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Luciferish

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Everything posted by Luciferish

  1. Useful /slash/ commands for raids....     /credit kill <player>  used to establish the looter.  This command must be used by each group leader once the group has been established.  If a member of the group disconnects, gates or is dropped/added to the group the command must be re-issued.   /loot add <player> used by the designated looter to allow access to the corpse of a boss to loot a non-trade item.  Also can be used if the corpses of a raid are locked out to the looter.  When that happens the group leader should target every corpse and perform the command on each one.  This can be done quickly in most cases to allow the looter to get all the corpses before they destroy.   /target <player> often used by healers and Jumpstarters in the massive and confusing groups.  This command is a bit buggy and the Devs need to look at this. Also there are hot keys within the client you can setup to do this.  F keys are often used.   /assist <player>  Used to select the target that is being attacked by <player> and can be used as a hot key using the custom-hotkey method or typed in.  If you are in group with the person you are supporting you can also click the target icon on their name in the group listing to the left. This command also appears to be buggy.  It may or may not work reliably... Another thing Devs need to look at.   /random X X X   This is used to do the lotto portion of the raid, to select who gets the loot.  Example >  /random 1 100  will put a random number from 1 to 100 in the BROADCAST channel for all to see it.  Group is /random 1 100 3, etc.  Whoever is doing the looting/lotto of a raid should be highly familiar with the command and the process of doing a lotto.  The big guilds often use a system to raffle the loot off... I'll make another post about that.   /delag 100 This command reduces lag and load on the video card greatly.  It causes the client to ignore many unimportant data like ship details on other ships (color decals etc).  Also reducing your graphics sliders under OPTIONS to about 1/2 level is a good idea.. it looks like crap but you will have far less lag and problems.   /trade <player> will open trade with the <player> designated.  When you are the looter and you are trying to give an item to someone quickly this is a life saver.
  2. TeamSpeak does help and people need to remember, you don't need a mic to participate... I know a lot of PC users don't have Microphones.. But you can listen to the group leaders in a raid and respond to their requests.  It is very helpful to quickly coordinate an attack or which mob to focus on.    It seems the biggest obstacle to public raids is a routine... Maybe we can designate a particular week day?  Say Wednesday evening?  Or Saturday Evening to public raid sessions?  This can allow more people to be prepared and ready to raid and online for it.   Mordana Raids (4) -> OL135-OL150 -> 1 Group to 1 group and a support group (JE/Looter/etc) Tada-O gate (Triggered) -> OL150 -> 1 to 2 groups, 3 gets a little hard to manage.  Often a designated looter is good here too... Fishbowl Raid (Triggered) -> OL150 -> 2 to 3 Groups and a looter is good here too.... Oni Raid (Triggered) -> OL135-OL150 -> 1 Group + a JE/TS looter.  Grav well makes it hard to warp around but a TS and JE are good candidates due to Gravwell/shear Triggered raids can be more complex to get going, as the trigger is often hard to make.  But any OL 150 TT/JS can build a Gate and Fishbowl trigger with some effort. Often it is customary that the person contributing the trigger is allowed to "Reserve" an item from the raid as payment for their trigger.  A trigger donation could be for one of the non-trade loot items or for trade items such as carapaces and equipment.  TT/JS and with a little effort PP can Trigger the gate raids.  Any class can trigger the fishbowl.  Oni raid requires L9 devices, so you'll need a Jenquai or PS/TS to trigger it.   Mordana raids are a good fallback, many printable and useful manufactured items from from these raids.   Oni Raid has a few nice items such as the ID matrix and EGO matrix for builders.   The biggest thing with a looter is they need to be trustworthy and able to handle the non-trade v.s. trade items with care.  A lotto system,  used by many guilds, is good to make sure that participants can get a fair shot at the goodies.    Another major consideration is group construction.   1 Group or Primary (Lead) group: DPS 1 + Driver: PW to drive and tank, biggest SIG you can get and keep the agro.  Shield Sap to keep the agro away from the healers. DPS 2: TE with Biorepression and Hacking maxed.  This is to keep bosses and groups of mobs under control. Ralley Skill MAXED to keep damage down. Healer 1: TT to heal the PW, the primary job.  Direct heal is better often than a group heal to avoid massive agro on the TT Healer 2/Battery JS/TT/PP as secondary healer to keep the primary healer alive and the rest of the group.  Direct/Group heals as needed. JS offers massive reactor buffs. Summoner/Battery: JD for obvious reasons, and can serve as a backup battery toon. Jumper/Battery: JE, TS or PS can serve as a Jumper, PS has DPS to offer, JE can jump and loot, TS can Jump and Hull Repair Second/Backup group can be similar but does not have to be as rigid, Often for Fishbowl you want a TE in every group but for the gate raid that is not necessary,   The basic template for raid oriented toons is simple.  What does the toon offer a group? Max it out....   To begin with I would suggest doing Mordana raids to get the group organization down and setup a protocol for how to run the raids.  They don't require triggers are very straight forward and offer some nice loot. Then move up to the Gate in Cooper and finally the Fishbowl.   The big three raids (Timed) will take some more effort to coordinate because of the random nature of the timers involved.  It is hard for the guilds to assemble enough people for them when the timers appear and they have it down to a science.  I can't imagine trying to get that going public, but it could be done if the player base was prepared for it and ready.
