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Lot

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Everything posted by Lot

  1. [quote name='drjeff' timestamp='1348202493' post='63562'] But now there is NO option if you want to play the emulator...you MUST scroll down and click "I AGREE". [/quote] In your snapshot either button can be clicked and you are not scrolled to the end.
  2. No obligation to scroll down Riana! I feel that the clickwrap on the ENB client was an agreement only when EA were providing a service for the game. Nowadays clickwraps generally tend to force the user to scroll down before accept can be clicked.
  3. [quote name='Zackman' timestamp='1347473603' post='63283'] Uhm...not iirc - only the reactor buff sticked on others but not the turbo...iirc [/quote] I remember that the DEA turbo buff did activate on group members. Putting aside recollections of live does it not make sense anyway that a RAID ITEM like the DEA should activate the turbo buff on group members? A raid item should be that good!
  4. Well it is amazing how quickly time flies -- we've definitely found that 5 minutes is too short. For example, a controller raid we just did we lost the loot because we had to both finish clearing the other spawns and had to talk between us who got the ED beam that dropped. Unfortunately, as I said, time does fly, the ED was still in the corpse when 5 minutes were up. Holding a corpse open does sometimes keep a corpse longer than five minutes. But that is a bad mechanic to rely on for a boss raid mob corpse. I think 15 minutes may be too short too for the same reason - time flies. I suggested an hour because that is definitely long enough is most cases to go through whatever is necessary to deal with loot. Especially if there are more than one or two items to deal with. Better for the timer to be too long particularly on a raid boss mob corpse. Some players may want to make a speciality of ninja-looting perhaps they might form a guild [Ninja Looters, Inc]. Having their name put on local with the item they ninja-looted may perhaps be what they want too for them to gain notoriety. No, I don't agree that it should be toggle-able on and off. It is after all only for raid boss corpses and items looted from those corpses. It would keep everyone honest or dishonest depending on perspectives.
  5. Please can we have the following corpse timers: For ordinary mobs - 300 seconds. For BOSS RAID mobs - 3600 seconds. For a boss raid mob please can a line be echo'd in local chat that says which player looted an item from a boss raid mob corpse with the name of the item. I believe most mobs are on the 300 second timer at the moment including the controller. A boss raid mob corpse needs to exist for up to an hour to allow time for looting items from the corpse. For many reasons it may not be possible to loot the corpse within five minutes anyway. For example: gotta clear the area of other mobs, gotta establish based on the items that dropped who is interested in the loot amongst the players that attended the kill, gotta have time to do that and may be run a lottery may be exchange credits, etc. Needs times to do all this. We all know about ninja looters. Having the name of the player echo'd in local together with the name of the item that they looted is a failsafe way to identify if items were taken by a ninja-looter. It also keeps everyone honest especially if there are multiple groups attending a raid. There are no rules against ninja looting. But I think identification is fair for future reference. In live players who ninja-looted were banned from attending raids and joining guilds -- there should be repercussions for bad behavior. Please share you thoughts and suggestions, thank you.
  6. [quote name='Zackman' timestamp='1347359566' post='63194'] Are you ingame now? [/quote] Yes, I am -- sorry did not see you had asked until now. Edit: Try asking general chat for a member from Static if you need to check anything. There is always someone online.
  7. "Unable to select guild logo for (null)." is still the error message I get trying to apply the Static guild logo decal on to the ship of my character which is in Static guild. Already replied to the bug report in the bug tracker with words to the same effect.
  8. [quote name='Zackman' timestamp='1347104734' post='63024'] What should the skill look like (at all tiers) to become useful but without being a win-button? [/quote] Near certainty of success, longer timer between uses, increased range (double it at least and increases further with skill buffs), duration dunno same may be as it is now. Both skills could the become strategic skill to use against mobs. What has to stop is having to spam the skill to get a success because all that does is give the impression that the skills are both a waste of time especially when 99/100 the mob is dead before skill hits. (Is Navigation L7 still broken inside nav fields? Retired my JE in favor of my TS due to it -- that skill may be next, Zackman).
  9. Better success rate? These skills might just begin to pass the laugh test. The higher tiers make a good party trick for entertaining the group on raid bosses and minions. Trouble is you know how bad the success rates were because all too often you're in a group and the others have never seen the GFX of the higher tier area effect spread out to multiple mobs. You get to hear "Ohh what was that? Never seen that before ..." on the occasion that either skill manages to do anything. Now if only the range was increased.
