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Overtkill

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Posts posted by Overtkill

  1. Free Hat.. I mean VadenTT!!

    Lot has a valid point. This situation should never have gotten to this point because it was a private conversation. Further, if he is to keep going forward as a GM, he should not be allowed to go anywhere near Vaden because of preexisting beefs. V is needed by this community. He serves too many roles and means a hell of a lot to the community to allow this kind of foolishness to continue. Please consider restoring his access to his TT.

    Thanks!
    • Upvote 2
  2. Possibly. I do like that idea quite a bit. But I would agree with many that increasing the timer again would be bad joo joo. We do appreciate you lowering them down to something more manageable. I know many also like the improvement and would like to see it even lower (having gotten used to the unimplemented version). Personally, having tested the new timer extensively, I would like to see something closer to 30 seconds.

    If anyone else has something to add to this, please chime in.
  3. Speak for yourself. Personally I think in a group environment the damage increase, with an improvement in reactor power return, balanced with a moderate time (30-40 seconds) on the max skill for leech would be a welcome idea to many JE's. I seldom fire mine off in single target mode, especially in raids where I supply power to the rest of the group. As far as leech activation time (from the start of the skill initiation to the actual activate time), adding a little time by fractions of seconds is fine, but the rearm time after a mob has been sapped should be taken into account as well. So adding more time that way would only serve to cripple us further.

    On the subject of sap, is the energy leech for the JD in the near term plans to be added to the game? Or is it going to be a while? I have been told by many players that it is not working yet, and would like to hear something from you guys (Dev's) regarding this issue.

    My wife who also plays a JE and a PW, was playing her PW last night, -noticed that the timer did not reset when she switched mobs (after the first was killed). We both recall that the sap in live, would reset when targeting a new mob. Just something that might need further tweaking. She also mentioned the glitch with the combat trance not starting all the time as it should, and having to beat it out of her ship to get it to start (jiggling the mouse a bit) since it is after all, a Progen ship. :)

    Thanks!

    -Overt.
  4. The same presentation in the spec docs?

    Back in my content dev days, we actually had a architect tool that was based largely on 3DS Max, Maya, with a tad of Autocad. The basic tools predated this game and changed little with the exception of 3D object import and handling. Its indeed pretyy cool to see the development cycle of the different in house tools from waaaay back. Our original tool prior to the Architect tool was DOS based, had the old school horrid colors of the DOS era, and would give anyone a headache after staring into its green screen with red lines all day.
  5. I'll not be quitting over this, but I would like to see something a bit better reasonable than what we have currently. I am concerned that other good people will leave the game, and diminish our dwindling numbers. While I dislike the current timer, I am willing to compromise to something that everyone can agree with. That's all. I'm happy to go with what the public decides is the dev's might be willing to listen, Tienbau included.

    To Tienbau: I agree that the skill was broken for a long time. However I do also believe a sudden increase greater than a 3 fold is a bit much. Can we compromise to a lesser value?

    Thanks for reading....

    -Overt.
  6. [quote name='BrixunMortar' timestamp='1325556742' post='50810']
    i just think its funny that the JE's never cared when they nerfed the PW, but you're all crying now! "get used to it, you were overpowered" lol

    oh and no vote from me!
    [/quote]

    For the record, I stood by all you PW's as well when that happened so your comment does not apply to this JE.
  7. This is a public opinion poll regarding the current state of the shield sap timers. Please keep in mind that I posted this in general because I wanted this topic to be easily found so that others would have a chance to weigh in on their opinions and views on what they would like to see.

    So please follow up your vote with a quick comment on what your ideal SAP timer should be.

    Thanks!

    -Overt.
  8. [quote name='Lot' timestamp='1324154948' post='49981']
    It would be useful to show bonus/buffs instead of description in search results.

    The tab format could be improved by keeping the tab bar visible instead of allowing it to scroll out of view.

    Keeping the scroll position in search results when a new tab is opened would also be useful. At the moment it always resets the scroll position to the top each time an item is added to the tab bar which is not ideal.
    [/quote]

    ^^^^ What he said. :angry:
  9. This will probably fall on deaf ears (or eye's in this case), but some input/notes that I can recall from live. These again are not meant to point out flaws or problems, but I do hope they help in anyway possible in aiding the process of improving the EMU for everyone.

    A few notable areas:

    Arduinne 7-9 ores. Starting near the sector navs is the hidden asteroid nav path that heads off in a NW direction to around behind the planet. The further back behind the planet you went, the higher level the ores were.

    Jup - Same deal with the hidden roid nav's.
    - Field above the Weft should be much denser than is currently, with lvl 7-9 roids of all types.
    - From the IO/Ganymede gates, the field that heads easterly could use a higher density. Roid tytpes and levels are correct, but the field should be expanded through behind the planetoid near those gates.
    - Field that runs across from the Saturn gate needs a higher density, and more in the lvl 8 & 9 roids.

