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rhobix

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Everything posted by rhobix

  1. I've started from the low end, but since I'm still working mostly on my EL and TL, It'll be a while before it takes off.
  2. The list can be modified by anyone. Feel free to add any item you want. We may want to keep vendor trash out of it, but as far as I'm concerned, the more complete it is, the better. I'm kind of a noob when it comes to Google Drive, but I'll try to keep it in reasonable order and I'll try to fix the formating... Autofilters should be available by the header drop-down menues in supported browsers.
  3. Sure, here's the link: https://docs.google.com/spreadsheet/ccc?key=0AvsVqb61PKWKdG12R29aa0taazdPOXAxUjZnMlhNYmc
  4. I put Crichtons loot list with a few modifications on Google Drive. It's quite empty as of yet, but I can post the link if anyone is interested in using it.
  5. [quote name='Mattsacre' timestamp='1355019903' post='68461'] BTW..(yeh, yeh old live now live) it was possible to build just 100% ammo old live from PMed coomps and vendor comps, just not often, don't know if thats were your heading with it, if so, folks shouldn't get their panties in a knot if you are...it was that way before [/quote] If I recall correctly, the old live all ammo came out 100%, but playermade ammo had the "Superior" prefix added to them and more damage than the vendor ammo. I like the EMU-version using quality better though.
  6. [quote name='Phorlaug' timestamp='1355001894' post='68452'] The Trade Drone's trades should only give out XP ? OR Credits from the sale/trade has got to come from somewhere? The Player of the drone ? The Player suppling the Trade Drone would only get the loot from the trade or The trading Player pays a nominal Fee ? I'd go with the Fee from the DEV/Coder stand point It maybe a little easier to get the Fee than to get the goods to the Player of the Drone ? [/quote] You're right. Where a trade drone gets resources from and where it offloads the stuff it buys is a bit hard to explain, but this is only a game. If we want to get far-fetched, it could have a built in miniature worm hole to a station vendor. That would make it Jenquai only though EDIT: XP is not really necessary, since you can tap the XP by trading loot to another player/toon.
  7. I think drones should be non-combat to begin with. The contribution of combat drones would need to be so small they would be pointless not to risk unbalancing things completely. The at that point the ideas remaining are terminal drones (analyze, build and refine), cargo drones, marquee drones, trade drones and buoy drone. Then cargo drone is a more general version of Phorlaugs ammo drone that could offer temporary storage, say 2 slots per level. Trade drones would be drones you could sell vendor trash to while hunting, at a considerably lower price than a station vendor, though the differens could decrease with level. I think those drones could be implemented without impacting too many other systems. They would not have to interact with anything but players. It would probably be possible to introduce them without too much risk of introducing major exploits.
  8. [quote name='Rezwalker' timestamp='1354679431' post='67937'] If thats the case then there shouldn't be a problem, after lets say 100 builds of an item the formula says you can build 195%-200% with expected 200% and you get close to that span, now its more like 170%-200% with expected 200% and you get 169% lol [/quote] You can get lower quality than indicated by the span? If this is intentional, I think it's very cool. Station managers distorting statistics to get more business.
  9. Would it be possible to show and maybe even edit your friends list in the Net-7 Portal. If there already is such a function, feel free to ignore this.
  10. I just bring up the Net-7 Portal on my side screen if I really need to know. Both the Map section and the database has information on which vendor to go to for a certain level of components.
  11. I would like this as well, and I think the best way to do this would be to add a discrete number representing the level of the components sold somewhere on the posters on the front of the vendors booth. This may not be possible though since I don't know if the booth graphic models programmed into the client is flexible enough to cover all levels. Maybe that's what you mean by "flags of the vendor levels".
  12. I've only managed to get level 3 build skills so far, but I don't recognize the behaviour described in the orginal post. My impression is that build quality is higher than original live but lower than beta. I've mixed in some player made components though, so it might have increased my build quality. The analyze success rate seems better than both beta and original live, for which I'm thankful. I burned a lot of credits in ST4 and beta getting vendor items printed. The only items I can imagine where I think that the build quality range may be too low is for items where many of the components are not manufacturable. I don't know how hard it would be to code, but I think that components there are no way of improving should affect build quality less than components that can be improved.
