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lpalgarvio

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Everything posted by lpalgarvio

  1. is there a command that lists all the commands? lol, so many commands without help makes it confusing xD
  2. can you change the shield color to differentiate? make it purple or something...
  3. there was such an event in der todesengel. it appeared randomly and whed people away. was green i think. a scientist (npc) was studying it. she was female and was at the station in the sector.
  4. would be a nice addition. sounds hard to do though if not possible, how about making the Psionic Shield icon flash faster in the buffer list?
  5. i remember that a few comets, but not all i think, were destroyable. i confirm you could shoot the one in Niff cloud. the one in endriago was constantly shot down by the comet busters, but i don't recall if you could shoot it. side note, there was also hidden artificial satellites, inside some "rocks". once you closed in, the rock would fade away to reveal the satellite. it was a hologram of a rock to protect the spy satellites. you could not shoot at them. will try to remember where exactly i saw these, but i think was in aragoth, perhaps in fenris or freya.
  6. great addition slayer! will love this pm me if you need help with CSS. i know a few tricks to circumvent IE, like dealing with box models
  7. seriously, how old are you? lol
  8. they started flashing slowly then they started flashing really fast then they went off. id say, put them flashing slowly when the timer reaches 80% plus equal or less than 30sec and then flashing fast when the timer reaches 90% plus equal or less than 10sec if ( ( timer <= timer * '0.2' ) || ( timer <= '30' ) { buff_icon_slow_flash; /* slow flashing buff icons */ } else if ( timer <= timer * '0.1' || ( timer <= '10' ) { buff_icon_fast_flash; /* fast flashing buff icons */ } else if ( timer <= '0' ) { buff_icon_disable; /* disable icon & buff, covers negative values too */ } else { buff_icon_regular; /* regular icon behavior */ } i don't do C/C++ atm, but the languages don't differ much. just adapt to your code & functions & variables. both rules for each mode should include all possibilities. i remember that in live the values were these or very similar.
  9. not going to comment any further. waste of time. ok. please think of vendors for explorers only =P
  10. i remember the ones at endriago and niff cloud too at very least. will try to remember or research others. posting when and if i find anything...
  11. So, i guess i'm back xD

    1. Show previous comments  3 more
    2. lpalgarvio

      lpalgarvio

      i haven't played as much this past 2-3 weeks. very busy with work and drupal. i'll look you up when i login :P

    3. Phorlaug

      Phorlaug

      Happy Birthday !!

      Have a nice class of Port for me.:)

    4. gerry

      gerry

      great to see you are still there, was wondering were you've been..

