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Kenu

Content Developers [CDEV]
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Posts posted by Kenu

  1. we may have finally solved this bug! the fragments seem to be unsellable on the dev server. hopefully with a restart tomorrow this bug, as well as the Terran OCD mission bug will be fixed. note that if there is a restart tomorrow it will not be a content update, it will only address a few mission bugs.

    EDIT: both problems are confirmed fixed
  2. Here's most of the info for the August Content Update, coming soon.

    [size="4"]August Content Update [/size]

    [size="3"]Content Development[/size]:

    [list]

    [*]Reduced guns on Oni Communication Device Oni to reduce lag.
    [*]Added more live-like firing effects to various Jenquai mobs.
    [*]Shakti and Kailaasa planet scale/location changes.
    [*]Added more mobs to Kailaasa to make it a better hunting ground.
    [*]Spread out Vishao's Cove Zenshai so they don't gang up on players.
    [*]Added ore fields to Vishao's Cove.
    [*]Added Voltoi foreshadowing in Dahin. (no raid yet)
    [*]Added prototype Mivrei Drones.
    [*]Changed Mortar Projectile firing effect.
    [*]Token missions ending in SK give exactly the same amount of reward as if they were completed to guarantee players will not be cut off from future content relating to these missions.
    [*]Adjusted all Mob drops from lvl 0-5 to help in start sectors for new players credit concern.
    [*]Replaced TS final Hull upgrade, removing the link to optional mission content.
    [*]Spun off previous TS final Hull upgrade as a standalone mission.
    [*]Increased Stack Size on Ballistic Sniper Rounds.
    [*]Added Pre-requisites to new Ballistic Sniper Mission to remove the possibility of receiving two Ballistic Snipers.
    [*]Changed hulk field from lvl 6 to lvl 7 in same system.
    [*]Renamed System Gate to Aragoth to Akeron's Gate.
    [/list]

    [size="3"]Coding Changes: Info coming soon[/size]
    • Upvote 2
  3. I hear a lot that in live the grinding was there for the purpose of keeping people playing to keep them paying the monthly fee but grinding is really a part of all MMOs. If you turn the exp rates really high, people get to the max level quickly then they get bored. At the same time we don't want to force players to grind until they cry/get bored.

    Overall I'm happy with where the level curve is at this time. We hear similar suggestions occasionally but it also seems like the community is relatively happy with the rates. Making leveling faster could mean much of the content goes unused and that could leave out some interesting aspects of the game.

    Runover exp gets cut down to encourage leveling each separate level type and I've never found mining to be a great source of exp, though it is repeatable. This is not the best way to level your combat skill but if you find it too difficult to level your JE's CL, maybe you could turn this suggestion into something like JEs need to have an easier time getting the last few combat levels by soloing.
  4. I hear people talking about ripping components all the time in game so you have a point with how people are avoiding having to mine and refine. Eventually when credits have more value, ripping components will be more expensive and players will hesitate to do so. We're not going to remove the ability to rip components, but it is possible we could encourage mining and refining for building components by making it more expensive to rip. Ores->Refined->Components->Equipment is an essential part of EnB. Ripping components is convenient and should be one of the perks of being rich, but it does seem like most people have this perk at the moment and that mining has less purpose because of it.

    This problem is being solved as mobs get reworked and exploits get eliminated.
    • Upvote 1
    • Downvote 1
  5. I use it on my PS all the time even though I only have level 1 PD. It works for me about 90% of the time though I only really use it against CL20 and below. I use it as an escape and I also use it to send mob aggro to group members who have more shields remaining when I'm too low. I also use it for going afk in dangerous areas. Quite a useful skill, plus it looks so darn cool :(
  6. what I meant was "mine somewhere else until we fix it"
    that is of course only if we agree the field should be changed.

    but yes, lots of fenris fields have high pop rock rates while many other sectors have pop rock rates of 2-5%.
  7. correct, sorry but the item is useless to anyone who does not have the mission. Only JEs can get the mission and they are given the item during the mission so no point in finding another one. The item should not be dropping from mobs so if you remember what mob it came from, tell us and we will remove it from that mob.

    you can either submit a GM ticket in game or put all your inventory items in your vault except for the real matter sample then go into space and use the /restoreinv command. This will destroy all the items in your inventory so if everything else in your inventory is gone it will only remove the real matter sample.
  8. Xipe Totec was always an interesting sector, so as I recreate it I wonder:

    What was your favorite memory from Xipe Totec?

    my favorite memory from Xipe Totec was wandering around the radiated area scavenging for hulks when I got attacked by a manes that was a much higher combat level than me. I tried to warp away but the manes hit me so hard it interrupted my warp. Just then one of my friends flew by, but they must have been afk warping through Xipe. I yelled "SAVE ME!!!!" but they didn't respond. Very comical moment.
  9. relax guys, we haven't put any resources into developing this idea, I just thought it was interesting.
    it would not affect players and it would only affect certain few mobs, not all mobs with missiles
    and as far as realism goes, generally missiles are powered by fuel and upon launch they will not be at their top speed. Because the fuel lost is not the warhead it would have little impact on the damage but I could see a faster moving missile being more dangerous as it slams into the shields or hull of its target. That's my interpretation of it anyway.
  10. and this would be incentive to fight those few mobs that try to kite. They would be at a disadvantage at close range. You could view it more like a Jenquai's version of kiting, except that anyone can do it.

    I thought of it this way, sometimes mobs will have a beam to fire at short range and a missile at long range. By kiting and staying out of the range of the beam, long range attackers will take less damage. There is a defensive advantage to staying far away from a mob, but never any defensive advantage to getting close.
  11. so as of right now, attacking a mob at the longest range you can manage either means that mob will do the same damage or less damage depending on the range of the mobs weapons. Attacking at range could also help you avoid some of the mob's skills.

    What if some mobs using missiles did less damage at short range so it would be beneficial to get in the mob's face? The mob would try to run away to get to it's preferred range but if you stayed in it's face you would have an advantage.

    Just wanted to throw this idea out there :D
  12. can we add "Some equipment buffs not working" and maybe have a list of the ones that don't work
    the ones I can think of are hull damage control buff, and energy transfer(phoenix). Not sure whether or not scan blind (coma) works.

    It would be nice to have a list of the ones that don't work so they can be fixed
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