  10. [quote name='Kenu' timestamp='1346817585' post='62890'] I changed it to non-tradeable to stop the exploit. I originally intended it to be tradeable and the mission was supposed to take the item upon starting the mission but for some reason it wasn't doing that. If I can get the mission to take the item at the beginning of the mission I will revert the item to being tradeable. We can consider this a bug but it's not a very high priority right now. [/quote] Thanks Kenu.
  11. As an after thought it may be that the MDD was made non-tradeable temporarily to gain time to fix the mission and delete the MDD when the mission was completed. If this is the case then sorry for jumping the gun -- please carry on! I assume then that the MDD will become tradeable again when the mission was fixed. But I do wish, if this was the case, that there was a clear effort to [u]communicate[/u] this fact between DEVs and PLAYERs.
  12. In live, the Mordana Purifier Philosopher had a chance to drop one of other recipe for the engine or reactor. The recipe could be [u]TRADED[/u] to another character. The emulator has chosen to do this another way, with the Mordana Data Disk. Until a few days ago, the Mordana Data Disk was tradeable and now it is not. I understand that the Mordana Data Disk was being traded to a character, the character was learning one or both recipes, then trading the Mordana Data Disk on to another character, and the learning repeated. This may be was not too good. May be the disk should have disappeared when the mission to obtain the recipes ended. I asked a DEV why the MDD had been made non-tradeable. Answer: [u]Working as intended.[/u] Well I suppose a DEV can claim anything is now "working as intended". But let us examine the matter more closely. In live the MPP had a chance to either drop a Schematic for the Aspiration of the Faithful, or a Schematic for the Intent for the Resolute. Both were devices that could be [u]traded[/u] and were installed and were activated to load the recipe. I do not remember what the tech level were of these devices but any player with the appropriate build skill could install them. The tech level was therefore between 1-8 on each device. Two ways to correct the handling of the recipes: [u]Fix what was implemented in emulator[/u]: making the MDD tradeable again but make it disappear at the end of the mission. TBH I like the MDD approach more than live because it is more efficient (a character than can build both engines and reactors can obtain both recipes instead of only one) and fun (a mission rather than just inserting a device). [u]Make the emulator like live[/u]: you know what this involves but is it really likely to happen since time was already spent implementing it another way. I prefer the not-like-live method anyway. I just thought I would put this message out there as a feedback comment for the DEVs to mull over.
  13. Got around to testing this and the block to testing the L7 reactor is removed. Penalty was 9M credits for being pals with the Red Dragons. The Grissom Space Patrol widows fund is going to be under some strain soon as I go about the task of compensation. The widows only have Intuneric Vogoare to blame, to be quite honest.
  14. That seems fair enough Zackman, I was perhaps thinking how live did it and forgotten how differently the emulator did it instead. The formula seems pretty fair. If equipment HDC works for professions without damage control skill that will be good. Might look forward to seeing more hull tanking groups. Guess someones gonna lock this thread seeing as the other one says everything about HDC.
  15. Those numbers floating up from the shield bar are confusing when hull damage is being taken ... may be you should look at the damage to a hull that has no hull damage control may be that will provide an insight. Shield deflects apply just to damage taken by shield. Only HDC affects what damage the hull takes. HDC is like layers of ablative armor, for each 100% of HDC you get a layer that reduces damage by 50%. 100% HDC = 50% damage resist 200% HDC = 75% 300% HDC = 87.5% So 150% would be midway between 50 and 75 = 62.5%. Yes buffs to HDC from Invincible Bastion and other equipment have been confirmed not working months ago, or is it years now? Bug report was added to the pile of bug reports and included in feedback for adocates to report. Unfortunately, like so many bugs there has been no progress on fixing them and over time additional players take notice of the same bugs again. Of course it may be that a developer had implemented additional HDC from equipment buffs but then disabled it because too powerful. I have a feeling that may have happened somewhere along the line. Some other effects got disabled for the same sort of reason like critical targetting. For HDC it may be that the effects on equipment have too high numbers that may be ought to be reduced. The bastion shields for example.
  16. What settings have you got in the launcher for client, server and debug?
  17. The formal agreement between guilds applies only to the controller and GOBB it does not include the fish bowl. Fish bowl is straight foward as a raid because it is activatable and accessible 24x7. No waiting a random amount of time for the raid to spawn again. Much more civilized. Anyone that puts together a device can probably ask for help to run the raid if they are not a member of the larger guilds. As the device owner I feel you can reserve the items you want and allow the remaining items to be allocated to whoever helped out. Fun is the main commodity in the emulator so I feel that an auction for fish bowl loot is unlikely. Players will probably volunteer to help out for the fun of it not expecting any rewards. Although it still would be nice to offer helpers any items you did not need. On the plus side it does not need 20-30 players to run the fish bowl in the emulator it can be done with between 6-12 depending how fast you want to go. I played on Andromeda during live and was aware that Pegasus did things differently but still interesting to get the reminder. There were on occasion Pegasus style auction fish bowl raids held on Andromeda but not as often compared with how many were held on Pegasus.
