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rhobix

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Everything posted by rhobix

  1. [quote name='RojoMuerte' timestamp='1316659452' post='46475'] (PB-20, CVE-12, Aegis-5, PoC/FoC-7, Skull Shield-15)= 59% [/quote] That's not the way it worked in live at sunset. It did in the beginning, but they changed it when people were closing in on 100% from adding the values to multiplying them (the reload times, 1-turbo), so instead of 0.20+0.12+0.05+0.07+0.15=0.59 turbo, it should actually be 0.8*0.88*0.95*0.93*0.85=0,529 reload time (or 1-0,529 = 47,1% turbo)
  2. [quote name='Tienbau' timestamp='1315542973' post='45928'] to qualify for the clear bonus, the field must be cleared BEFORE any new roids start spawning again. Roids will start respawning in a field at +/- 25% of the field's respawn cycle time. This varies for each field but you will get a feel of the time cycle for any field you visit often. [/quote] Thanks for taking the time to explain how it works. This makes it pretty easy to wait out the full respawn of cherry-picked fast spawning fields. Cherry-picked slow spawning fields probably won't have time to start respawning before you can clear it, so you'll get a clear bonus there too. The trouble occurs when the respawn is so slow you're left with nothing to do while the field respawns. Not many miners are patient enough to wait those out just for the clear bonus. I'm not sure how to solve this. A prolonged spawn time is almost necessary for the slow spawning fields, or they'll be very hard to find, since a veteran miner is bound to have been there to clear it before a novice miner passes by looking for new ore fields. Prolonging the spawn time makes it more likely there will be something there to find, but makes a clear bonus practically impossible to get. One way would be to duplicate the fields and have one fast spawning field with just a few roids and one slow spawning field with lots of (the same roids) in the same place. Another way would be to make all fields fast spawning but have a random roid count weighted heavily in favour of spawning just a few roids, but a small probability of putting out a lot of roids.
  3. [quote name='Yuritau' timestamp='1315488603' post='45895'] If it's being explained as an environmental effect, it should affect EVERYTHING, including mobs. The only exception being if there's a specific type of mob that is know for having particularly good scan technology as it's special ability. [/quote] Mobs native to those regions may have adapted, like the sundivers in VT.
  4. [quote name='Tienbau' timestamp='1315473528' post='45882'] Course there have to be hints for the staple orefields when they dry out - like say you arrive at an orefield and there's a grizzled old miner ship comes up to you and some guy with a Boggeril accent tells you the party's moved on and where everyone headed. Maybe he's after some duct tape or something like that. [/quote] More miner cargo manifests may work. They need to be rare though, and the hint should be hidden on the Net-7 database to make the information on them ristricted. If hulks ever gets in as rare spawns in ordinary ore fields, I would suggest sticking them in those with a low drop rate.
  5. [quote name='Taralin' timestamp='1314909703' post='45520'] Oh man, that sucks that they're all gone again. I just found this emulator and was hoping to run into some of the old Orion people. [/quote] I have seen Deus around lately. I'll ask him if anyone else is back again next time I run into him...
  6. I think expecting people to clear a field every time is a bit harsh. If I have the time I usually clear everything in scan range, but if I run out of cargo space or time, I generally just leave it unless I have something worthless to space. I usually clear a field from one end to the other though, so there may still be things of value in it after I leave. If I need something built that requires a certain ore, I clear the roids with those ores in them first though.. At least until I have enough to cover my immediate needs.
  7. [quote name='Nanophobia' timestamp='1315376324' post='45822'] when I try to verify my new account I get [#10120] We could not find the validation request you are attempting to verify So most likely my account has not been confirmed [/quote] Ok, you probably need some admin help then... I've had similar issues verifying accounts for other websites using webmail. Some webmail systems seems to corrupt the links, so I've had to use a local mail client and download the mail to my computer for the verification to work...
  8. I'm not sure what account you're trying to log in with, but you need a Net-7 account to log into the game. Net-7 accounts are separate from the forum accounts. Net-7 accounts can be registered at the Net-7 Portal. You will need to supply your forum account name when you register at the Net-7 Portal.