      happy bday too

      gerry

  12. actually, besides organization, competition, gameplay issues like making the game too easy if you have infinite room, there's an extra reason - it is just not possible. computers have limits. database servers have limits. the packet transfer methodology has limits too. and so does the enb client. the vault and inv system does have a major flaw, that makes it a bit unlogical, but not unbereably unlogical. it would be better if it was based on weight (eve and wow i think, also champions of norrath) or on shape (diablo), but then it would be complicated to manage it. i like diablo system in diablo. its fun to organize it. but it's not an MMO. in a MMO, where we don't have that much time to organize stuff, i prefer a simple method. regarding skills, and as to why they make those classes enjoyable and useful, check my post here short resume bellow that includes only the Explorer and Trader skills.
  13. have you ever heard of MENACE? the PS and PP have that. it worked GREAT on FISHBOWLS. you could scare away bosses to fight first his buddies. or scare away mobs from the medics at the heal spots. and of course, once the new skills are in action, like Afterburn and Nullfactor Field for TS, these clases will be even more useful in raids. menace, befriend and enrage are overlooked skills that are / used to be really useful in LIVE, when combined with a debuff Psionic device (Profiler on TT for example). of these 3, i used a lot MENACE and BEFRIEND at my hosted raids. i did fly around with my TT and PS menacing and befriending everything on these raids. also for the record, you can befriend (lvl7) and then HEAL players and even DEBUFF the mobs without getting aggroed! just don't shoot ahahaha oh and before you start laughing, i'm going to say, i think i know a bit about it because i maxed the skills and i joined over 30 fbs by the end of the game... they WORKED. on the contrary, you don't seem to know much about this. maybe you didn't joined raids in Live? maybe you forgot how hard it was? let me remind you: M*A*S*H tactics - which was used a lot in Orion: * 1 JE/PS (and now TS, so Explorers) for Jumpstart * 1 TT (and now JS/PP) for Hull Patch and/or Recharge Shields (better with TT) * 1 JD for Summon * 3 Warriors to... KILL! this was the build of each and every group that joined fishbowls in Orion Live. each FB had at very least 4 groups of these (24 players). i joined raids which had close to 100 players! laggy, but fun and fast! had you not have a TT? you're always dead had you not have a JD? you're dead sooner had you not have a Explorer? you're not getting a JS any soon also, Explorers and Jenquai in general were famous for mega - ultra - super buffing, something that TS and PS have PLENTY too. even TTs helped out a lot, if not just with the GreaseMonkey. my TT for example, had over 10 devices just for buffing. now imagine a Explorer... support characters like the Explorers and Traders were always important in live. a successful FB raid always included those. a unsuccessful FB raid or too much XP debt meant some of those were lacking. and this was valid for many raids, like V'rix, Bogerils and Mordana (just not usually the same tactics, but was doable too). need other good skills to think of Explorers as good classes? Compulsory Contemplation. Nullfactor field. Afterburn. just wait for it. you're making me mad, man. beyond reasonable. why can't you accept that Explorers are playable characters too? don't wan't to play them? don't want to understand them? fine. but leave the topic then and let us be thinking on the matter, ok? don't troll. a final note: this game as is, is in beta or alpha stage. it's normal that things don't work as good as they should, because the game is still being developed. and that includes the explorer classes and the raids and the missing skills.
  14. dido, traders already take too long, almost 2x more than a warrior most of the time. it really depends on gear, but any day, any time, Warriors > Traders > Explorers making TS and PS weaker by resorting to lvl8 beams is not an option dudes... and if you made the lvl8 beams uber, even if restricted to TS and PS, well then, it would unbalance the battles with other characters, PvP or PvE, and create unbalance when fighting mobs (too easy) when people are fighting against typical targets that you fight with lvl8 weapons.
  15. i don't agree at all. i like variety. i use different kinds of weapons, not all of the same missile launcher, projectile launcher or beam. in live i had 4 slots on TT, and i used 4 different launchers for combat. for raids, i used another different set of 4 launchers. and i did the same with the other alts. the only time i did not do this was when i was low level (<=100). it's not reasonable to add a device for each kind of ammo. it's not reasonable to add a device to build all kinds of ammo either. it's not reasonable to price them high or make them rare either. and it's unreasonable to circumvent analyzing ammo in order to make them with a device with little effort! need sting of mordana ammo? no problem, just have someone build you a device! the device to build ammo IMO was just a temporary solution that the devs in live devised... for something like the Build Ammo skill. btw, not that it matters really a lot, but by having Build Ammo skill, you can use the terminal device to boost weapon analyzation on ammo, without much recoding. now about Building Ammo being included with Weapon skill - it's not a bad idea, but it does have 5 flaws: if not done in all classes/races, players will be disgruntled and upset because it's unfair would result in massive Call Forward on Build Weapons skill on most Warriors (90+% probably) - which means the PS will likely gain a lot of money by demanding tips LOL (good or bad), and a lot of money will be spent (good), and they can use the skill points in combat skills, making the game easier (probably bad) can't use terminal devices when analyzing ammo, without recoding a lot because of the 3 types of weapons. not too bad, but bad for rare ammo. would be easier with build ammo skill, just add Build Ammo to the said devices and clone most of the function server would have to compute the highest weapon skill level when analyzing ammo (ex, ML 9, PL 5, Beam 6), to decide which level to apply on the terminal. this would be more intense than reading directly the data. same as above again, using weapons and ammo does not mean you know how to make them! Build Ammo skill circumvents all 5 issues, although some people will think it's unfair because it consumes less skill points (Build Ammo lvl5 = 10 SP, Build Weapons lvl7 = 21 SP). And it's more logical.
