to roll for any loot lottery as they all have their own guild weeks in which to get gear.

    Any groups with empty slots that needed to be filled can/will be filled by available raid leaders but loot is still restricted to only non members of the ‘Big 3’.

    These terms were agreed upon by all of the Static membership, and it was thought the other guilds also agreed upon this. 

     

  2. After leaving the starter sector at level 10, I did the next 50 levels or so almost exclusively mining and touring. Mining low level hulk field clear jobs was a great way to boost trade levels back then, since the debris quickly stacked up to a lot of trade levels. Unfortunately I think they cut those jobs out. If you play during non-peak hour, it may still be worth it to visit known hulk fields at lower levels for a bit of a trade XP boost once every play session.

  3. The point being that I don't think it wise that people can make 20 of these in a day....

    I'd say solve that by making the missions lengthy. A transfer of skill points should cost you time and credits, say 25% of the average time of active gameplay required for one overlevel and a few million credits.

     

    If someone wants to run these missions 24/7 and transfer 20 skill points per day, I say let them...

     

    I'm not a fan of risking loosing a skill point. If it is possible, it should be a very rare not to affect the transfer cost.

     

    Also, put the most lengthy mission on the receiving character. It should be easy to give up a spell point, but hard to recieve them.

     

    I also think transfer of spell points should be limited to characters on the same account, or bound to the same forum account, to stop these tokens from being used as currency. I don't know if it's possible, but one way could be to only allow transfer using the account vault function.

  4.  

    2. The weapon, through a combination of its own damage and buffs, 'fills in the hole' of an equivilant level 9 weapon. (So, take a 200% Archos off, you lose 161 DPS (more if you count buffs, but in theory you'd have more than one archos, and the buffs don't stack, so no loss there). The launcher would not do 161 DPS, but it would cause, through some magic (turbo, ~weapon~ energy conservation, bonus dmg, etc) the other 2-5 weapon systems to cause 161-~missile's DPS~ DPS than they would normally. In this way, you don't lose anything by equipping the non-9 system, which is what you lose now.

     

    If I were to design this, I would use two different weapons.

    I would have one with activated turbo 11% for 30 s (I believe the 11% has not yet been used, so it should stack with all existing activated turbo buffs), normal DPS for a weapon of its level and good buffs for the other weapon types.

    The other weapon would have nice buffs for its type and 30% more DPS than other weapons similar weapons.

    This would enable you to switch just one weapon for a few good buffs for your primary weapons and not much loss in DPS (11% dps increase is about what a TW/JD needs to make up for the lost dps in downgrading one weapon.)

    If you want to switch weapon types for tactical reasons, the second weapon type would let you do that and only loose about 25% damage, compared to 50%+ using currently available weapons.

    I think you should have to give up something for not using primary weapons, but a 50%+ cut in dps as it is now may be a bit much.

    • Upvote 1
  5. Wish i could say this. I played back in live and never got to end game. Because finding good hunting area's has always been a mystery to me. I get stuck with combat in my 20's and that's as far as i get. And in this version of the game finding people to help out with this is difficult. I have tried to team up with people and get turned down all the time. It is like a friends only game now. So if this game is to go anywhere that has to change.

    I do most of my leveling on my own, and I have no trouble leveling. When it comes to combat, I usually four tricks to get the upper hand on the mobs:

    Keep my TL and EL high enough to have at least +1 shield level compared to a level-balanced character of the same CL.

    I use Solar Sail engines for low signature.

    I don't hunt the highest level mobs I can take out for leveling. I settle for about equal CL mobs when solo and about +4 CL mobs when dual-boxing. 

    I use player made equipment.

     

    From there it's race/class specific tactics to get the mobs down. Combat cloak for Jenquais, kiting for terrans and tanking for progen.