  9. [quote name='Captain Tripss' timestamp='1315273277' post='45761'] I have noticed that the aggro indicator doesnt flash when something sees you and gives chase, but only when they start attacking. Hope this isnt hard to fix Thx [/quote] It would also be nice if mobs could keep flashing as long as they keep looking for you when you cloak, so you can see when it's safe to decloak.
  10. [quote name='Tienbau' timestamp='1315293404' post='45765'] [list] [*]If pop rock explodes, damage should be proportional to rock level not player cap (I did it this way initially to ensure players would never be incap'd when pulling poprocks). [/list] [/quote] Yes, damage should be proportional to rock level, and I think should be of the same level as the cap of an average shield one level below the rock (JE's only get lvl 8 shields, so taking lvl 9 shield damage would be unfair). Damage could decrease with distance in a similar manner as beam damage did in live (Full damage to half range, then linear decrease to half damage at full range). Range could be scaled in relation to the prospect range for the appropriate prospect skill level.
  11. It think the random fields are a great idea. I'm not sure how easy it would be to generate good random locations for such fields on the fly, but the data should be there. When a random field is cleared, a random generator could be triggered which generates random locations in a number of predetermined sectors (most sectors open to all should be considered...), and the field is spawned at the first location that is at least 40 k (+ the radius of the field) from any nav point and other ore fields. There think there could be at least a dozen such fields floating around without it overcrowding the galaxy.
  12. [quote name='Yargnit' timestamp='1314948564' post='45563'] Yes, like 10% of miners are slightly crazy (like me) and love pop rocks, most hate them already, and would despise them if they were lethal. Just fix it so we can find lvl9 ores more commonly outside of pop rocks and it will solve everything. I like pop rocks because they are the ONLY way to get certain lvl9 ores. Solve that and they just become a more efficient way for people who like to live on the edge. (Rememeber, if you don't clear the ore guards, they can kill you if you blow chunks out of yourself mining pop rocks, even if the rocks themselves don't) Now mayabe they stacks of 20+ lvl9's in 1 rock could use a tweak, but you can do that without making them lethal, just lower the stacks to no larger than 10-12, while simultaneously fixing lvl9 ore in normal rocks. That makes it a viable option to do either depending on your class/preference. [/quote] I don't think it's crazy that the pop roids have large stacks. You don't get every stack after all, so I'm not sure you get that much more ore out of the same amount of pop roids as you do from ordinary roids. You just get more at once. As for the damage. They should do a significant amount of damage, but I don't think they should go into hull if your shield is fully charged. What could work is delivering large amounts of EMP damage after the initial blast so they'll empty both your shield and your reactor but leave your hull intact. I could even see them uninstalling engines, reactors or shields at random, to make the effect stick a bit longer...
  13. [quote name='Mimir' timestamp='1314880626' post='45483'] Thanks for the formula, LOL you may have just typed BLA BLA BLA = BLA BLA BLA for all that meant to me. [/quote] I can't help it. I'm an engineer. I like formulas
  14. If I would redesign different shield recharge skills for the different trader classes I would go like this: TT - unchanged PP - recharge over time - would be perhaps a bit more powerful than the TT ability, but would make the PP more equal to the other trader classes firepower-wise, since it would require targeting the character your charging, cutting down on firing time. JS - instant recharge with cooldown. Goes good with cloak... Decloak, recharge, target enemy, fire, recloak, wait for recharge to cool down, repeat...
  15. I don't know exactly how it works now, but I think this formula should be used to calculate field clear bonus: XP = XP0 * (CC/RC) where XP is the xp awarded for helping clear the field XP0 is the total (maximum) field clear bonus CC is the clear count, how many roids you've in the cleared field cleared. Should reset if you leave the sector RC is the roid count, the number of roids that has spawned since the field was cleared last. I have cleared a number of fields in Fenris without getting a clear bonus. It may be because I left the pop-roids for last. Pop-roids should also be able to trigger a clear field bonus when popped. Other than that, I have yet to come across a field that won't give me a clear bonus, or more precisely, I've assumed they were not fully spawned when I cleared them and didn't get a bonus...
