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Algaron

Beta Test Lead [BTL]
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Everything posted by Algaron

  1. I still like this idea much better.  :)   https://forum.enb-emulator.com/index.php?/topic/8692-figurines-and-mah-jong-add-the-complete-set/
  2. Well I am sure you read the OP comments and not just skimmed over it. The OP, who it appears is a Lieutenant in a guild, did not mention a /gag feature for any other channel except in a Guild Chat. I am sure you are well aware that those with that rank (Rank 5) is not able to 'kick' or remove anyone. That is only available to those with Rank 7 or higher. In a scenario where Rank 5 is the highest ranking guild member online, there is no recourse, as they can not remove the offending player. Most people want to avoid the drama like a plague, so any feature that can remove the fuel from the fire, and put it in a more controlled environment (Teamspeak or Tells) is always a good thing. BTW kicking people from your guild is always a last resort don't you think? Some people may just be having a bad day when they go off on their rant, but overall are great guild members. And yes Kyp I do think it would calm them down enough to discuss the issue away from the Guild, and I didn't even take Psych 101.
  3. What's to stop abuse? By whom? An officer of the guild? If an officer is abusing the /gag function they would be removed from that rank no? The guild leadership has recourse.  If the guild leadership is abusing the /gag function, the members have recourse... they leave the guild because who wants to be part of that. Are you inferring that guild leaders can't be trusted or objective like the GMs?  <_< Most of the player base are advanced in years, far exceeding that of the 'real developers'. I am sure they are mature enough to handle the awesome power of /gag Kyp. There would be no 'community referendum' and I am not even sure what you meant by this. It could or would be a feature restricted to Rank 7 and above like the 'remove' function, and only until the player logged off or the /gag timed out. Ignore is permanent in the sense that you would have to 'un-ignore' a person.    The feature would be to limit a litany of profanity perhaps coming from a certain player or the harassment of another guild member. It has nothing to do with 'certain popular people' trying to sway opinion. Most guilds have their own forums or even Net-7 forums to 'sway opinion', and if reasonably presented - the guild chat itself. At any rate, apparently there is a hard and fast rule that "a player cannot silence another player on a permanent, or even temporary basis to avoid abuse." I haven't seen this one yet,   So the only recourse would be to kick a player from a guild to stop the abuse, or waiting for a GM to log on in a few hours to deal with a situation that has long since escalated beyond repair, as opposed to muting the player for 5 mins to calm them down and then find a solution while everyone is still part of the guild. Makes perfect sense,    
  4. I think the original poster's intent was to temporary mute someone who goes off on a rant against another guild member in a guild chat. Sure 'ignore' works but you can't make every guild member apply 'ignore' or to make the offending member take their rant to a 'tell' or another channel. Ignore wouldn't work in a guild chat situation anyways, as the offending ranter can still type happily away in guild chat, and ignore is permanent.  Adding a 'gag' feature to guild chat would defuse the situation immediately, forcing the ranter to go to PM's at least not subjecting the entire guild to profanity.    It is a good idea and should be implemented.
  5. You are correct in that analysis Efi, but it is also not a Psionic ability and is in a fact a skill, but not a Psionic skill. The claim was that Jenquai could not possibly use all of their Psionic abilities at the same time, so they couldn't have cloak enabled while using another Psionic skill. My point was cloak isn't a Psionic ability and that using another Psionic, like summon or Psionic should not break cloak to use. As far as I remember, I was able to teleport self while cloaked.    Further to that point, if JD's can not multitask using their Psionics, then there should be no way to use fold space or summon, with a Psionic shield active. But we can.    My main focus at the start of this thread was to get rid of the "Error: Another skill is active". Whether that means automatically cancelling the active skill like in Live (eg. engaging another skill cancels the active skill and continues thru it's cycle, as opposed to manually deactivating a skill first)  or by having skills work simultaneously.
  6.   Well just couple things.   I wasn't asking for anything new - I never do. I ask for things the way they were in live and yes in live you could fold space while cloaked, of course I don't have a screenshot, it's like taking a picture of an alien. I did try to explain that 'cloak' is a function of the ship systems, not a Jenquai's mind. Cloaking is not a Psionic ability, but that didn't register with the naysayers so meh.   And yah about the snide comment, I never mentioned anything about any other class skills, and let's just say it seems to be the MO of some players to post that this class shouldn't have this or that ability because their pet cat doesn't have it so why should anyone else? I prefer that people stick to the points brought up in the OP, not bring out straw men. That being said, my apologies.   As for extra skills like the JE's Contemplation - that skill and the yet undeveloped JD skill 'Disable' will take some coding to complete. I am not asking for the moon, just the removal of how current code is handled. I do not ever remember "Error: Another Skill is currently active" flashing across my screen back in the day. If I tried to use one skill while another was activated, it would override the current skill and cycle up the new one.    I shouldn't have to uncloak to cast a PSI shield. In my eyes, THAT is a game breaker. My only wishlist is to make the Jens like they were. It's not a complex exercise to remove the code that limits it. Out of curiousity, how many skills on your Progen give you an  "Error: Another skill is active"?
