Jump to content

Tyran

Members (Probation)
  • Posts

    574
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Posts posted by Tyran

  1. 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.

    • Downvote 1
  2. I dunno why but, I have some ideas about changes to this class.

    1) I think that Shield Inversion should be reduced from 7 to 5 this way the Progen Warrior would still be the only class with rank 7. I do see SI-7 + SR-7 as an IWIN Button, sure you can't use them at the same time but one button click is all you need to recharge.

    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? :)

  3. This one take a little more explaining. I was looking at the updated map for EnB and noticed something interesting. All Races/Class except the TT (I know sounds self-serving but hear me out) have a "meetup" sector on the backside of their "home" systems within one or two jumps. Example, for Jenquai that sector is Yokan, within a jump from all 3 Jenquai class home sectors, Io, Europa, and Ganymede. For Progen, its Endrago...2 jumps from the Warrior home sector and one jump for the other 2.

    On the Terran side this is also in play....as Freya is one jump away from the home systems of the Scout and Enforcer, and 5(!) jumps away from the backside of the TT home sector High Earth, being New Eidenburgh. To keep the same idea going...a gate from Inverness to Freya sounds like it fits, as it would be one jump from Freya and NE, like how Witberg is for TE, and Adriel Prime is for TS. I also picked Inverness as it is in Tau Ceti.

    I never noticed it before without the updated map for all the classes. I know it may change some trade goods routes, but am I seeming logical here or not??

    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.

  4. 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.

  5. I guess this gets a nasty point across. Existing players bringing over new players and teaching them how to macro.

    Love these posts.

    Macroing does disadvantage those of us truly playing the game. If you want to macro, macro your laundry or some drudge thing you don't want to do. Oh -- there it is... This game is drudge? Don't play.

    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.

  6. Cheaters, thieves, . . . whatever scum you want - it's in their nature.
    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.
    What many of the people fail to look at who are pro-macro is that you gain all of the reward with none of the effort. This is unfair to the players who DO play the game as intended. This is one of the main reasons why macros are frowned upon in so many games. Another big reason (in the commercial world) is that you're using up bandwidth an actual player might enjoy. That and it leads to people farming the currency of the game. This is why we're not going to support it if you're not present.
    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.

  7. Still my point stands, wormhole has no bearing on a JE's ablity to mine, beyond shortening time to the orefield, in some cases.

    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.

  8. It's often the case though that there is a base closer to the orefield than the nearest weft, like mining in Cygni (great orefields there in Live), BBW, The asteroid navs in Jupiter (closer to Jove's Fury, than the weft there), Most of Aragoth, with the exception of the orefields in VT just to name a few examples. Wormhole is most useful for those people who need to go to The Valkyrie Twins, and places nearby (as a means for JE to make a little extra money).
    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.

  9. IMHO regardless of what the original Devs had in mind for Mining, any miner is only as good as it's cargohold and it's speed. The JE's and the PS's cargos are smaller than the TS, so in my book TS wins. Sure when in group cargohold size deosn't matter, but when mining solo time spent flying to unload is time wasted. Flying quickly between Roids is also a must. For me the size of the TS's cargohold and it's speed are it's biggest advantages over the other Scouts.

    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 :P

    But for speed I doubt anything can get around like a JE.

  10. Whoa, "outragiously (sic) long to level"?? What game are you playing? With the XP boosts leveling is much quicker than it was in Live.

    I also don't buy making changes to "prevent players from being banned for macro'ing". That's like saying we'll make better doorlocks to prevent people from being arrested for stealing. People do wrong things they should expect to answer for them. If you want gameplay changes, fine, make your case about how they would improve gameplay - but to say it's to protect *cheaters* from themselves, well, you just lose me there.

    But, like TB said, there's much bigger fish to fry ATM. If ppl are macro'ing and not getting caught, well, so be it - why anybody does it is beyond me but I guess that's because I'm not a cheater.

    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...

  11. 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.

  12. 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.

  13. I'd love to see a Scout get a special Scout only L9 engine with sig that's closer to a Jenquai engine with a sig reduction buff, but in order to get him to pick it over a Jenquai L9 Trifid engine, or a L8 Solar Sail, it needs to have something else going for it. Scout already has a Prospect buff on his L8 Shield, so it has to be something different. Like say an Afterburn buff, after that skill is implemented. (Could even be a line of Scout Only engines with said buff).

    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.

    A level 9 Solar Sail, would be nice too, then again I think that the Solar Sail should be a complete line of engines. All of them except the one that's a reward for the Zeke mission being manufacturable. They're one of the better engine lines, IMO. The L9 one could either have an additional buff, or simply a greater degree of the buffs on the 8, or both.
    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.

  14. 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.

  15. I think they should go back to the 3 weapon slots (progen should be the only class with the extra slot)

    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.

  16. 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

×
×
  • Create New...