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Rezwalker

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Posts posted by Rezwalker

  1. [quote name='Kyp' timestamp='1340236818' post='59273']
    Logic says that if the reactor is not generating energy (recharging) it should not be powering other components such as your shield. I will add it to the list to ensure the shields are not recharging during cloak. This was the benefit of Power Down for the PE versus cloak for the Jenquai. They were able to turn "derelict" and recharge whereas the Jenquai were not. However the PE could only get a Level 8 reactor if I recall correctly while the PW could use a 9 (Heart of the Dark One, for example, back when the Tada-O Gate was the big raid)

    That being said, as I stated before look forward to a lot of balance changes. We'll be working on finishing AI implementation and getting all the resists working, then we're going to be seriously beefing up the raids a bit. This one-man-wonder thing on Raids will become a thing of the past. You're worried about us balancing before the resistance systems are working properly, this is part of why we haven't rushed to start changing the skills.
    [/quote]



    Let me say this again, shields recharging while cloaked was how it was in live, disabling it would afectively destroy the Jenquai race for combat. Its your game and you can do what you want but count me out for good if its implemented.

    Oh and if you look at the JDs shield, Defenders Doumaru it has 51% shield recharge just for that reason, to help JD in combat
  2. [font=Arial]It’s been said before, numerous times, and has fallen on deaf ears, but I feel compelled to open my big mouth and say it again, MOB SCAN and MASS AGRO is creating the heavy data loads, and now with all the mob skill spams has made it worse.[/font]

    A reminder for some of you that forgot how it was in live, one example, miner with 0.1 sig could mine 1.4k away from a manes and not even get noticed, why? most mobs where blind unless you fired on them, second example,t[font=Arial]JD with 4k beam range shoots mob then cloaks, mob just spins around like crazy trying to figure out where the shot was coming from, why? mob had short scan range and a delay in response time to agro, another example, TE with 7.5k ML range and low sig could just lob shots at a mob and move back a bit and again mob would spin around or go left and right or whatever trying to find the attacker, why? bad eyes lol.[/font]

    Now lets talk about how it is now, player shoots mob, mob instantly shoots back even when not facing player or spins on a dime and every other mob within 25k comes running to help, even if you cloak, they still come to where you are and linger around for a time, some times for 30 seconds or longer till they go on there merry way again. Another thing, you ever notice how fast the mobs shoot them beams? seems like they all have .5 sec reload time, low damage most of them but way to fast, give them more damage per shot and a realistic firing rate, lets say 6 sec or something. To sum it up, we have 20 mobs, firing twice a sec, spamming skills every 10 secs or something then mix it in with a few MLs, poof goes the server. Oh and I forgot to mention, a mob can shoot at 2, 3 or more targets/players without missing a beat, pew, pew, pew all around lol, what's up with that? it would be more realistic if it fought one attacker at a time and hold agro longer.

    Rez over and out........
  3. I think that other guilds/groups feel excluded by the simple fact that......guild A has Monday, guild B has Tuesday, guild C has Wednesday and so on, so basically these
    guilds feel they have the right to the troller or Gob on those days, as we have all seen the chat from time to time asking, WTF, who stole our spawn............
  4. Personaly I dont understand what beam range has to do with summon distance, lets say i have a proto beam with 8k range does that mean when i summon a mob from 6.5k it will come to 4k?
    Makes no sence to me, summon should be in your face like it was in live and not be afected by beam range period.
  5. Now try checking debug launch box, oh and proto reorder and packet opt if you haven't done already, sry, running out of ideas.



    and by the way, did you run the config in admin mode? if not try again, right click and run as admin.
  6. Usually checking debug launch would get me in the game when the CTD after PW bug creeps up on me from time to time, I noticed a few days ago when it happened again, that reset updates did not update, had to delete net-7 and re-install again.
    I wonder if somehow the version log file, or whatever the launcher checks gets corrupted.

    Another thing you might want to check, the CTDs after PW started when the new tattoos were put in and have got worse when the Net-7 site was changed and the player recipes option was added. I wonder if the real time data base checking or updating might be causing this mess.

    Anyway, just throwing in observations and ideas that might help.
  7. [quote name='will' timestamp='1323787541' post='49656']
    Personally I prefer the current way it works, gives additional attempts to mine if it doesn't detonate, and that's not something to complain about IMO.
    [/quote]



    In my last multiple mob/de-buff encounter I was left with 15k hull after the explosion and killing 2 lvl 51 and 1 lvl 50 that spawned, needless to say i had to stop mining and go get fixed, my other option was to leave the mobs wonder the sector and let the next unsuspecting miner deal with them. Anyway you look at it its a losing proposition so that's why I disagree with your thoughts on the matter.
  8. [quote name='Tienbau' timestamp='1323734474' post='49638']
    did you keep trying to pull the ores while it was collapsing? Yep I gotta make sure this can't be done. When the roid pops it should close the mining window.
    [/quote]

    no i cloaked for a few secs and mined again, wanted to see how many would spawn, 3 mobs and 2 de-buffs later it popped, i didn't spam mine another words


    oh and another thing, after explosion I CTD a few times, might want to check it out
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