  7. Ahh I see, the point is nothing can be fixed because nothing else is fixed.I posted this thread because it was how Jens are supposed to be, not Terrans or Progens. Not asking for anything new here, but since skills have not been brought up to speed because of 'balancing', people tend to think this is how it is meant to be now. For all these many years the Jen skills haven't been up to where they should be. If anyone has a problem with their progen or terran skills than make a suggestion in your own thread, not come to my thread and whine. Perhaps a few more people need to read original storyboard and backstory. But whatever, my head hurts from banging it against this wall.
  8. Oh for sure about the /makeleader command. Basically it will be just like all group commands but raid should supercede group. I was initially also going to suggest a raid formation like group formation where whole group could be put in formation off the main tank group, but that sounds like a whole lotta work, so I didn't mention it... until now. lol   ^_^   A raid leader could invite whole groups by inviting the leader of that group, or single players. It should make setting up raids much easier. This way as well a raid group could be set well in advance of  the raid itself, easier for rolls, solo looter toons, etc.
  9. Currently when running a raid with more than one group, the only channels available are the group chat and guild chat, or a private channel. When a /random command is used it will only be shown in group and the group leaders need to post in guild chat the rolls. Private channels have no commands available to them and is not an option and best to leave private channels alone. A suggestion would be to create a chat like Group that is only used in raids. The Raid Leader would send invites to everyone in the raid, like a group leader, but instead of only having 6 members able to view the group chat - everyone in the raid would be able to see the chat. As well set along the line of group leaders, where they have the ability to set looting rights, make it so the Raid leader has default looting rights that can be passed off to another toon in the raid. Its best not to be based on groups but individual as sometimes a solo toon can be invited into the raid and be able to read the chat.   The Raid chat should only be only available to the toons in the raid, like group chat (In live they used orange text). Commands needed for this channel would be very similar to group commands:     /raid accept - Accepts a raid invitation /raid disband - Disbands your raid if leader, otherwise causes you to leave the raid /raid help - Displays a list of raid commands /raid invite - Issues a raid invite to your current target - if target is Group Leader it will send an invite to all grouped toons /raid kick - If Leader remove current target from the raid /raid refuse - Refuses a raid invitation (Useful when Raid invite fails due to gating)   /credit kill <playername>  - This command will allow the named player to loot every corpse this raid killed.  ***Looting rights should be set by raid leader for the entire raid.    /makeleader - Makes targeted player raid leader if you are raid leader.   /random (x)(y) - This will generate a random number between the values X and Y specified. If you are grouped the number selected will be visible to the entire group.
  10. Well to be frank to your first point, I am not sure what "overpowering advantage' a cloaked Jenquai would have, because while I am cloaked I am not doing any damage to the mob. I am doing no offensive damage. None.  The skills I have mentioned are evasive and defensive in nature entirely. We use our mind power to evade enemies, those skills are powerful, but in a defensive sense only. Remember those skills are needed to compensate for the tiny shield and paper thin hull, and they are no less important to the Jenquai than Progen or Terran skills are to them.   To your last point, it is hardly a game breaker, and what race is getting a 'super skill' exactly? And what skill would this be? Seriously there is no 'super skill' involved, superior mental powers sure, but hardly a super skill. The fact that I should be able to teleport myself out of danger, teleport a friend out of danger, or cast a Psionic shield around my ship using my mind, while my shipped is cloaked, hardly gives me an advantage. I will survive longer in battle, but that was how the race was designed. Evasive, stealthy and quick. I am just looking for logic in the application of how skills are used here, like how does a psionic ability manage to disrupt my ships systems causing it to come out of cloak?   The Jenquai Race was designed to be masters of technology and religiously mental, or is that mentally religious? Anyways these powers have evolved to compensate for their small ships, so they need to be working as intended, if fact they need work as I suggested to bring the balance back into the game.
