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Tyran

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Everything posted by Tyran

  1. I think we need to bring Team America into this discussion as what KS-ing exactly is can be seen from different perspectives. Please read what is meant by the D/P/A method: http://www.okcupid.com/tests/take?testid=15506765475159901469 - The D category is what most players are, they think that KS-ing is shooting a mob that has already been shot at by another player. They try to play fair but will not back down if they are killstealed because they have some sense of moral justice. - The P category is what most whiners, and im afraid to have to call them Jenquai, are. Jenquai are ofcourse the weakest class and as a result P's are naturally attracted to them. These players have the weakest gear because they are pacifists, never stand up to a KS-er, and are generally passive players. Their only defence is to shout and whine KS on forums or through PM's and hope that "social rules" will protect them. - Quite clearly the OP falls under the A category. He sees the 51% rule as fitting his playstyle best and should therefore be treated on an individual basis like that. In other words you need to bring bigger guns because he doesent listen to threats and hell...he even gets off on them. Because these players don't care about the majority of people's opinion of them they are very much free to do what they want. This leads A's to generally have the best gear because they are also the most competition orientated minds. Ofcourse these categories are not strict, you can be a little bit of A or P as well as D, but never a both A and P. KS is what you make of it, which will reflect what you are
  2. The graphics improvement there looks so great that i can only think one thing: Given the variation of professions here it's unlikely there are no lawyers or other legality oriented people here. Perhaps it's time for a "legal team" to draw the line, or help us find the line, or find ways in which we draw our own line. After all these graphics, as well as other client-side things are not going to last forever if this game is going to be better than the original. PS: Since we're all saying what graphics we would all like to see improved I go for DeWinter's sillicones, they need to be rounder and since time has passed they need to sag a slight bit.
  3. The whine about lack of plasma beams is slightly amusing especially coming from Terrell who has no problems ever cuz he uses lvl8 projectiles. But those against proper plasma beams on JE...you must have an amputee fetish or something cuz that is exactly what a JE is even if you give him 3 uber beams. I would only start to worry about JE's if they could actually KS another profession...which is not going to happen in high level places. anyway here is an extremely well thought through beam to make the JE's happy: Since several other girly men colours are already taken for weapons(notably purple and brown), pink is the obvious colour for this beam. Pink Dragon laser W9 (W stands for Whine, the reason it was developed. 9 is its level) JENQUAI ONLY (O RLY?) 1 second reload (one second reload so the girls who use this arent going to do the "let's cloak and wait up the 9 sec reload game", but instead are forced to fight like real hairy men) 75 plasma damage buffs: Choosing the buffs is ofcourse the most difficult part because it can be prettymuch anything. But the dragon lasers follow two buffs so here's some ideas: Ship beautification (equip) Your ship gains a covering of magnificently pink feathers. Bio mobs will not attack you but attempt to mate with your engine exhausts instead. The subsequent goo in your exhausts slows your ship by 50% for 60 seconds and you cannot warp while the engine coughs it up. Player beautification (equip) When in stations, for one minute Terran male characters both players and NPC's are forced to rapidly spam the sit_breathe emote while facing you. After this spasm of enthusiasm, those characters are forced to whisper you saying how pretty you are, even if you are male, and especially if you are male. Improved jumpstart (equip) The downed ship can be jumpstarted with some help of a friend of yours. A second ship appears immediately out of nowhere, presumably wormholed, containing a very chill looking jenquai police officer named Zed. Quicker than a star trek transporter, Zed appears behind the downed ship's avatar and gives him a knock on the head. The lights go out and you hear some country western music. After 5 minutes Zed gives you 100k which he has gained as payment from the downed ship for helping jumpstart. The jumpstarted player has -75% movement speed for 4 days while in stations. Improved whine (equip) ...if this weapon is equipped, when posting on the forum your lettersize is automatically set at 110, posts you create are automatically stickied, stay at the top of the recent post list for two weeks, all players are automatically PM'd of your messages, and last but not least if progens post in your thread they lose 5 combat levels per post. Multi-whine (equip) You are allowed to spam messages multiple times in threads which cannot be moderated. Also, there is a percent chance that you can multi-post based on your current level, allowing for even more efficient whining. Level 0-50 30% chance to double post. Level 50-100 70% chance to double post and 30% to triple post. Level 100-150 100% chance to double post, 70% to triple post, and 30% chance to quadruple post. Transgenderification (equip) When at the ship and avatar customizer you may change your gender at will. Additionally a third gender is available allowing wide hips and man's arms on the same character. Also, male characters may wear female attire and make use of female hairstyles. Access to Shakti (equip) When equipped you may land on Shakti and explore it's pleasures. Shakti has a strict no-clothes policy and has banned heteros. Shakti vendors have a high demand for PVC full body suits, handcuffs, terran male slaves, lubricants and mankinis. Just some thoughts to be taken into serious consideration.