  13. Not that I'm much of a builder, but when I get my builders up and running (will probably not reach max level builds this year), I plan on using the following guidelines: Level 1-3 gear: Build for free Level 4-6 gear: Build at cost Level 7-9 gear: Build for profit (anywhere from 10% - 50% depending on the rarity of the recipe) Exceptions would be guild mates. They would get builds for free if I can afford it, if not at cost. Tips would always be welcome.
  14. I'm not really a fan of mission chains where you have to do missions at a lower level to qualify for missions later in the chain at a higher level. I don't mind only being able to do a mission in a certain level range, but I don't like being denied content suitable to my level just because I have not done something at a lower level. I can understand the point in rewarding someone who sticks with something from the beginning, but if the content devs have time left over, I would suggest going over any such mission and making alternative qualifying missions for different level ranges. Just make it hard enough to get at a higher level that the one's who stuck with it from the beginning still has something to show for it.
  15. It would be nice to be able to turn off autorepair on docking. I may not want to pay the repair bill, when I could have one of my friends or alts patch my hull and repair my equipment instead... With such a feature, it would also be possible to have a ship burning in dock.
  16. If I understand correctly, the EMU is supposed to start at the same place in the timeline where E&B was when it first released. This means that things like the Vrix and the Maelstroms have not arrived yet, there's no Ardus or Der Todesengel. The game mechanics tries to emulate the experience from sunset though, including things like turbo weapons mechanics. Also a lot of the raids like fish bowl and controller raids and their loot are in, although they were not in at the original launch. As drjeff mentioned, a lot of all-new content has also been added. I think most of it is connected to the three missing classes being implemented. Even though they're not as complete as the first six classes, it's still nice. I really like the Progen Privateer.
  17. [quote name='Zackman' timestamp='1348993217' post='63914'] Heya, remember the portal is reading from the database that gets updated delayed when the toon is online. When you look it up now, it should reflect the toons exploration status. [/quote] I've played around a bit with this and the update delay seems negligible. A faulty explore status of a toon was not what I was trying to get at with my previous post though. The point was that the in-game map shows some nav points (large stuff like planets are what I've found so far) the same way regardless of if they have been explored or not, and the map at Net-7 does not. Maybe it's intended to work this way. I was just trying to point out a difference.
  18. I'm not sure if this is working as intended or not, but som locations (the ones I've found so far are planets or moons) are show as unknown on the map page on the Net-7 site even though they are identified on the ingame map for the selected avatar. I think this occurs for locations that are shown on the ingame map even before they have been visited (before the discovery bonus has been awarded).
  19. [quote name='Dakynos' timestamp='1348536752' post='63697'] Matt & Reon said it well - ships don't get destroyed and leave perfectly functioning items all the time. The idea is to have a hulk - a shell of a ship - scrap - that *may* have salvageable items. I could see arguments for more levels of debris (say some hulls are made of slightly move valuable material) but in the end, the whole point is to go through wrecks and salvage, which could be a chance of getting nothing 'good'. Back to Cherrypicking - there are many threads about this, so hopefully this won't turn into another. I'll provide links to others if needed, but I think the topic has been discussed pretty well over time. [/quote] This point of view just gave me an idea. What if the goodies (or some of them) in hulks didn't show up until you've picked through (prospected) the debris and wreckage slag (or some of it)?
  20. [quote name='Ryle' timestamp='1345174789' post='61878'] Also. Now that we have stacking level 9 loot in fishbowl, BBW, paramis and the like, isnt it about time the antennae and other voltoi drops stack like other bio loot? Its just an unneeded hassle leftover from live. What say you? [/quote] There is one more difference that may need balancing if this is done. In my experience at least, the voltoi loot is worth much more than comparable stackable loot from other sectors (Cooper). A Cooper run usually nets me more credits though, since devices drop more frequently there. Those devices really add up to quite a bit of credits (once you have them all analyzed so you can stop feeding the terminal).