  11. Well in my opinion - and canon, the jenquai race have evolved to develop their mental abilities, which most jenquai skills are based upon. Some of the skills on a Jenquai ship are ship systems - cloak, energy leech, shield leech, etc. However Psionic abilities a JD would use are psionic based, like Fold Space, Psi shield and Summon. These skill are activated by ME using my awesome mind, not the ships systems. So in this regard I should be able to use any Psionic based ability from my mind, without affecting my ships systems, like cloak.    Again I suggest that jenquai should be able to use any Psionic ability concurrently with cloak, unless the psionic skill is an offensive one,like Summon enemy, summon enemy group, or teleport enemy.  (And to Terrell, I agree Contemplation should not break cloak, nor should the not yet introduced 'Disable' Skill for the JD)   Let's try and remember Jenquai are much different than other races and therefore require a different approach.
  12. I want to say you guys did a MARVELOUS job on the skills in warp with the recent patch.  :D It makes this JD very happy.   There are a couple of items that still need to be looked at, specifically having one skill override another without having the Error: Another skill is active. Specifically all actions related to cloaking and being cloaked.    A great example is having to uncloak before using any other skill for a jenquai. As Cloak is so important to Jenquai, any mental skills (Fold Space, Summon, Psi Shield) should not affect cloak in any way. Using these skills will not break cloak but work concurrently with cloak.
  13. I concur with this assessment. Anything to get rid of the emulator imposed "Error: Another skill is active." limitation is a good a thing.
  14. I would love to provide all the screenshots of swapping devices at warp or using multiple skills at the same time, but I fear they would be like Bigfoot - pretty rare, if they even exist at all. I know in my case, I never took screenshots of game mechanics back in the day in case I would need proof for a situation like this, 10 years later. So I think it may be asking a lot to provide proof of such things. I am afraid the best we will able to do, is to go on the good word of the player community who remember such things. I mean I could take a screenshot of "Error: Another skill is active" but how do you screenshot the opposite - if 2 skills are activated at the same time, there would be no warning text or anything, it would just work.   It could be done with common sense however, as in - does a cloaked toon need to hit cloak again to deactivate to cast a Psi shield, or can they just cast Psi shield  or fold space while cloaked. Not many things would break cloak to activate, not activating devices or others skills - except for cloak.
  15. Is there a limiting factor to being able to activate more than one skill at a time, or at warp? Or for that matter removing and installing gear at warp as well. If I remember correctly, it was possible to swap devices, shields, weapons at warp in Live. About the only thing you could not swap was an engine or reactor as both are required to actually be in warp.    This also applied to using skills at warp. One was able to use skills like Supercharge Shields, Psi Shield, Summon or activate buffs such as telescopium, musca, sextant or any other self  buffs. There were limits to what could be used like cloaking, as there is a skill to cloak at warp, and using skills on mobs at warp - like Summon enemy for example.    It was also possible to activate more than one skill simultaneously, and would increase the 'fun factor' immensely to be able to do so again.    
  16. Thank you Twodogs - that is exactly correct. Perhaps I should bring you along to translate when I talk to Devs whose mother tongue is English as well.  :P   I have suggested previously that toons would be able to engage follow, not from a set distance like 5 or 10k, but instead the toons would be able to engage follow based on their scan range.  
  17. Sadly, the fix didn't make it thru to live, and when following Oni in Xipe Totec you are once again stuck in a death spiral while cloaked, forever circling until either you stop following and re engage, or you manage to close the angle of attack and fire at which point the Oni stops to attack now that cloaked has been disengaged.   It would also be real beneficial for Jenquai to be able to engage follow from a much further distance than 5k, as it should be closer to the max range or MLs or PLs. Terrans and Progens do not need to follow mobs and prefer to stay further away while attacking mobs. This is the exact opposite of Jenquai, who use the follow mechanics to bring themselves within optimal beam range. I have suggested before that any class should be able to engage follow up to their maximum scan range. Progens and Terrans can cut engines (disengage follow) when within firing range, and Jens can keep follow on right up until the mob is dead if they wished. 
  18. In Live it required PS to use the device to create a L6 Reclaimed Manes Essence, a component of the Colloidal Magnetic Transmitter used in the OCD. Currently Reclaimed Manes Essence drops from L51 Splendid Manes bypassing the need for a PS to refine essence up to L6. Never owned a progen, but I too would like to see the Sentinel be able to have a need for these devices again.
  19.     Perhaps the Adhesive was refinable by all classes as goo and phlegm are not ores but instead refined from Looted Items. P and B-Silicon are made from Abyssian and Black silicon then Boron and Phosphorus and had to be refined by an explorer. Same for items like glass cover plates. Those items had to be refined from raw ores and not looted items. Only Explorers could do the Silicons and Glass Cover Plates.
