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Kenu

Content Developers [CDEV]
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Posts posted by Kenu

  1. It sounds possible. The only things I don't know about would be having jove city not in ruins. We simply don't have an asset of a not ruined jove city. We would probably have to keep it looking the same and just pretend like it's not ruined. The other thing would be having classes with shared skills sorta. It could be done but it might be hard to fix and we don't want to make more bugs.

    The rest of it sounds possible and pretty fun.

  2. strange, galileo talked on market channel all the time just because.

    I don't mean to be rude, but what exactly do you think is going to sort this issue out? If you want them to stop, it's best you tell the people in game, not post on the forums since not everyone visits the forums. Posting topics like these makes people lose respect for this community and it's easy to blow issues like these out of proportion. There's not anything us DEVs can do to solve this problem either. It's a community issue and we will only step in if it gets out of control.

    I agree that these kinds of discussions should only be in group chat or ooc chat, but I don't think posting a topic like this is the best way to handle it.

    • Upvote 1
  3. JE's will still be the best miner. They can cloak, have low signatures, high scan range, can fold space or wormhole to get away or get back to base. They have the best reactors which should make a pretty big difference. the TS' only advantages when it comes to mining is their impulse speed (which is not much higher than JE really) and their cargo hold. Both classes are slow at killing so combat doesn't make much of a difference.

  4. so what is the problem here?

    exploration experience from mining has always been ridiculously low, even in live.

    in my experience few people mined for experience. I remember doing explore jobs after I explored the universe. I didn't mine.

    why would JE training be boring? the missions are almost identical to live. is it because they're so similar that it's boring? or is it a matter of exp? Or is it the fact that the new classes make the JE boring?

    simply saying JE's are useless and boring helps nothing, so please explain.

  5. the fact that it's a bug has been posted in some topics but hasn't really been announced. In the future you would probably find the bug on mantis, our bug reporting system (beta and above can report), but mantis was only recently set up again. I think part of the problem is we weren't totally sure what the bug was. People were saying the roids were respawning every 30 minutes. others were saying roids weren't respawning at all.

  6. I'm sure you've all been wondering, but this slow asteroid respawn rate is a bug. We're not trying to eliminate the miner classes, these classes are simply being hampered by a bug. It's a more complicated bug than we thought but it's being worked on.

    I'm sure part of this idea is also based off that the JS now has build reactors at an earlier level than the JE. JE's are not builders so this makes sense. Plus they are still able to build reactors so it's not like they've been nerfed.

    What's wrong with the JE starting area? The roid fields are too large? Roid fields are kind of messy at the moment. Eventually those roid fields will be mostly iron and copper like they used to be but we can't control that yet.

    JE's have had problems with combat lately (even more than they should) but that will be balanced when we are able to balance mob's combat abilities. Or maybe shield leech is too weak? This could use some investigation.

    Reasons to play a JE:

    wormhole

    cloak (group cloak)- right now there's a bug that cloak does not hide the player from mobs with a higher combat level than the player. It might be 5 combat levels higher or something but the bug still remains. This makes it harder for JEs to survive right now but that is not intentional and will be fixed.

    scan range- very useful in groups

    prospect- as mentioned earlier roid fields are bugged and being worked on.

    they can still build reactors- maybe not as good for money making (with the JS having negotiate) but you sure will make a lot of friends!

    a lot of these aspects are compromised right now but most of them were not intentional and will be solved with time ;)

  7. Seeing as terrans cannot build reactors when they can make shields and engines, it made sense to us to give JT build reactors. We wanted to give them something both the other trader classes could not do, PP because they can't build jenquai reactors and TT because they can't build reactors. This way, if you wanted to have a trader class primarily to build, you might actually consider picking a JS over the other two because this way they can actually do something the other traders can't.

    We didn't want to steal the JE's job, but recognized that most people didn't choose JE just to build reactors. Build reactors is one of the reasons why someone might pick a JE in addition to many other reasons, the ability to prospect, wormhole, group cloak...

  8. please note that any vrix you see are a bug. Literally! :P

    but seriously, it was not our intention for them to be there and we will find a way to rid of them soon.

    and mimir if it makes you feel any better, I was rated 3 of 5 stars on the old forums and that was after I voted myself as 5 to raise it up a bit :)

    • Upvote 2
  9. sorry to ruin your hopes, but job terminals will still not be in game yet. And there will be no large amount of new content as we switch to ST4. We will not promise new content immediately, but once we switch servers you will probably see new content more quickly. at least at first.

    ST3->ST4 is mostly just switching the server to a better one. It will help stability, but don't expect it to be too different.

  10. I don't see too many devs in game when I am online, so I don't think them playing enb instead of developing is a problem, and I when I play I usually am sitting around answering questions or have it minimized in the background.

