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Algaron

Beta Test Lead [BTL]
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Posts posted by Algaron

  1. 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:

  2. 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.

  3. I just pointed out that they did in fact recharge while taking damage, Nathan Zhao never stopped recharging his shields with 100k shield cap he would be dead rather quickly if he didnt have high resistances and a fast regen. Not all mobs need to keep regening shields while taking damage but as surely as I am Jenquai, you can bypass the code where raid bosses stop regening shields? Of course right now there is no shield recharge while taking damage. That's my whole point. Make it so end game mobs CAN regen while taking damage and increase the recharge rate so that it take more groups - more DPS to take it down. Raid bosses don't need to be like players - they are raid bosses for pete's sake. 

     

    This would lengthen the raid encounter, you could get rid of the dumb things like see cloak for every mob, so there would be no whining about how jenquai can solo end game content like GoBB. BTW faster regen was suggested for GoBB long before it was decided to make all raid bosses see cloak to stop JD's from soloing it.  And now we want to increase the damage output of even more end game mobs that never did 1/10th the damage they ever did in Live?? 

    • Upvote 1
  4. Here we go again. It appears the developers of this game seem to think that the only way to extend a raid event is by making the Raid Boss or mobs hit for so much damage that half the raid will be incapped and everyone will be spending their time Jump Starting and spamming Hull Patch and Shield Recharge. And while we are at it, let's increase the Raid Boss shields by ten fold into the millions. All very unnecessary. Every mob in this emulation has shields that are 10-20 times that of Live. How do you think they were able to have mobs last half a second in Live with their tiny shields in the first place?

     

    I have suggested this before, and so have many others. Instead of going massive shields and one shot damage from mobs, we should be increasing their shield regen rate. When It was possible for a solo JD to take out GoBB, it was suggested then to make his shield regen so fast that one JD could not possibly solo it. Instead they made it so not only could Gobb see cloaked to prevent this, but every other mob in the game as well. There is absolutely no reason to have mobs with shields in the millions. None whatsoever. 

     

    If you want to have groups of 3 or 4 take down a raid, and last longer than 15 minutes, make it so the shields on these mobs regen at such a rate, that it would take the combined DPS of 3 or 4 groups to make a dent. The mobs shield didn't stop when hit like players do but kept regenerating constantly.

     

    A perfect example of fast shield regen was Nathan Zhao. This mob has a shield cap of 100k That's 100 000, not 10 million. And yet this mob was able to take on an entire server at once. It would fly around the Sol system (his brothers were in Mars and Aragoth)  and one-shot unsuspecting players at will. The only way to stop him was to gather enough people (half of Andromeda at the time) and to keep firing on him until he died. 

     

    So Developers, please get off this more damage - more shields fetish you seem to have. Not every mob in this game needs to hit like a truck. Tone down the damage and shield caps and increase the regen rate of the shields.

     

  5. The Scutums is a nice device as it shunts 25% of shields into your reactor, a must for JD's . -25% Shields to +25% Reactor but can only be used once and is on a timer for X seconds. The Antlia can be used multiples times to instantly shunt shields to reactor but as mentioned is jenquai explorer only. The device you will want to have is a Martyr's Heart L7 and is instant shunt to reactor.

     

    As for Energy Leech, there are techniques to using this skill.  Don't pop it right away if you don't need to, and be careful when going against missile or projectile mobs. If facing your target, stay cloaked until within leeching range, fly directly toward the mob, unlcloak and pop the leech while flying directly thru the mob, recloak once it hits and continue to kill the mob. Max Leech isn't necessary when soloing. 

  6. Would it possible to change the targeting reticle on a selected target to another colour than the default gray / white as it is now? It is the same colour as all other objects (inverted triangle within a circle) and is especially hard to acquire quickly when not in the FOV but along the periphery. The target can easily be lost if not the main focus, like in a dense asteroid field for example. Perhaps the reticle could be coloured green to make it more distinctive and visible.

  7. I had something suggested to me, and it makes so much sense I thought I would pass it along.  When entering a manufacturing terminal, the defaults are set to show all levels of builds. Perhaps the default state should be to leave all check boxes unchecked so a builder would only need to check 1 box and not uncheck 8. It can be especially irritating when there is a lag delay and you uncheck a box, and then again thinking you didn't hit it, only to have it return to a checked box. 

  8. You are efficient Zackman, that's for sure.  :lol:

     

    Now if only we could remove the max scan 30k cap on JD's, and give Jens the ability to engage follow from farther than only 5k. Bug or not, it was nice at 7k+; I could Psi and cloak before I got in range, and certainly not a game breaker. 

  9. Game Info - Game Statistics - Guild Stats

     

    Guilds and Member count have been truncated on top and bottom as it appears the pixel size has been set to small to handle the graphics. Resizing doesn't appear to help. Using Chrome browser.