  4. Theres a two-sided sword kinda of thing I have been wondering about a long while. People are playing the stress test like the real game. By the time this game will be ready many people may have overdone the game because including all the wipes theyve played the game too much. Players may be insufficiently forewarned of how intensely playing the stress test will affect their playing of the released game. I dunno how other ppl think about this. It is good that there is a stress test but it rly feels like a beta since so much is playable already. I may just be jakkering at nothing here since probably a lot of players dont give a **** and just want to play no matter what. Other than the above it's really not easy to tell what the team is doing wrong because its not clear what theyre exactly doing. So I guess it would be cool for us to know what is happening, monthly update list in a language that everyone can understand would be awesome.
  5. WOW.I dont mean it as a flame, but there is no way to describe your suggestion other than retarded. Shield inversion as it stands with 7 levels is already not hot, together with the inability to use recharge shields while it's up(presuming this is still the case) makes it a borderline skillpoints waste. The figures: L7 does 21 x 7 x 130% = 191.1 dps to all within 2.5k range L5 does 15 x 5 x 110% = 82.5 dps to a single target L7 does dismal amounts of damage when you have level 9 weapons, and the greatest use it had was farming RD faction due to it being AOE dmg. L5 is a whole different case but you don't know that because if you did you would not have made such a suggestion. You call yourself a guide maker?
  6. The flaw in your logic is you forget that by looking for patterns we can all start saying things like that.What is happenening here is the da vinci code all over again, the devs would be da vinci and you are trying to figure out what kind of path the devs wanted EnB to follow by finding "logical patterns". Give it a rest because given a long enough look you can see sorts of crazy patterns emerging, just like that one.
  7. A skill that causes slow damage to the hull is a bit pointless. During live the MOBs that had a hull only very rarely had a hull larger than the shield. In most cases the shield was twice as large as the hull. And then there is the fact that bio mobs would be unaffected. If the skill doubles as a sort of hull repair then sure, people would invest SP into it, even if the offensive capability is extremely situational. I would vote for a skill that has two uses yes, but let at least let both purposes be somewhat equally functional.
  8. How is that file you posted incriminating??Now you mention it, it's maybe a good idea to have a thread on how to macro - that way none will be at a disadvantage.
  9. As it's in their nature then by preventing them from cheating/thieving, you are preventing them from being thieves/cheaters. That way nobody gets stolen from, and nobody gets caught stealing and thus nobody has to pay for his crimes. win/win situation. Please understand that those who use macros are only acting on the situation. Where you might see it as a pathological desire to cheat, the pro-macro people see it as an opportunity given by a game that is flawed in design(©Avani).It would indeed be unfair if only certain people could do it. But the reality is different: finding a good macro program takes like 5 mins, and writing the macro takes another 10 min at most. Everyone can do it easily. Hell, given some time people could just download a ready-made macro for their purposes. By the looks of it you would allow attended macro-ing. That is not solving anything. A macro can be made to play a sound to wake you up if you are sleeping and recieving a PM. And there are endless more solutions to circumvent the so-called attended macro-ing. Not to forget multibox macro-ing will magnify the problem, especially bandwidth-wise. As for the enforcing of attended macro-ing, it would require constant checking if people are present while botting. Would the GM's enjoy this? Another very important aspect to consider is that a situation may occur where macro-ing becomes the norm to level up/farm. This would ruin a game pretty easily as you fly about and see bots farming/levelling everywhere. The way I see it is unattended macro-ing can be made equal to attended macro-ing. Be knowy of this.