     

    My terrans is about your CL, assuming your signature is up to date. I wouldn't mind teaming up for an hour of hunting a few times a week. I have kind of a tight schedule with family and such, so I can usually only play 8 pm to 10 pm CET on weekdays. That would be 2 pm to 4 pm EST or noon to 2pm PST unless I'm mistaken.

  6. The mission requirements code doesn't allow for those options, Liucee. You either "fit" or don't, hence the default tree.

     

    Example : a level 25 Jenquai Seeker visits an NPC who holds a L20 Jenquai Defender mission, a L30 Jenquai race mission, a L50 all race mission and a L100 pre-req L50.

    This would require 4 possible responses :

    1.) Simple No. (despite wrong class, but must be coded anyways for a lower level)    2.) No. (later, L30)    3.) No. (later, L50)    4.) No. (later L100, but you have to have done the 50 also)

     

    The conditions are simply coded, ie. OL>20 + Race=Jenquai + Class=Defender = Yes or No. We don't track "which" causes the No or why the No should be Maybe Later. Answer = 1 or 0.

     

    You would have us tailor individual default trees per NPC, with appropriate responses for their associated missions (sometimes 2 or 3 each for skill masters) and then modify those each time we add or change something either in the mission reqs or add a new module to the default on top of the mission trees we add ? How kind of you to plan ahead for our senior years. :P

    We should finish it in about time for the Gold Box edition of the emulator.

     

    Well, then the mission requirement code would have to be updated. Just updating it to return the first condition not met and just adding it to the "Sorry, I don't have work for you, check back later" response would be an improvement. It would still be a lot of work to update the chat trees, but it wouldn't be as complicated. Just copy the updated "Sorry, I don't have work for you, check back later" response to all occurances. Then again, maybe dynamic text like that isn't supported in the chat trees.

  7. I usually make a speadsheet in excel whenever I have a lot of stuff to build, like when I've leveled device tech. I start by breaking the items I want to build down into components and summarize. I then break the manufacturable components into refined ores and summarize. The ability to do a shopping list like this on the portal would save some time.
  8. Remember there needs to be unique things that each explorer brings so you don't make any one of the 3 explorers redundant.  The JE brings the best device selection, the PE brings the best firepower & is the toughest explorer, the Scout is the fastest explorer.  Each should have some unique things not carried by the other two.

    I have a somewhat different view on the matter. When you don't have enough people to bring a JE to a raid, another class should be able to help out to some extent with what usually falls on the JE. Maybe the stats needs to be tuned down to still give the JE the edge, but there are precedents, like the Martyr's Heart.
     

  9. Just wanted to point out that the Antlia BCSR line of  Shunt Shields devices are perfectly capable of being activated on targeted players. It does however drain the target's shields to refill their reactor, so not exactly the same as what you're suggesting.

     

    Well, the Antlia does much the same job. My intention with the device was to make a Phoenix-like device usable by all explorers, since the Phoenixes are JE only. Draining shields instead of reactor was to keep the Phoenix as the top of the line energy booster.The Antlia is also JE only, so it's no use to other explorers.

  10. It is a new item..............but agreed it would change game mechanics

     

    Just when I had come up with a few class specific items to introduce new buffs to the game. Well, I'll just post them anyway.

     

    I have three new item suggestions. Level 7 versions shown as reference.

    Scapegoat 7
    Warrior Only.
    Transfer Threat (Instant)        -   Transfers 28% of targets threat to player
    Reduce Ammo Cost (Equip)         -   34% chance of not consuming ammo when firing

     

    Silvertongue 7
    Trader Only.
    Transfer Shield Energy (Instant) -   Transfers 34% of players total shield energy to target
    Reduce Threat (Equip)            -   Reduce threat generated by 24%

     

    Emergency First Response L7
    Explorer Only.
    Convert Shield Energy (Instant)  -   Drains 7927 shield energy from player and transfers 615.0 units of reactor energy to target when activated.
    Reduce Jumpstart Cost (Equip)    -   65% less energy used to engage jumpstart when equipped