  16. [quote name='Terrell' timestamp='1314876306' post='45476'] That also needs to be fixed. Was killing Titans, near triple lattice CL41-46 with my JW a few days ago. Some of them dropped L3 crystals. That shouldn't be the case either. [/quote] I actually think that's just as much a design flaw as a drop flaw. I don't think loot should be level-banded. It should give a certain amount of trade XP per credit. If your at a higher trade level, it should take more income to get the same amount of trade XP as someone with a lower trade level. If you manage to collect thousands of low level loot items worth the same amount of credits as a few high level items, it should give the same XP.
  17. [quote name='Lot' timestamp='1314868624' post='45470'] You still get the whatever XP it is (200?) from emptying the hulk no matter what it contains. [/quote] Yes, but the explore xp gained by clearing a hulk field is insignificant when compared to the explore xp gained by clearing a roid or gas field of the same size and level. In a gas or roid field, I would estimate that over half the xp comes from mining the ore itself, less than a quarter from the roid clear bonus and about a quarter from the field clear bonus.
  18. [quote name='Overtkill' timestamp='1314812190' post='45406'] Edit: Additional... Hulk fields have been sucking lately. The lvl 7 though 9 junk loot are currently worthless to vend. Landing struts, shield emitters, etc... Putting a higher price on these items would encourage players to finish off hulk fields so they would regenerate. I can tell that some do not respawn new hulks until the field is cleared. Another bad idea...! People cherry pick the good hulk fields, never bothering to finish them off since the stuff left is not worth anything. Make it worth the risk of mining these items, and people will empty them. Far better than coming up to a lvl 9 hulk with nothing in it but debris! It ticks me off to go out of my way to these fields to find them cherry picked and emptied of anything valuable. [/quote] I usually get vendor loot worth about a million credits from clearing a level 9 hulk field. That's excluding any manufacturables which I keep for future analyse. I think that's ok. I do agree however that it would have been nice if the debris and wreckage slag could be replaced by something level appropriate so you get explore XP for prospecting it as well. Perhaps something like: Lvl 4 High Grade Debris Lvl 6 High Grade Wreckage Slag Lvl 8 Research Grade Wreckage Slag
  19. [quote name='Mimir' timestamp='1314436966' post='45288'] I guess for me anyway, looking up something is easier than spamming the channels asking where something drops. Either way we the players get the answer we need so no harm no foul. [/quote] I think, without an automatic update system, a larger player base is needed to keep a user-updated database resonably useful. There just isn't enough players interested in registering a drop when they find one.
  20. [quote name='Dragoncove' timestamp='1314299338' post='45222'] I assume you mean on the Market, not by going out with an alt and mining. Although maybe you do. [/quote] Mining when you need something will never work. No matter how much ore fields they put in the game, people will always want stuff faster than someone can mine it. I store up to at least one stack of all the ore I mine before I start vendoring. As said before though , one miner can't store all ores, so I use three. On that has level 1 and 2 ores, one that has level 3 to 5 ores and one that has level 6 to 9 ores. If you don't like leveling explorers, this may be a pain, since to really make it efficient, they have to be able to refine the ores they store as well. For me it works great because I want one JE for wh:ing on each of my accounts. [quote name='Dragoncove' timestamp='1314299338' post='45222'] ... The problem is that the vendor has an infinite supply, no matter how many miners sell to him. So while it solves the problem of miners having to make do with the small change they get from vendoring ores, it doesn't do anything to GET those ores into the hands of the builders. The builders are using ore generated by the vendor, instead.[/quote] Yepp. This would only work if the vendor couldn't sell more than what he buys form players. If he has an infinite supply, he just kills the usefulness of mining for ores altogether.
  21. [quote name='Dragoncove' timestamp='1314298662' post='45221'] Yes, the miners get more money than if they just vendor it, but there's no way for them to know how valuable the ore really is. Unless the rare ores are just left off the vendors, at which time you just end up limiting the trade to those ores. [/quote] This could be easily solved by showing how much of an ore the vendor has. I don't know how easy it would be to show that in the client. Perhaps the field usually showing how much you yourself has could be hacked to show how large a supply the vendor has instead. You could even adjust the price according to how large of a supply the vendor has. He could pay more/charge more for ores in low supply.