    In fact I think developers should play enb more. playing helps us connect with the community. We can see their opinions better than we can on the forums since in the forums, one player can post their opinion in many threads. Also, more players play the game than post on the forums so it's a better representation of the community.

    besides, it's better if they're playing enb than other games like EVE and STO. Even if they aren't working they are still interacting with ENB, which helps them keep up with what's going on.

  11. Here's a few things I've noticed since coming back. YMMV, but I think these will be some decent improvements if they can be implemented.

    1. Make "Approach" work for everything. When prospecting, looting or even fighting, it'd be a real help to be able to target it and then click Approach to line up and move towards it. (This is actually how Eve Online does it, and it works well for its purpose). Having it work at long ranges would be excellent too, as you could use it to line you up for a freewarp for when you don't want to use the navs for whatever reason.

    2. Add some speed to warping by nav points. An extra 30% across the board would be excellent.

    3. Vault filter - change from "hide" to "show only". Currently you can only hide a certain type of thing. Maybe I'm missing something, but why would you not want to just show what you're looking for, instead of hiding 1 out of however many things you're not looking for?

    3a. Add more categories to the vault filter. The biggest use of the vault is for ore, refinables and components, so I'd like to see those as independent options.

    4. Vault sort. MUST DIE arrggghh. Or at least, add "sort by type" and "sort by level" - preferably both at once, as that would pretty much work for everything. Example- you've got equipment, components, ores and refinables in your vault. Selecting "Sort by type/level" would instantly group everything of the same type together and line it up by level. How cool would that be?

    5. Allow dead ships like 10% speed or something, so they can creep away from whatever killed them to get a jumpstart. We don't really have enough players in game to be asking for a group to kill something so you can get a JS.

    6. Less NPCs, tougher fights. I personally hate "the grind". I'd rather have a few scary hard, but really rewarding fights, than a bazillion pwns. Also, this encourages grouping which will help spread out the xps. Combine this with the next item for real authenticity.

    7. Change teh lootz to make sense. It makes no sense whatsoever for an organic to drop a complete, usable engine or weapon lol. They should instead drop refines. Mechanicals should drop a lot of components and items, maybe with some damaged so you have to repair them?

    8. Lastly, rebalance weapon damage and deflects, and make it by the type of enemy (mechanical vs organic). Example, Plasma damage just rocks out, so there's really no point in using any other kind at low-mid levels. I suggest lowering Plasma damage and bumping the other kinds across the board (and I have a TE so this is a nerf to me, but it's for the best). Also, making Plasma damage do much less against a mechanical (metallic hulls resist burning pretty well) and explosive/impact do less against organics would be pretty authentic as well. With this change, you'd need to be prepared for the type of enemy you'd be fighting, instead of just going with Plasma 'cause it pwns all. We'd also see a lot more diverse crafting going on.

    8a. Side note, why are Organics all shields? You'd think they'd be all hull (body) instead, with a lotta HPs. That'd make more sense, at least to me :P

    Thanks for reading this far!

    W

    1. by approach do you mean autofollow?

    2. Warp freaks everything out at around 6300 or something, currently the cap is around 5000 or 5500 so we aren't capable of making it much faster.

    3. Not sure if this is possible

    4. Not sure if this is possible either.

    5. I'm not sure I like this idea to let them crawl away slowly, but it would be cool if stuff like summon friend or fold space ally worked on incapacitated people to help get them away from danger without having to clear the area.

    6. Tough mobs would be awesome but could be hard to do. If we could pull it off...

    7. Might work, though I feel like people would hunt organics a lot less.

    8. I hope we do, but a ways down the road, it will require less balancing than you might think.

    8a. It totally doesn't make sense, but the hull bar is so small it would be hard to see killing progress.

  12. I don't know why my name was mentioned here, but we are not focusing our resources on PvP at this time.

    We have discussed PvP lately in some off-time, but haven't been focusing on it or working on it.

    The bug fixes will come eventually, we have been trying to figure some out and been ironing out others. We have some plans for PvP we will add later, but they are not important at this time. Just wanted to clear that up.

    I think the community has better things to do than think about PvP. We all know those arguments never go anywhere. Just let us do our thing. :mellow:

  13. I feel there's a bit too much glorification of the past

    I can't say for certain on andromeda but I met tons of people who were total jerks on Galileo. The community of what I've seen has been way better here than it was in live.

    and yes, the 48 hour rollback is unfortunate, but at least we got the characters back. And hey, this is a stress test, stuff like this happens and we gotta make the server run clean. I realize none of you stress testers get paid to do this so it might be less of a reason to keep going, but we need your help to restore this game to its former glory.

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