  3. The Jenquai Seeker is as formidable with beams as it needs to be, I see no reason why it should diverge from the focus of beam weapons which is augmented by the Combat Cloak skill and the available equipment already in game.  Jenquai Explorer, which is far more vulnerable to being one-shot killed than Seeker is has more of a reason for a ranged attack than any of the three Jenquai classes, however even explorer with the combination of cloaking and beams is formidable.    So unless Combat Cloak is modified to augment damage other than beams, no Jenquai would or should bother with any other damage type.   This is of course my opinion, but I am sure if you think about this, no one who actually plays a Seeker would really consider a missile weapon over a beam, even if both of them were available to level nine.   Seeker along with explorer are "worker toons" in that most of the people that have these classes to any significant level are using them for utility, not as a primary play class.  I have spent many hours solo on my Jenquai Seeker and enjoy the class very much. It plays well with the Jenquai mindset of "Fire and Cloak" why would we want to turn it into a Terran Trader with another hull style?
  4. My JS would love to have some new options for equipment.. They are very hard to get going and often get relegated to building reactors and not much else.  But I have found it to be a powerful group support class and is in need of some love from devs.  Since these classes (PP/TS/JS) were not in live they have an inherent gap in equipment of all levels, so please consider the low/mid levels as well for them.  It is very hard to develop one solo as a result of these discrepancies.
  5. It was blackholed, they closed the gates, it will be fixed when they shut down the servers.
  6. It didn't crash, it seems to be net lag, server is still there we just can't talk to it..
  7. Anyone logged into the Wiki can edit the wiki.. feel free to add/change what is incorrect, but please make sure your changes are accurate..
  8. Here is a link to the Wiki article, which has other turn in items as well.. just for reference.   http://net-7.org/wiki/index.php?title=Item_Turn-Ins
  9. It would certainly help me avoid doing copious number crunches when poking at equipment.
  10. The menu help is rather lacking in info on many commands... commands listed there are INOP or do not include syntax..
  11. does this command even work?  Am I missing syntax?  /lastminer only produces "Illegal Slash Command: lastminer"
  12. It seems to me that a /help command would be a good idea..   /help - Generates a list of available topics /help groups - Group related / commands /help emotes - / emotes available /help commands - all / commands available that are not in other categories   make others as needed...   Then /help <command> to give syntax of each command.. you know, like there are in most text-based operating systems and utilities...   Possible?
  13. THat info and all of the other XP/Faction turnin items are on the Net-7 wiki
  14. If the devs put every aesthetic choice to a vote, nothing would ever get done... Realy?  I mean.. really?
  15. You must now watch this video as punishment:  http://youtu.be/v24hYJueeQ0
  16. Unless someone has figured out how to extract data from the client, such as what jobs are displayed in the terminal, it would be very hard to macro a job terminal.  The random nature, duplication of jobs coming from the listing and other little bugs such as CTD when jobbing would prevent a macro from being very effective.  Multi-box players all hitting the same job terminal for the same jobs however could be a little hard to deal with, but I haven't seen many doing it with more than one or two toons.   The major question that stands is are there ways to extract/inject data via the client.  To my knowledge the client was specifically designed to prevent this very early in it's development. Most of the macro methods I know about are input macros that control key and mouse input.  Rudimentary macros can be executed this way but could only be used for very simple tasks.    Get Data From Terminal Insert Data to client Toon Movement Docking, target selection and warping Gating   All of these things could be done with a key/mouse macro for a single client but more than one or two would be nearly impossible. Even with AC Macro it would be very unreliable.
  17. This has also stimulated discussion among some of the player base, in and out of guilds.. With luck the leaders of the big 3 and their members will do more to open things up to solo/small guilds.. It takes effort and work to coordinate outside of their guilds and I hope they find the time and desire to do more... Some of the content ideas rolling around and the Devs talking about some of these issues hopefully will also make an impact.. all we can do is watch, wait and continue to discuss things in a civil and adult process... That will get heard.. rants, gripes and tantrums won't get anyone very far...