  22. [quote name='Dragoncove' timestamp='1314221562' post='45166'] Oh, I see. I did think you were talking about the common ores. But then again, that's kind of the problem. Demand for ammo is high enough that as you say, it is constant at all times of the day. Demand for ship systems is sporadic, it only comes when someone WANTS the system, and wants to buy it, and then it's very unlikely that the appropriate miners to provide the ores will be online. So a builder has to either 1) buy the ores ahead of time, and store them away in his hold, 2) buy the ores ahead of time, build the components, and store THEM away in his hold, or 3) buy the components from the vendor. The third option is the only one that allows you to get the components you need at a moment's notice. On top of that, you have the same problem with systems that you have with ammo. You have only a limited amount of space in your hold, therefore in order to conserve that space as much as possible it is best to hold onto only what you absolutely NEED at a moment's notice. That is, the components which cannot be bought from the vendors. Components which can be bought from the vendors are not usually built from ores because that space is needed for those that are. (And BTW, this pretty much means that components are not ripped to build common components. They are ripped to build the components that can't be bought. So it's still the rare, expensive portion of the market) An auction house or similar interface would help because not only does it allow trade with a larger base of players, it also serves a storage function. The items are stored away until needed, and don't take up space for anyone. While the concept of a market should be that there should always be a request very soon after an item is put up for sale, meaning sales should be quick, the item can be held long enough that an item like a weapon or shield would get sold, even though that might take longer than ammo. [/quote] Ok, I see your point now... Both types of vendors would be useful. If I had to choose though, personally I would still rather have the vendor that gives me credits up front when I sell him something that others can buy than being able to set my own price and have to go back for the money...
  23. [quote name='Dragoncove' timestamp='1314132542' post='45114'] Not really. It honestly wasn't worth anyone's time to deal in inexpensive ores or components on the Market. As I said, usually you joined a guild for that. [/quote] Precisely, so only extreme capitalists would cry over having to sell those at a fixed price. I was referring to the rare expensive ores.
  24. [quote name='Tyran' timestamp='1314169486' post='45150'] Gonna be a lotta qq with mining raids if there are no mobs involved. Even if there are mobs involved they would need see cloaked. Otherwise I will just sit back and let others do the bulk of the mining. Once the goodies appear, then I will help out ofcourse. [/quote] Of course, pure explore raids would only attract explorers and perhaps the odd dual boxed trader for extra cargo space. I think the idea of not being dependant on warriors is kind of the point to those. If part of mixed raid, both prospectables and mobs would have to spawn simultaneously to keep everyone busy. The warriors would only have themselves to blame if they didn't bring enough exporers to keep up with the prospecting... If my suggestion to adjust drop quantity/quality to prospect speed were implemented, you would hurt yourself too if you didn't help all the way... On the other hand, if the loot was really coveted, some kind of looting rights on the super hulks would probably be necessary to prevent ninja looting.
  25. [quote name='Dragoncove' timestamp='1314140401' post='45130'] Actually, now that I think about it, I remembered ANOTHER suggestion from live. So-called "Super Asteroids" or "Epic Asteroids". The idea is that there is a special procedure to make an asteroid or hulk appear, perhaps like clearing the field. These would contain special loot that would be similar to making a given MOB appear. This would be random, but could spawn multiples of the special asteroid, so you could have folks group so they all get items. This would certainly qualify as endgame or even raid content, depending on how complicated the task was, and how widely the field was effected. I'm honestly not really sure how we can add special loot to Trade, but since special loot usually directly effects crafting, in that it consumes the loot, instead of gaining it, maybe it doesn't have to. [/quote] I have the following suggestions to make raid like prospecting events: - Set up a timed wave of fields spawning: If you mine the original field fast enough a new one of higher level will spawn. If you clear that one within a set amount of time, an even higher level field will spawn. If you fail to clear it in time, it will just revert to the original field. This would continue until you reach a level 9 field, after which a super hulk field would spawn with the "raid loot". The richness of the final hulk field could even depend on the speed at which the other fields are cleared, giving more rewards for faster cleans, so there is more to go around if you team up and clear the fields faster. - Puzzles: Clear a field in a specific order or direction and a super hulk will spawn. - Mixed raids: Introduce prospecting as a step in an otherwise ordinary raid to get the next mob spawn, or clearing of ore field guardians as a condition of super hulks to spawn. - Make your own road kills. Warp over an injured raid boss to get a road kill like there used to be in TD in live.
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