  20. Matt did you play the same game I did? Perhaps it was an alternate universe?  :lol: No, all classes could make it - every class that took Zeke's missions got the recipes,  and Genghis is correct, if you had the recipe you were able to make it. The only way to get the prints was to map it, or be given it by an NPC, like Zeke, via a mission. My JD,JE and TT could all make all Zeke comps. Only the JE could refine tho eg. P-Silicon, Adhesive,etc and I doubt TT's were asking Explorers for Sand tho as it was easily ripped from Turbo2 Hardshots and I would use my TT as it was faster than mining it.    Edit. Everyone had the ability to analyse electronic components and get the print.
  21. When I played a JD many moons ago in a Galaxy far, far away, I was able to make many of the mission related components that were needed to complete the mission. Bogeril Missions in particular were huge fun for me as I was able to make Roller Press, Tinfoil, Copper Sheets, Dusty Box and many of the other 'components' needed to do Zeke's missions. Sadly that content has been removed from all classes save for traders. Mission items like the Tinfoil and Roller Press were special mission comps. Items like the Rewired Fishing Reel L4 Reactor Component/Power Generator, and the Booney's Fishing Rig L5 Fabricated Item/Mount, should also fall into the special mission comps category and be made by all classes, or at the very least be made tradable.     All classes are able to accept the Goin' Fishin mission, however only Traders are actually able to complete the mission and are the only class that are able to activate the Raid as you need to complete the mission to activate it.   Please do not limit this end game activatable content to Traders only. I suggest that the non-trade items be made tradable or those comps are designated mission comps so that everyone has a chance to do this mission as well as be the toon to activate the raid. All other classes are stuck on Step 1/3 (of the Goin' Fishin mission, since there is no way for those classes to make a Fishing Rig and no way for it to be traded, everyone else must forfeit the mission. Please make the mount/power generator used in the mission mappable by all players.    
  22. I would like to suggest that on the Guilds - My Guilds - Guild Members that the Last Seen field be sortable as well perhaps refine the times for  Last seen as Yesterday is anywhere from yesterday to last week, and A Month Ago could be anywhere up to a year ago.    Thanks.
  23. This post was my fault. I posted on behalf of someone, and it seemed like a reasonable suggestion. I haven't even looked at a build terminal since Beta or I may have mentioned the [ALL] button, so a thousand pardons, and may a hundred camels have flatulence in my general vicinity at the same time.  :blink:
  24. Just to add: I sure would like to see Nathan Zhao and his brothers added into the game.  :)
  25. Ok I just want to make a point perfectly clear for the Devs and anyone else concerning Raid mechanics. Zack I understand about the new mechanics, but comparing those new mechanics and shield regeneration are apples and oranges, a horse of different colour, three of these things are not like the other...etc.  ^_^ I wasn't really talking about adding new game mechanics to raid bosses, with more fire power, new abilities or skills, or anything like that.  So I am unsure where you are coming from really. All I suggested was that high end mobs, (again not every mob in the game) would continuously recharge their shields at a faster rate,  so that it would take more than one toon or a multiboxer to take it out. Once again I point back to GoBB of old where 1 Solo JD could take him out because of cloak. The new raid mechanics with Aren'Zael really have nothing to do with my suggestion. It just seems like a lot of work to add skills, increase fire power etc, when a simple solution would be to just increase the regen rate and extend the event that way.    Pardon me if I say this but it seems to me that developers are stuck on the notion of new skills, more massive damage, and other mechanics to make raids either last longer or to make it harder to complete, and don't get me wrong, I am all for that. However, that seems like a lot of extra work and tweaking to make it work right, whereas increasing the regen rate of it shields would be simple enough, compared to the 5 or 6 things one would need to do to add the new raid mechanics you speak of. Again not every end game boss needs to have a Super strike or do massive damage attack every few seconds. Some raid boss like Zenrei Tempest are just fine the way they are, and do NOT need to have massive damage like some devs would want to do.    BTW Tempest had her shields at 700k originally, spawned with 6 44+ Manes in the first wave and 6 Oni's that healed her constantly in the second wave. As well there were 2 Zenrei Tempest Guardians L50 , both transparent blue that played summon ping pong with groups. They were eye candy and dropped no loot. To make this event last longer than the 5 mins it does take, lets make it so her shields regen faster so that it would take much more DPS to take her down. She doesn't need to wipe out half the raid in the process. Being incapped never makes for a fun raid. (I can source this info from Live if asked)   Oh and for the purists who say that mobs and players should be the same in respect to shield regen, like when players get hit, their shields stop regening - so should mobs, well no thats not the case for raid mobs. If we were the same I would expect to have my Super Strike available to me every 60 seconds as well.    At any rate people, it's only a suggestion to extend the raids a little longer, without the need for even more mechanics to be added, tweaked, broken, with even more and more damaged applied, etc. Sorry if you read anything else into what I posted.
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