  18. ZACKMAN can the portal show the factions that are not listed ingame that are being tracked in the database? I don't think a compromise can be made about Progen Combine, it has to be listed ingame because it controls passage through the gate into Moto from the Progen side -- just like Terran Alliance controls access from the Terran side. Unless the mechanics surrounding Moto have been changed ... Glenn Commission doesn't affect stargate passage just building at Frendship 7 so may be a compromise can be reached by omitting it from the ingame listing (and thus easing away from that limitation you mentioned) and showing it instead on the portal. At least for those trying to get better builds at Friendship 7, they can see what is going on. If we can see Glenn and other hidden factions on the portal that may be the answer for now ...
  19. [quote name='Ryle' timestamp='1345698470' post='62194'] Chavez never had a formal faction but they behaved like one. You started yellow and eventually went red. They had no alliances tho, killing them gave you postive to everything but like vrix [/quote] It may matter eventually in the emulator to be able to see Chavez faction numerically, like you could before the reset, if Chavez factioned gates are added as expected in Paramis that will lead to a Chavez controlled system. May be the pirate gate in Odin Rex will become Chavez factioned too instead of being RD. And besides, if the numeric values for factions become obscured how do we test and provide feedback that the adjustments through killing enemies of the faction work right. Watching the colour coding of the mobs will not be adequate.
  20. Mordana -- everyone should start off neutral with them, right? I am seeing -9,000 post-reset value ...
  21. Appeciate the buttons on the portal to retro-fix faction values but there are several issues with the new faction system. Missing factions in game and out of game on portal: Progen Combine, Glenn Commission, Chavez Progen Combine and Terran Alliance are the Moto war zone factions it is essential to be able to see both factions. I have heard that the faction list after the reset was based on what it was in live (a very loose guesstimate in that case if true) -- well I thought live had both Glenn and Chavez. Terran Alliance is an emulator faction for Moto, just like Progen Combine and didnt exist in live but one is on the new faction list but the other is not. Basing the new faction list on live is the wrong idea anyway it should always be what we need to see. We need to see Glenn Commission so that we can all work on faction for building at Friendship 7. Profession group faction set to only +7,500 while other two racial factions are +9,999 -- probably ought to be the other way around. For example, a Progen Warrior has Centuriata set to +7,500 since the reset but has Sabine and Collegia both set at +9,999. It appears that all professions, all races seem have had the same mistake applied to them.
  22. I agree quality distribution on raid items ought to favor 100% or better items. There could still be a chance of getting below 100% on raid items but it would be very rare or unlikely. While on the subject of quality can all looted items have a quality that is a multiple of 5% i.e. 85, 90, 95, 100, 105, 110, 115, 120, 125. This would more closely emulate the standard of the live servers. It was a tell-tale indicator that items had taken quality loss during battle when the quality was not on one of those 5% borders. And please can quality loss be reigned in it should never be more than 1-2%. It would be great too if there was a way to regain lost quality on non-manufacturable items.
  23. Often wished for the same but understand that Antares is a frontier system and the service faciltiies are barren and on a par with a zone where pioneers and explorers are still arriving. It does feel like Antares is in limbo but the whole emulator universe is like that -- the position has not been reached yet where the content developers can press "play" re-activating progress of the story line. The bio-loot does not stack but it sure is worth making a quick trip to the Veil Trader to sell. I have also gained many trade levels trading the bio-loot player-to-player. There may be two factors differentiating Antares non-stackable bio-loot with stackable bio-loot -- credit worth and XP worth. Antares is different and may be it is worth keeping it like it is because of that reason.
  24. [quote name='Algaron' timestamp='1344588874' post='61547'] Why post spoilers? Just mention the sector that would be fine. You can pretty much guarantee the nav will be changed now. [/quote] So the location can just be revealed yet again? And again ... The only true way to spawn the MPP is randomly anywhere within a set of systems or perhaps anywhere in a sector i.e. Capella. That way nobody can ever predictably camp a spawn site. Instead, it would be necessary to go patrol an area. I think it was a good call to reveal the location because it just underlines the lameness of predictable spawn locations. Once the location is learned then the same player(s) can just camp the location 24x7 and nobody else ever gets a sighting of the spawn and never learns the spawn location. So bravo to the member from guild VGE. May be the mechanics for the spawn can be reconsidered making it fairer for all those determined to capture the MPP.
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