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rhobix

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Everything posted by rhobix

  1. I think it would be better to deal with the cherry picking problem by rewarding the cleaners rather than punishing the cherry pickers. I'm not sure how the respawn timers work, but my preferred way of doing this is would be to have at least two respawn timers. One timer would starts when the first piece of ore is picked in a field and respawn the field if the field is cleared. This would reward someone who cleans up a field that was cherry picked a some time ago with a fresh field almost instantly upon cleaning up the old one.  The other timer would be a longer timer that is reset each time someone picks something from the field, respawning the entire cherry picked field if it has not been touch in a long time.
  2. This sounds like a good way to go at it. Too bad there isn't four raids. If there were, one raid per week could have been FFA, so those not in the 3 big guilds who wishes to raid wouldn't have to wait three weeks between each fair chance at raiding... 
  3. I was in a medium sized guild on Orion in original live, and we cooperated with others for the big raids. Not that I raided that much, but I never felt cheated out of the opportunity to raid in original live because big guilds were hogging all the action. I do however think the developers should consider the fact that there are two reasons to raid: To obtain raid loot. To experience content. A fine balance needs to exist between the two. To little loot and the experience starts to get too repetitive. To much loot and people gear up too fast and loose the incentive to keep playing. I think they had it pretty good in original live. I got enough raid loot to make me happy, even though I didn't raid to the point of boredom. I had my GOD beam and my shield Prom and other not so rare raid loot like a few bile weapons, a hellbore launcher and what not. If I remember correctly, the big raids, like fish bowl, dropped a lot of loot. From all the drama over raids, one could almost believe it has been toned down in EMU live compared to original live. I just hope the devs manage to find the same balance in the EMU as we had in original live.
  4.   I can agree with always preparing to the best of your abilities, but there is always a risk of failing. If someone failing a raid denies another, I think the devs may need to work a bit on the raids. I think raids should reset enough to allow someone else can complete them if one fails. I would love to come as a single observer to raids when I'm high enough level, but I know from experience that some people want to learn for themselves and not get too many spoilers from others. I think the devs should consider those players too.
  5.   I agree with this. I don't know if it's just me going after higher level ores, of if the damage has actually gone up, but I get the feeling that I'm taking much more damage from pop rocks than I was a year and a half or so ago in ST4. Now a pop rock of a level equal to my shield takes out almost all of my shield, and sometimes even gets into hull. I think you should be able to take the hit from a pop rock at least two levels above your shield level before it starts digging into your hull.
  6. I wouldn't mind a change like this. I think it would be difficult to implement though, since not all members of a group are wormholed at the same time due to the confirm popup. The devs may need to add a toggle do disable the confirm popup when in formation that would have to be activated by players to stay in formation after traveling through a wormhole. The JE opening the wormhole could be the exception, just to avoid wormholing the whole group by mistake.
  7. It may start to become a bit spammy, but it would be useful. I would make one adjustment thought:   You have received item A from player Y You have received item B from player Y You have given item C to player Y You have received [X]  credits from player Y   Or for player who traded...   You have given item A to player Z You have given item B to player Z You have received item C from player Z You have given [X] credits to player Z.
  8. I don't think manes make ideal ore field guardians, for reasons already stated. I would set up new mobs with the sole purpose of being field guardians. A few good ideas have already been suggested. Here is my list of how I would do it. 1. Copy an existing low aggression mob (doesn't have to attack everything in sector). 2. Replace most weapons with fast firing long range EMP beams. These should interrupt bot mining nicely. 3. Tweak AI to only fire none-emp weapons if attacked (shields below X%). 4. Add hack engine skill and set rate to spam (faster than duration so bot miners get stuck in place). 5. Alter loot table to lean towards items used in popular prospecting setups. 6. Tweak AI to trigger aggression on mining. 7. Tweak AI not to follow someone thrusting away. 8. Tweak AI to deaggro after X seconds if the target does not mine, attack or gets out of range. With this setup, guard mobs could be of an appropriate level without being much of a threat to people. People will learn fast not to mine in their proximity. Boting efficiency will drop to 0 upon encountering one of these mobs unless very complicated macros are employed.
  9. One more I'd like shown is analyse fail. If I'm not mistaken, only successful analyses are reported...
  10. This is a spin-off of this thread: https://forum.enb-emulator.com/index.php?/topic/8859-items-that-does-not-drop-missing-broken-lines/ I think it would be nice if the drop info on net-7 portal were extended a bit. Today it just shows "This item does drop" or "This item does not drop". If you hover over the "(hover for info)" it reads: "Only drops in public accessable sectors are taken into account. Items dropping from activatable raids (eg. Fishbowl) are not reflected here. My suggestion is to list the type of location it drops in, for instance: "This item drops in a public area" (Same as todays "This item does drop") "This item drops in a private area" (New description for drops from activatable raids) "This item drops in a closed area" (New description for drops from closed (future content) areas) "This item does not drop" (Same as today - the two options above) I would also like hulk drops included. I assume they are not taken into account today when calculating drops since the prototype stuff shows as "This item does not drop". I know you're not big fans of giving away drop information, but if hulk drops are included perhaps showing if it's a mob and/or hulk drop could also be considered.