  11. I just had an idea.
    How about another base raid, this time mission activated.
    It could be played two ways, each with it's own mission.
    One mission would be an intelligence mission where you would gather intelligence and possibly sabotage a station to perpare for a hostile takeover. The final step of the mission would trigger the attack and you'd have to help take out the stations defences for the hostile take-over (and raid) to be successful.
    The other mission would be a counter-intelligence mission for the station, leading up to the discovery of an imminent attack on the station. The final step of the mission would trigger the raid, which would be an attack on the station where you'd have to defend the station from the attackers. 
    With a bit of coding it might be possible to set this up dynamically, to trigger more and harder mobs with better loot if the mobs are finished faster, making it suitable for anywhere from one to three full groups.
    If you wanted a bit of competition, you could even combine the two and have players fight for both sides. A special boss mob could spawn at the end of the raid for the side that kills the most mobs.
     

    • Upvote 1
  12. I had an idea for a twist on an XP boost item. How about an item that when activated on a mob has a chance of replacing one item dropped with an item that yealds less credits but more XP than the replaced item? Chance would increase with item level and quality.

     

    It may be hard to code, but I think it would be cool.

    • Upvote 1
  13. I like the idea of mini-raids as well as full raids.    Some items that are good but not awesome as rewards in them, new items that is, would be nice just in terms of equipment diversity.

     

    Mining raids.  Would be a mixture of mining & combat.  You will need a mix of explorers, traders & warriors, but you may need to be explorer heavy.  What would happen is the following.  The players go to an instanced sector (like the fishbowl), it would be stocked with L8-L9 prospectables.  All types of prospectables except hulks would be in the first few rounds.  Clearing out the first round of resources would bring the first wave of mobs.  The Warriors would have the job of defending the explorers.   They need to clear out the mobs in a limited time, or the raid fails, while the warriors are fighting the 2nd round of prospectables spawns.   You'd likely need all 3 traders.  PT's would fight & heal, JTs would heal, buff reactors, clear debuffs (if my dispel idea is implemented), do some debuffing, and would act as ammo/ore carts as needed.   TTs would do what TTs normally do.  Explorers would divide their time between mining & combat support, so make sure you have enough explorers to cover both.   The explorers doing the mining also have to get their mining done quickly enough.  There could be a pause mid raid, where the traders can give the warriors their extra ammo, and receive ores from the explorers to free up space.

     

    The last wave of bosses would drop nice rewards for all classes, while L9 hulks also spawn.  The hulks would have to be cleared, and the bosses in a given amount of time.  Items of value would be in both, but there would be enough things to go around.  The rewards found in the last bosses, would tend to be tradeable, though looting rights can be lottoed.  The items in the hulks would be tradable.   In both cases there would be items for all. 

     

    The loot tables for the hulks could include all types of equipment, components, as well as the usual junk.   The Junk would tend to be L8+ and sellable for good credits, trade XP.  An uber in a hulk would be very rare, but usually 1-3 would drop on the last boss.

    I like this suggestion. I'd like to add to it.
    First off, I think the prospectables should start at a lower level and go up one level with each wave. For a raid with 4 waves for instance, it could be set up like this:
    Wave 1: L6-7 Non-hulks
    Wave 2: L7-8 Non-hulks
    Wave 3: L8-9 Non-hulks
    Wave 4: L9 Hulks
    This would increase the number of ore types to prospect, increasing demand for traders to haul it back to port.
    The asteroids should also be a bit richer in ore than normal fields, perhaps by a factor of 2 or 3, to make the ammount of ore gained somewhat useful.

    I also think mobs should spawn in packs, not whole waves, triggered by prospecting, to add another element to the prospecting, timing. If the explorers go all out on prospecting, the warriors would be swamped by mobs. On the other hand, if they're to careful, the timer will run out and the raid will be over.