  10. 72 hours would be much too long, for the entire server. If it is done on Wednesday for example no one else, including smaller guilds, would be able to trigger it until Saturday. This will cause a glut of devices waiting to be used, and of course the drama most people are trying to get away from with the current situation. I think a better option would be to limit the activatable raids to once every 12 or 24 hours. Currently The Face and FM2K have no minimum time limit, which can lead to running back to back to back raids by certain guilds. Even so, the market hasn't been flooded with fish raid drops. Let's try to stay away from camping scenarios where a half dozen guilds or PUG's fight at a nav to activate a device. Make it often enough, that every guild has a reasonable chance of activating a raid without interference. The exciting drama should happen during the raid, not before it.

  11. Are you talking about loot tables for the items needed to create the activatable device? or the loot tables for the raid itself? I am pretty sure there would be a revolt if it was decided to do both. I am sure most who wish to have activatable raids would be amenable to one or the other. Either the item eg. Feather is a rarer drop, so less devices are made, or more common, and less loot from the raids, but more raids can be done with more devices.

     

    IMHO I would like to see the drop rates in the raids stay the same - no one would ever want to go to a GoBB raid if only 3 items ever drop from it, so keep the raids the same, and adjust the drop rate for the item needed to make the device, on par with feather collection for example if that's the way the devs feel. Personally I think enough has been taken already, the constant paring down of skills, loot drops, XP, credits etc. Slowing down the game in this fashion, has an unfortunate side affect of making it much less fun to play, and isn't that why we are here? So please leave the raids themselves alone.

     

    As for the item needed for the device, scarce drops 1-5% are fine - but please don't tie any faction hits to acquiring it. There are plenty of non factions mobs in the game to use. Belters, FreeSpacers, Ostrae,  Dzurai, Oni, Zenshai, any number of mobs can be used so don't have it on any factioned mob. 

     

    Thanks 

  12. As far as I know, the improved cloaking buff and the increase to stealth strike time has never worked. On a JD it has always been 5 seconds or 10 star bursts. The JE with Cloak L7 however will have 7 seconds of SS time or 14 bursts, because of the extra 2 levels of cloak that they get. This wrong as well. Group Stealth and Group Cloak should have no affect on SS time. This bug has been posted before more than once.

  13. Interesting stuff SiSL. Got me to wondering why Jenquai ships were so much heavier than Terran ships. It's certainly not Hull Structure. On last HU the JD has 6k less hull structure than a TE, but 5 more mass.(metric kiloton?)

     

    I have always thought that the jenquai had the lightest most maneuverable ships and the best turning rate. Apparently physics doesn't apply in this galaxy.  :blink:

  14. Crichton, you could care less about this content, and yet you feel the need to give me your opinion on what the rewards should be? Why even bother posting in this thread at all in the first place?

     

    I have already made my thoughts clear on the matter. I would collect these tiles because I like to collect things, and I do it for fun. Not for any XP, or credits or fancy 'baby voltoi' whatever the heck that is supposed to be. Sounds like a pet in WoW. (Of which I had fair collection - note the irony). 

     

    Part of the tile set exists in game already, and at some point existed in it's entirety. I am only asking that the complete set be added back in game as there are people who do enjoy collecting. Some like to do all the missions, some like to only do mining, some do nothing but combat. This would be a completely different activity, and as Elrick previously stated, would add more depth to the game. The only 'reward' I have suggested would be 1 Skill Point, and that was only to perhaps interest people to save them and to trade with others to fill out their collection. The collection activity would be unique for this game, as should the reward, but I would collect and save them regardless. Even without a repeatable mission for a skill point. I do like the idea of talking to an NPC to obtain a certificate upon completion of the collection tho, even if you decide to forgo the mission for the skill point.

     

    Yes Knix, if there was a turn in mission as I suggested, it would have to be multistep one, where you would turn in the Suits (27 cargo slots), or could even be broken down further to just 9 cargo spaces for each one of the 3 suits (Tiao, Tung, and Wan), then Honors (7 slots), and the bonus tiles (8 slots). I am not so sure about adding yet another step to manufacture or refining them down, and there have been other suggestions as to rewards like creating new items. I am trying to avoid adding even more layers and workload for the CDevs if possible, even the 'certificate' could be adapted from say an Arduinne Security Pass or an Assembler Process Pass without much effort.

     

    If the Cdevs want to run with the idea, and add everything previously suggested as a reward - including 'baby voltoi'   :lol: that is up to them. I just want the rest of the tiles in game as originally intended. 