  11. I have two requests from people using the list:  - Please don't change the formating. If you want another format, please request it here and I'll make the changes if there is a good enough motivation.  - Please restore the filters to "all" when you're done searching for items so the entire list is shown.
  12. It seems to me that one factor enabling this kind of behaviour may be the use of a single spawn point. An appeal to the devs to spread the spawn out over an ample-sized area or multiple spawn points spread evenly over the patrol area of the mobs may reduce the impact of such behaviour on other players.
  13. I would vote for such a change if the contribution of builds of the appropriate level were raised correspondingly, so the total contribution to build quality from all levels remain the same.
  14. I think the current system is very good. I don't mind if building low level items helps you build higher level items of higher quality. It would be even better if it were capped though, so you can only get so far building lower level items. I think all item levels should influence each other, so to get top quality gear, you have to build many items of many different levels.   If I were to design such a system, I would use a half rule. The contribution to build quality gets cut in half for each level removed from the current one. Since the system is set up with prices about doubling for each level, this would mean that it would cost you roughly the same to raise quality by building many low level items as not so may higher level items. Building higher level items to improve quality on lower level builds would dig into your credits though, since they would only give half the benefit at double the price for each over-level. I would also make it so for each % build quality you want to gain, you would need to build twice as many items as the % before. This would encourage people to build at many different levels.
  15. Personally, I think 10k faction hit is a bit much to hand out to everyone involved. If it were my decision, I would give the instigator (the one assigned credit kill or group leader awarded the kill) 10k faction hit and the rest 2k. This is just a game after all, and does not necessarily have to make perfect sense.
  16. Making a mission to turn in something that doesn't even fit in your cargo might be a challenge. It could probably be solved though, either by making it into a multistep mission or a mission where you manufacture or 'refine' single tiles or figurines into sets.
  17. I usually multibox when I do jobs. Like Will though, I do it manually and only pick the jobs I want, and I never compete with myself. I do it to have something to do while waiting for the terminals to refresh, since I rarely get six jobs I want in one refresh. I use the time to continue whatever I have planned for the next character in line. It may be some other job, trade runs, building some equipment, working on a mission or something else entirely.
  18. I tried this yesterday and I got no bonus when I joined a group while docked. I had to leave the station and redock before the bonus kicked in.
  19. I don't think it makes navigate a useless skill. I've reacted more to the fact that group warp speed calculations seems off. As far as I remember, in OL, group warp speed was the average speed of all members in formation. Now it seems to lean heavier on the slower members, not giving the group the full advantage of having a few characters with very high warp speeds in a group.
  20. If they add a slash-command for this, it should be possible to use one of the key maps for quick-messages.
  21. I think an event like that would be nice. Item rewards for this event could also be set up in the same style as the Mars Construction Project or balm runs from Old Live, to remove the need to rely on chance for those of us that doesn't like gambling.
  22. I agree. I think all build skill missions should require you to analyze and build a level 1 vendor item only. The rest should be moved to a volontary follow-up mission/missions to gain a few basic bonus prints for the build skill in question. Similar follow-up missions should be available for at least one build skill for each class.
  23. Great. I could also transfer data from my list to your database if you like.   If you have any plans on improving you, I'd like to suggest splitting mobs and drop items into different tables so the same item can be registered as dropping from several mobs (to help reduce the number of duplicates).     I'll be keeping my list for personal use until your database can provide all the information i want however. I'm still missing location in sector (nav) and last drop date. I'll keep it open though if anyone wants else wants to use that instead. I have tried to protect the range already containing drops, so it may not be possible for anyone but me to change drops already entered. It should be possible to add new entries and change the columns number of drops and last drop date. Let me know if you run into any trouble.
  24. This is basically the list I keep for personal use, and not meant as a fan page. I take no responsibility for the contents. I just shared it so others could benefit and contribute. The only promise I'll make is that it will be available for reading by those who have the link as long as google will hosts it. I will lock down editing permissions if the changes gets out of hand though. If I do, I will grant editing permissions to anyone who asks though and only remove people if they misbehave. Anyone is free to post the link elsewhere if they want to spread the word.
  25. As far as I know there's no way to remove delete privileges on Google drive, but as far as I can tell, all items are still there.   All changes are tracked on google drive though, so it is always possible to restore an earlier version if needed.
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