  10. Time saved by WH is a lot. Think of those isolated places with secret ore fields where the JE can travel to and from much easier due to WH.I see two types of mining strategies here (field clearing & precious roid hunting) and will try to explain how WH and cargo hold size affects them: When clearing fields: - An increased cargohold size allows you to take several more ores to the station. When clearing fields inevitably you start needing to space ores at one point. But since most ores were only vendor food spacing them is not really a big deal. So the cargo hold size does not do much else than give you a dismal amount of extra exp and cash once the field is cleared. - WH allows you to get to a given field quicker ofcourse, but since travelling is done more in the other mining strategy it is significantly more useful there. When focusing only on "precious roids" and ruined hulks: - Cargo hold size does not matter as you are only gathering a limited amount of ores/equipment. - Due to Wormhole the speed at which a JE will "do it's round" and check for precious roids in the fields it knows is much faster. Sure a TS can get a taxi from time to time, but it cannot do that when in the middle of an ore field in cooper, nifleheim cloud, or antares just to name a few rather remote locations. One could conclude the JE is much more efficient at focusing on the more valuable ores due to WH. It all depends what mining strategy you like, if you prefer ruined hulks and ammo ore hunting then by all means the JE is a pure win. When clearing fields however, there is no significant difference.
  11. Those fields during live should be disregarded, on the old forum a dev had already said that that those highly rich mine fields (like the ones in cygni) won't be in the emulator. Which is good given that these orefields indeed mean that you don't need to leave the sector, ever.
  12. There's the increased hold-size of the scout versus something like Wormhole of the JE.Obviously youre getting around much quicker from place to place with wormhole. And cherry pickers don't really care too much about hold size. I guess the only advantage is that you don't need to cherrypick so much with the TS as with the JE/PS But for speed I doubt anything can get around like a JE.
  13. Try to level past 100 when you gain normal exp again. And do it without touring. Your analogy regarding doorlocks and stealing is not correct. If all doors were impenetrable and there was 0% risk of stealing, then nobody would be caught stealing since it would be unheard of. No policing would be required and those resources could be used elsewhere. The situation ingame is that the mobs are ASKING to get macro'd, all the hotkeys for easily farming macros exist and the mobs are stupid enough to be farmed by even the most rudimentary of bots. That is comparable to a hot naked chick bending over in front of you...
  14. Agreed, the 10k is too little. I thought that 17k or so was standard, and with a device that buffs psi shield it became 20-23k. I could be wrong ofcourse, since I didnt play a queer JD much during live.
  15. Sorry for the double post but something needs to be added to the above. By making MOBs resistant to macros it can only be a win-win situation: - The player won't get banned for macro-ing because he can't and will have smarter mobs against him which is more acceptable to level against. - The emulator crew will not have to ban people for botting, and will not have to spend time enforcing anti-macro rules.
  16. If the opportunity for macro-ing exists then gamers WILL ALWAYS try. At the moment mobs are so incredibly retarded, and it takes so outragiously long to level, that I can imagine people are insulted by this and resort to macro-ing. I would prefer a more creative approach than threats of banning: How to fix both attended and unattended macro-ing in enb? In EnB macro-ing is likely to take place with trade runs and farming. Dynamic trade runs will fix the trade run macro-ing easily. For farming there are many measures: -Make mob spawn times a bit more random than now. -A small chance for two or three mobs to spawn at the same time. -A small chance to spawn a more powerful mob (a boss?) -Give some mobs random resistances to damage. Something like 90% deflect or so - it is killable by a human but a macro will spend so long hitting it that many more mobs will spawn in that time and overwhelm the bot. -Give one out of every X mobs that spawns some random anti macro skill like hacking. If that mob hacks the shield, reactor or weapons the macro will be out of synch and likely be overwhelmed. -there are a bazillion other possibilities The whole point here is adding random factors which will mess up the rhythm of bots, making it impossible to macro. A side-effect is that mobs will be a little bit more challenging like this (which is what we want, no?) By implementing just a few of these measures I can guarantee you nobody is going to be able to macro MOBs even close to their level, which would make macro-ing pointless.