  21. Another way to fix this problem would be to let some trade xp remain for trading debris and wreckage slag. It wouldn't have to be much, just enough to make it worth while to prospect them. Perhaps a few hundred trade xp per stack at trade level 50. I've always felt that trade xp earned should be more related to profit made than the level of the items you trade. Trading in large amounts of low level items should be an alternative to trading in small quantites of high level items.
  22. [quote name='Phorlaug' timestamp='1333767606' post='56482'] +1 This is cool. Buy a Beacon or have it as a device that can be made. @200 % it will last longer. The appilactions for this are many. They can be use as trade routes, Mining locations they can even be used in all battles PvE and PvP. Wow instead of flying past all the NAVs to get from one gate to another on trade runs fly straight to your Personal NAV beacon/buoy. [/quote] I like this idea. I think devices would definately be the way to go here. I'd also make a second line of devices that scans for existing offline beacons so you can replace your personal nav beacons when they run out. Both types should be consumed on successful use. To prevent expoitation, I think personal nav beacons would also need to have a very low "stickyness" so a lot of personal nav beacons would be required to replace the existing route's with shorter personal versions. This could also depend on level, where a level 1 device would only be good for a destination nav point and couldn't be used as intermediate steps on routes, and level 9 devices could allow for long distances between nav points on routes.
  23. I've been a bit swamped in RL, so I haven't really kept up with the forums, but I came across this topic and wanted to express my opinion. I'm not a PvP-fan myself, but I wouldn't deny the PvP-crowd what they want, as long as it doesn't hurt the PvE experience. If I had it my way I would probably start with the old arena game from live and build from there. I thought the arena was a fun diversion from the normal content from time to time. Probably because as a JE with max cloak and instant warp I could pretty much sneak around in there and do my thing without much risk of being fragged. I think it is important if this is built on that PvP remains consensual. New PvP zones should either have large safe zones or require someone to be flagged for PvP before they can be shot. This is necessary so those who just wants to watch doesn't feel left out. Don't force someone to PvP just because they want to explore a new sector, be it PvP or PvE. The best way I know of to achieve this is by the PvP flag method. The flag should be off by default, and would have to be turned on by choice (player chooses to flag him/herself for PvP). To participate in any PvP activity (firing on a PvP-flagged player, helping a PvP-flagged player or interacting with PvP content, for instance mining a PvP-roid ) a player would have to be flagged for PvP. I think it is better to restrict someone from participating in PvP activities when not flagged for PvP than automatically flagging someone for PvP when they participate in PvP activities. If the auto-flagging is used anyway, sufficient warning should be given before flagging someone for PvP to avoid players being flagged for PvP without their knowledge or intent. As many has stated before me, the arena model of No XP dept, quality loss or ammo consumption from PvP should be kept for all PvP if it is expanded in the future. Placement of hostile NPC's in PvP zones should also be severely restricted to avoid being finished of by an NPC if you choose to flee from a PvP battle.
  24. [quote name='Tienbau' timestamp='1330740041' post='54718'] The best thing I can think of is if the player knows the recipes by heart, they can drop the requisite stacks into the device, and once a full recipe has been dropped in the device engages, and drops the built ammo/comps, and leftover ores etc in the hold. I know we can get the client to recognise when items are dropped onto device slots because I remember when we first got the device slots working people - well Kenu anyway - were filling them with mined ores. It would need a bit of player knowledge to remember recipies but that's probably a good thing anyway. [/quote] I also like this idea. I would make it an activated effect though, so activating the device is equivalent to pushing the build button in the manufacturing terminal interface. If it is possible to change the item description dynamically, I would include the name of the item the device is currently set to build. That way you could check before you build, and maybe you wouldn't have to drop all components. Just enough to single out what you want to build based on the components you have in your hold. It would also enable you to drop the same component several times to cycle through different recipes that use the same components, like the Musca, Phoenix, Sculptor and Scutums 7's.
  25. rhobix

    Mining

    I have to agree with Crichton. Except after one patch when they messed upp shared XP from prospecting, it wasn't a fast way to gain XP in live either. (They plugged the share exploit pretty fast if I remember correctly)
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