  15. The figurines would be a simple collection to put together. Based on the Chinese zodiac, there would be only 12 of each to complete a set. However, the figurines in game are currently made of porcelain and jade, with jade being more valuable. A complete collection would or could include both materials. I have suggested that figurines be made of ivory and gold as well, each more valuable than the last. Collectors could go for one set or all four. The only caveat would be that, for collectors, the icons should be more distinguishable. Perhaps an actual figurine, or at least colourized where porcelain is white, jade is green, ivory is gray, and gold is yellow. 

  16. No, a certificate/title means jack compared to the actual items. As a numismatist, I can assure you an old or rare $100 has more value that 100 x 1$. I would much rather create a storage toon to dedicate 42 slots for my collection (I would hope they would be stackable), than to have one item indicating I once had a collection. However, having a certificate as well as my collection, would be a bonus as I can show people that I do own a collection instead of having them take my word for it. Part of the enjoyment of a collection is not only having it, but showing it off.

  17. That wouldn't be a problem, and really for the Mah Jong tiles, there would only need to be 42 unique tiles. Just as there are 13 unique playing cards, only there are 4 of each.  The Suits would need 27, (9 times 3 Suits), the Honors need 7 ( 3 Dragons and 4 Winds), and the bonus set need 8 (4 Flowers and 4 Seasons). I am not sure how much work it would it would be to change the icons to show the actual tile as that would be sweet. I do know where to source some graphics for them. Coloured hexagons don't do it for me.  :huh:

  18. I would like to see more collectibles and related content added to the game. There is an opportunity here to think outside the box, and develop an activity that doesn't include raiding, mining, or building. Many who play EnB, have at some point, collected sports cards or coins, or some other item belonging to a set. For those of us who share a fascination with collecting and trading things, there is a certain satisfaction when one is able to obtain all there is to get, or to find that rare or unique item and be able to display it for everyone to see.

     
    I can think of two items in game that could be considered collectibles, the figurines and the Mah Jong tiles. The porcelain and the jade figurines dropping from the Red Dragon are based on the Chinese zodiac, but sadly this collection can not be completed as 3 porcelain - rat, goat, and pig, and 9 of the jade figurines are not in game.
     
    The Mah Jong tiles are in an even worse state. The tiles that are dropping are based on the Taiwanese variation of the game. In Taiwanese Mah Jong, a complete set  consists of 144 tiles of which 136 are regular playing tiles and 8 are bonus tiles. The regular tiles are split into two main groups of Suits and Honors.
     
    There are three Suits: Bamboos(Tiao), Characters(Wan), and Dots(Tung). Each suit consists of 36 tiles: four 1’s, four 2’s, and so on up to 9. There are a total of 108 regular tiles or 9(3) suits for 27 unique Suit tiles.Honors consist of Dragons and Winds. There are three Dragons four of each: Green Dragon, Red Dragon and White Dragon, and four Winds, four of each: East, South, West and North. There are a total of 28 Honor tiles - 16 Dragon and 12 Winds or (3+4) =7 unique Honor tiles.
     
     There are only 8 suits and 1 honor tile that are dropping in game, and they are:-Tiao Bird Tile (or One Tiao), Two Tiao, Three Tiao, Seven Tiao, and Eight Tiao.
    -Two Wan
    -Two Tung and Six Tung
    -White Dragon
     
    In addition to the regular tiles, there are 8 bonus tiles; 4 Flowers and 4 Seasons. Each bonus tiles is associated with a wind as follows:
     
    Flowers: Plum (East), Orchid (South), Chrysanthemum (West) and Bamboo (North).
    Seasons: Spring (East), Summer (South), Autumn (West) and Winter (North).
     
    In total there are 34 unique tiles but only 9 exist in game, as well the 8 bonus tiles could also be added to this collection.
     
    I would like see the missing figurines and tiles added back into the game, so that it would be possible for everyone to collect a full set if they wished. A twist on this particular collection, would be to make a full set of tiles, including the bonus tiles, for a total of 144 Mah Jong tiles available to be turned in at the Red Dragon base in Aragoth Prime, for a repeatable mission for 1 Skill Point. There should be no Experience or credits associated with this, and the drop rate on the Suits and Honors should be rare and the bonus Flowers and Seasons should be set to scarce.  So a complete set would be: 
     
    One Tiao - Nine Tiao (x4), One Wan - Nine Wan (x4), One Tung - Nine Tung (x4),
    Green Dragon (4), Red Dragon (x4), White Dragon (x4)
    Plum (East)(x1), Orchid (South)(x1), Chrysanthemum (West)(x1), Bamboo (North)(x1)
    Spring (East)(x1), Summer (South)(x1), Autumn (West) (x1), Winter (North)(x1)
     
    As well the Porcelain and Jade figurines could be turned in either separately or together with other figurines of differing materials like Ivory or Gold, for substantial Red Dragon faction.
     
    The purpose is to encourage many others to also save, collect, and trade collectible sets.  A market source would then be created for those true collectors.
     
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