  16. nice idea adding one more: show DPS on weapons (both terminal and built/looted ones) i remember thinking of this on live
  17. it's true they aren't the best explorers. the JE is the best Explorer, followed by TS and PS the TT is the best Trader, followed by JS and PP the PW is the best Warrior, followed by TE and JD its the way the game was designed. no race can be best in all things. no matter how flawed they are, they are cool characters that are fun to play with, with special abilities (that aren't enabled yet), and they deserve just as much attention as any other character. perhaps even more because their skills and their sectors aren't finished and fully playable, while the others are mostly finished. so i don't agree with your opinion Tyran. bashing over minorities or ignoring them or discriminating them, isn't the way to build a better game or society. you can compare that ideology to discriminating towards minority groups in RL, be it by sex, religion, sexual orientation, race, color, country, way of dressing, or what ever. i'm not saying you do that, but your post isn't too far from that. about the stacks, Knix, i don't agree either. that's circumventing the limits on inventory and vault. does not makes sense from a point of logic (can't store more than you can physically) and from a point of gameplay (whats the point of a limited vault then? might as well make it unlimited space).
  18. mix of everything, except multiple accounts back in live. to get to lvl160-170ish, i did a lot of extra combat, jobs, tours, etc. past that, i was too bored, so i used fishbowl loot to get to lvl202 i had to organize at least 6-7 raids, be part of the leadership of another 15-20, and join 20+ others to get there orion was crazy about raiding in the last 3 months of play
  19. the idea is cool, but a lot of things would have to be changed IMO. like the other idea about resist, im thinking devs will be marking this as postponed btw for reference, in live, with my lvl202 TT, and with the best setup & buffs i could gather for him alone, i could solo anything, but v'rix lvl65-66 and high end bosses. it just took a big while and required a lot of recharging. the EarthCorps lvl55+ were some of the hardest foes for me (EMP shots).
  20. complicated but interesting. if implemented, i think it will likely be in a postponed way, because it involves changing many things and the devs IMO seem already hands full.
  21. probably the reasons they didn't include a Build Ammo skill was because its ambiguous with Build Weapons and because it would require extra skill points - the same amount as the other builds, something that really no one is up for that, at the current price in skill points. i see two ways out of this, besides alternatives as outline before. they are: add vendor(s) for explorers only, somewhere in the galaxy, or multiple places in the galaxy, preferably at sectors which have pirates, and these vendor(s) could be inside or outside stations, they only sell ammo, and only to Explorers, all kinds of ammo, including rare ammo, at special prices, since its the black market, and this ammo is non-manuf and non-trade, so no builder can take advantage of the system to analyze the ammo. add Build Ammo skill, which works just like Build Weapons, except it only permits analyzing and building ammo, and is only available to Explorers, in place of Build Weapons, and preferably at the cost of less skill points. How can it cost less skill points? Build Weapons (7) (Traders and Warriors only - JS, JD, PP, PW, TT, TE) lvl1 - allow analyze and manuf of lvl1 ... (0 skill points) lvl2 - allow analyze and manuf of lvl2 ... (1 skill points) lvl3 - allow analyze and manuf of lvl3 ... (2 skill points) (Trade lvl5) lvl4 - allow analyze and manuf of lvl4 ... (3 skill points) (Trade lvl15) lvl5 - allow analyze and manuf of lvl5 ... (4 skill points) (Trade lvl25) lvl6 - allow analyze and manuf of lvl6-7 ... (5 skill points) (Trade lvl35) lvl7 - allow analyze and manuf of lvl8-9 ... (6 skill points) (Trade lvl45) total: 21 skill points Build Ammo (5) (Explorers only - JE, PS, TS) lvl1 - allow analyze and manuf of lvl1-2 ... (0 skill points) lvl2 - allow analyze and manuf of lvl3-4 ... (1 skill points) (Trade lvl10) - middle ground lvl3 - allow analyze and manuf of lvl5 ... (2 skill points) (Trade lvl25) - same requirement to avoid competition lvl4 - allow analyze and manuf of lvl6-7 ... (3 skill points) (Trade lvl35) - same requirement to avoid competition lvl5 - allow analyze and manuf of lvl8-9 ... (4 skill points) (Trade lvl45) - same requirement to avoid competition total: 10 skill points see the difference? my logic is that although it builds the same lvl of stuff, it only builds ammo, so it's less complicated, hence requiring a lower skill level. as for the Trade levels, i also devised a requirement table that is not too much different comparing to build weapons, so it does not harm the economy nor harms the explorers. probably the ammo should always be built between 175% and 200%, not always 200% or 100%, because the explorers are not experts of weapons and ammo. this also avoids "competition" at building ammo. btw, both methods could be implemented IMO (vendor and build ammo)
  22. the away command works nice, i use it almost every day =P i haven't seen many people using thought. needs some promotion ingame or in the news. i do know that sometimes i have a problem expressing my self... the way i write or talk, i assume everyone already knows what i'm talking about, when i should be doing the reverse or the middle ground. that leads to miss-understandings, which leads to fear, which leads to anger lol it's also a reason i keep editing my posts - when i realise i did it the wrong way hehehe
  23. exactly, i think that was what i was trying to explain.
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