  18. Just because something wasn't originally meant to be setup a certain way doesn't mean it can't be changed... right?  Sometimes things need to be changed to suit conditions... trying to keep things at status quo just for the sake of preservation or nostalgia leads to stagnation and decline.. Although I don't know what the devs will decide I don't think "It wasn't that way before" is not a very strong argument.. :)
  19. Oh, I know.. if someone asks and >I< know I always help them out.. I am certain that the big guilds aren't holding out on everyone, some of the best advice and help I've gotten has come from people in guilds.. All I am saying is people that are not in a big guild, not familiar with high end content and not sure what is left after 150 don't even know the mordana raids are there, nor do they ask about them... It is rare that I see players out there in KV going after them.. They just think they are odd spawns of mordana  not an escalation to a boss-like mob.  They are hard to kill and hit very hard, so many players just don't mess with them.
  20. Well first of all, my argument isn't that "The Big guild control the content" as you say... It is simply to say that there is a reason people think this, and you reinforced my point.. Organization of resources and people are the major challenge for solo/small guild and "Raid" content.. Several people have taken this to mean that the "Big Guilds Control the Content" when in fact it is simply a perception... When you have 800 people in a big guild the chances of finding them at a spot you are going to hunt are very high...   And I agree that there should be work involved and that it should not be super easy for solo/small guilds, the challenge is part of the reason for the content... I just think, as you seem to, that there needs to be more content focused at the small guild/solo play aspects that have rewards that are worth the effort for those groups of people to organize and do it.    Mordana raids are very nice.. They are not too hard, good rewards, challenging and there are four of them with different rewards.  A careful and patient player can solo them, a multi-boxer most certainly could do them alone.  I'd like to see more like this, but more importantly we need to have the "How TO' part out there, so people can find them, prepare for them and DO them.  If the content is unknown to the player base, how can we expect them to FIND it?
  21. The problem's root is not how many players it takes to do x raid... nor is it really who has access to what equipment... The problem is Organization... Which in and of itself isn't a problem except that smaller guilds and single solo players are not able to organize two good sized groups to do a raid.. There are many obstacles they they have to overcome that large guilds do not..   People online at any given time willing, able and dedicated enough to do the raid in question. Communications (MOTD is a small example) through guild forums, guild channel and officers that are assigned to disseminate information help with coordinated efforts. Shared resources, raiding parties from larger guilds will always be better equipped than most solo/small guild players.  Because the raid gear flows in the large guild much easier than the general population. Something that would take a solo/small guild players months to assemble for equipment can be obtained within a large guild much more quickly. Leadership and Knowledge.  Find me 12 players not in major guilds that know FB outside raid well enough to actually feel confident at an attempt... Even find me 6 well setup dual boxed solo/small guild players that are willing... Large guilds have people in leadership positions that can lead these groups to success... It just won't happen on the solo/small guild level.. Raids are built as Guild content.. To dumb them down to the point that a single 6 box player can take the raid out will be counter productive and defeat the purpose of the rewards of those raids.. These items are set to be "Uber" because of the effort, coordination and time required to organize and execute the raid successfully.  Not because there needed to be a more uber drop... Large guilds will ALWAYS win that fight...   So the counter argument that "Anyone can do the raids, they are open to all" is moot ... Small guilds and solo players have no chance against the combined efforts of a large guild.. Second most common counter argument, "My XXX Large Guild lets solo players and small guild members tag along" is also moot.. why? because I've been playing since what.. April of this year and I have 5 (Yes 5) well setup OL150+ toons... Raids INVITED to:  0 .. ZERO... ABSOLUTELY ZERO.. in 5 months... Why? Because none of the major guilds know my toons, I stay quiet and just do my thing... So If I am going to spend the effort to schmooze my way into a raid with XXX guild.. why not just JOIN it and have a blanket invite?  Thus the large guild gets larger and the people who choose not to deal with large guilds are in the cold...   So it boils down to this.. Solo players and small guilds have to accept that they will not get any of the non-trade loot out of large raids without help of the Big 3... The Big 3 own those raids, not because Solo/small guild players CANNOT as a function DO them.. but because the numbered items above prevent it... Big Guild XXX isn't STOPPING them.. Just that it can't be done.. What we need is more "Smaller" or "Mini" raids that can be done with a moderate number of people.. The big raids GOBB, FB, Cooper Gate, RD Base, Controller... Are for the Big Guilds... Missions and mini-raids can and should be done by the smaller guilds... the only reason they are NOT doing them is because they don't KNOW about them... or don't KNOW how to do them...   So please stop saying "My Guild lets people join" and think that mitigates the problem.. It doesn't.. When I see "GENERAL: Guildleaderx: Hey My guild is doing XXX raid, need OL 150+ TT, JE, JD, and a PW for a group, PST" happening EVERY RAID.. then the Big 3 are NOT open to other players joining their raids..
  22. I think that the actual incidents of honest Griefing and or KSing are rare, guild or no guild... many times I could say it is an honest mistake or someone that is just not wanting to communicate to others in the area and work out a situation so they compete head to head... It is nearly always something that can be worked out.  I've have nearly come to the determination that KS complaints and Grief complaints are often just someone that WANTS to be offended and makes a stink over nothing..
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