    The timer should start when the first mob of each wave spawns. When the last mob of each wave is down, if the timer hasn't run out, the next wave of roids should spawn, and the timer should stop, to get a rest period for rebuffing, looting and trading to free up inventory for prospecting.
    It could even be one timer, so you get more time on the last wave if you finish the first waves faster.

    Controlling spawns by prospecting and making one continuous timer for all waves would also allow for smaller guilds/groups to do the raid. Basically, you get more waves the faster you are but as long as you can prospect the ore and kill the mobs, you can get something out of it, no matter how few or poorly geared you are.

  14. I think that the level times over all are ok. What I would like to see however is a better balance between xp types. I have the following opinion:

    Warrior Class,   Combat XP: Easy. Grinding solo or in a group I usually have the levels required before I have gotten the loot drops I want to analyze.
                 ,    Trade XP: Hard. Painfully slow to get. Trade runs seems futile with the limited cargo space and no negotiate. Jobs are very slow.
                 ,  Explore XP: Ok. Touring, leaching XP while mining and odd jobs seems sufficient, though not precisely easy to get. 
    Explorer Class,  Combat XP: Ok. I usually group up with a warrior class for combat (my own usually).
                  ,   Trade XP: Ok. XP from trading and refining ore supplemented with a few jobs and missions seems to keep my TL at a reasonable level.
                  , Explore XP: Easy. Mining, touring and odd jobs and missions makes Explore XP very easy to come by.
    Trader Class,    Combat XP: Ok. I usually group up with a warrior class for combat (my own usually).
                  ,   Trade XP: Ok. XP from trade runs, and missions seems to keep my TL up with out too much effort.
                 ,  Explore XP: Ok. Touring, leaching XP while mining and odd jobs seems sufficient, though not precisely easy to get. 

    In conclusion, except for trade XP for warriors, I think it's ok. We don't need to reduce the XP need to level.
    More ways to gain XP are always good though. If it were up to me, I would start with a better source for Trade XP accessable for warriors (or all classes). I would then move on to additional sources of explore XP and last combat XP.

  15. I like the idea, but I would suggest making this mission based. It could work something like this:
    A mission NPC give one of several mission from a pool of missions on a rotating (or random) schedule. The missions would change say every 42 hours making 4 contests per week suitable for differen time zones. The missions would expire after something like 24 hours to prevent players from "saving" missions between contests.
    To make it simple, the missions in the pool could all have the same steps, but require different ores to be mined. The steps could look something like this:
    1. Welcome to the Intergalactic Mining Championship! Today you will be required to mine [Ore 1], [Ore 2] and [Ore 3]. Please leave the station to start the competition. (Mission progresses upon leaving the station).
    2. Mine 25 [Ore 1]. (Mission keeps track of number of ores mined)
    3. Mine 25 [Ore 2]. (Mission keeps track of number of ores mined)
    4. Mine 25 [Ore 3]. (Mission keeps track of number of ores mined)
    5. Return to [mission NPC] to collect your reward.

    The rewards would be dynamic. The first player to turn in a mission each cycle would get the best reward. Rewards would then decline in desireability. After say turn in number 10 it would only award moderately useful items, like a common loot only item of a value suitable to the effort involved, so the missions could be made repeatable.
    It would also be good if the mission NPC could send contest announcements to general chat or something so everyone knows when a new round begins and when all the good rewards have been collected.
    I'm not sure how much functionallity would have to be added to the mission system to make this possible, but in the long run, it could be less work than making each event staff driven.
    As per previous suggestions, taking the mission could give the player a unique trade goods item, like "Intergalactic Mining Championship Pilot Badge", that would have to be returned at 100% quality when completing the mission to prevent wormhole use.

    The number of ores required could be tailored to achieve the desired contest duration, and may also have to be adjusted for each mission in the pool based on the availability of the ore required.
    Having the mission keep track of the number of ores mined would also open up for the possibility to let the miners keep their ore. I know I would be reluctant to give up useful ore like Aesirium or Balderium just for the sake of a competition.

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