  17. Terrell, what you are doing is picking the gear for people. What people actually want is a choice of what to pick. Not just those imba items you suggest. How is this going to help anything???All it's going to do is make one uber manufacturable engine that is definitely going to be taken over all the other current crap ones. A good example of this are class only items such as Defender's Doumaru, Veiled Oyoroi and Sharim prototype shield. What these items do is force a person to use it because it is so stacked with extremely useful buffs that nothing can top it. Back on the topic of Terran engines. It is obvious that the engines along with other crap manufacturable gear were designed early on, that is before the addition of those items featuring lists of buffs. Whoever has done the OCD quest and knows the loot will have found that the stuff dropped from the zenrei tempest is very out of date, with buffs such as a level 9 projectile with 25% or so turbo weapons. Gear like that from the OCD quest as well as most manufacturable items, are all "old gear". This old gear is lower in stats, has very few buffs, contains a lot of useless buffs if they do have them, and are generally obsolete. This is in contary to what could be referred to as "new gear", stuff added later on such as the Ghost's edge and Defender's pride beams, or those class-only shields for jenquai. These have better stats, many and especially useful buffs. Clearly there is a huge gap caused by old items not being updated, which means Terran engines are useless. If old gear is not updated it might as well not be ingame, because other than the novelty value of being able to get it analyzed, nobody is going to use it.
  18. LvL 9 solar sails...Lmao. Terrans dont care about signature so much, low sig is only a bonus really but not vital to combat. What is really important is the buffs. These are the buffs on the level 9 Terran engines: Golden Eagle: Increase maneuverability Boost missile range Hunting Hawk: Increase maneuverability Equipment damage magnification: Engine Clysedale: Reduce warp cost Warp charge Now, maneuverability is unimportant since you have a 360 degrees firing arc as a Terran. Boost missile range also appears on level 8 Supernova reactor, and level 9 Model Z shield. Reduce warp cost is unimportant, and warp charge already appears on the Lazarus device. Therefore all the buffs on these Terran engines are completely useless. Jenquai engines however, are much more usable : one has Hull damage control, the other signature reduction, together with a low base signature for both. Therefore the Jenquai are the best engine builders by far. And one could argue that hull damage control actually belongs more on a progen engine than a jenquai since no jenquai has hull damage control as a skill. (WTF were westwood devs thinking?) Several non-manuf level 8 engines tend to have a whole list of buffs which make the playermade engines look silly. Added to that finding an engine builder is not too easy so if you somehow want an inferior playermade engine you would have to go to lengths to get one. Conclusion: Terran engines suck hard. Playermade engines are inferior to non-manuf ones. Build engines blows.
  19. This is moot argumentation.The actual effect on the game is what is important. What will 3 over 4 weapon slots mean for the TS? It means it does more basic DPS than a JE, so JE's beware! At the moment the TS has very little going for it. It has a currently useless build skill (build engines) It adds little to the group in the form of buffs, damage or group bonus. It has no edge over JE with mining other than being better at killing pop roid mobs. The best thing about the TS is it looks good.
  20. Hi all, I thought I'd mention something that has maybe been said before which would definitely spice the building business up. The effect would be making the least demanded build skills somewhat more useful, especially lategame. These build skills are engines, shields, and reactors - as only one per ship per level is generally required. The reason build devices and weapons are superior is because each ship requires multiple of these at each level, therefore a multitude more builds are carried out with these two skills compared to others. This "spicing up" would be achieved by making quality affect not only the shield recharge, but also the shield capacity. Same could be of warp speed, reactor capacity, and possibly other stats involved in these items. 200% stats would be unaffected compared to current 200% stats of equipment. Now, playermade reactors were already due a rebuild when the quality dropped more than a few percent, so it would not greatly affect that. But I am sure if warp speed is affected by quality it will make engine rebuilds much more needed - after all how many people bought their warp engines and never opted for a PM one because warp was always maxed out anyway? With shields the change will give the most noticeable effect. Since shield recharge is pretty silly as it stops during combat, it is hardly something to keep finetuned. Effect is that you could fly about with a pretty bashed up shield and not really bother with it, as the capacity is unchanged. But when the capacity drops with quality, people are suddenly much more aware of the shield's quality percentage. One could ask who is waiting for this kind of change? 1) I am resoundingly sure builders will regard the build skills as much more useful - after all rebuilds are part of the game, only the frequency of rebuilds of different builds is not equal and thus requires balancing. Build engines and shields are as it stands now, nearly a waste of skill points. Reactors don't trail too far behind. 2) In the light of realism, if that even is possible here, is it not logical that if a shield is damaged the ability to produce capacity is hampered? (same goes for warp speed and reactor capacity) Feel free to comment, Tyran
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