    Swooping Eagle - the 2 fields in the southerly areas could use a density increase and some expansion into the surrounding space.

    Yokan - Near the SE gate and the Net-7 Relay, this field needs to be populated with 7-9 roids of all types, in a cascading order from lowest to highest the further back you get. (This seems to be a running theme in many fields in the Live universe)
    - South of the gate to Kailaasa, hidden nav roid field should contain 7-9 roids. I can't say I recall crystal roids here, but I do remember the rock and hydrocarbons there. 50/50 on whether or not hybrids were there. There should also be a zone a bit south of the center nav that contains 7-9 roids as well.

    Kail - While I can't recall any high level fields here, there is a whole lot of wasted space there north of the main nav paths that could be used for mining. This would be an excellent place to mine for the home of the Jenquai Explorer.

    Kitara's Veil - Nice job around the gate to Kail guys! I like what I see around there all the way through the Veil Trader's zone. Nice mix of roids and hulks seems pretty accurate to Live.
    - Central Nav's running north east should be a high level field of moderate population.
    - Improve on the high level roids heading south toward the gate to VC. Perhaps higher density and expansion on the easterly side of the nav path.

    Vishao's Cove - Needs a huge going over IMO... Decoration roids should be added and scaled up, as well as the nice hulks that used to exist around some of those larger Zenshai areas. There were mine-able roids throughout the sector as well. I do recall level 5 and greater of every type being found there.

    Antares - Looking pretty good here as well. I would probably increase the scale of many of the decoration roids, and expand the fields that are there to fill the area surrounding the 2 major moons there. Mine-ables used to run outside of 25k or so (well past my scan range, and all along both sides of the area around the gate and station as in Live. The overall "feel" of the sector is very correct. 7 - 9 Roids were present through out the sector, as well as sporadic hulks.

    If further input is wanted, I am more than willing to continue this discussion. Again, these observations are based on my own recollection of many late night mining excursions (1000's) in live, and I hope that the players and dev's both find it useful and perhaps expand on them.

    Thanks for reading...

    -Overt.
  10. On the topic regarding Glenn Commission: Chernavog station in Aragoth Prime was owned by the Glenn Commission, not Infinity Corp, and had the same interior as F7, saving the bar area actually had the "Upstairs" area.

    Just an observation. Thanks for reading...

    -Overt.
  11. [quote name='Lot' timestamp='1323623148' post='49585']
    [url="http://joe-ks.com/images/FloridaBallot.jpg"]http://joe-ks.com/im...oridaBallot.jpg[/url] lol
    [/quote]

    Nice one.. :)

    something to add:

    Folks nominating themselves publicly seems a little on the big headed side. Perhaps someone should have to be seconded by someone else before that person is eligible for election?
  12. I was thinking about this very thing over the past week or so. Why don't we see if we can petition the dev's to repopulate the high level nav's that are off the beaten path, the way they were in live. You know the ones, that have the alpha numeric names like PX74356 - Etc, that usually lead out to the middle of nowhere... These places should be populated with high level fields of all flavors. And perhaps add more places to go hulking as well?

    As far as cherry picking goes, its lame... People please empty your roids and hulks whenever possible. You don't have to clear the entire field. My practice is to leave something for the next guy if its not on my list of needed ores or items (hulking). And I try my damnedest to empty anything I touch. There will be circumstances when a high level guardians will make clearing debris out of a hulk impossible.

    Perhaps the dev's could shed some light on the respawn info for roids that have been opened by a player. Like the OP, I too have encountered too many level 9 roids that have a single level 8 ore inside. So I am curious to know if the item was really cherry picked? OR is it possible the roid spawned that way. Something else to add would be that level 8's and so on would often carry an item or two of the next higher level ore/item. I haven't seen this in the EMU to date, and was wondering if this had been brought up.

    Thanks for reading...

    -Overt.
    • Upvote 1
    • Downvote 1
  13. +1 in favor of killing the stupid robot message!

    +1 for reactivating the Halloween toys, and making them trade friendly. Personally, I do not agree that certain game items should be made untradeable. It would be nice to be able to store items or maybe give someone a raid drop who never has a chance to go for whatever reason.

    I'd rather have the option to trade the Halloween shiz like in live. I for one really need the vault space and would probably store them on a vault toon.

    -Overt.
  14. And where did the barbed hook fit into the original ingredients for the lure? Have I been saving one for no reason? lol... +1 for Lot BTW.. The ingredients should be changed towards stuff that can at least be obtained. I've been in VG looking for those shields while leveling my JD, and have killed the bosses there many times over and found no shield. It seems the bosses should at least drop something, but 95% of the time there is nothing but junk bio loot there after the kill. Same goes for the crystal titans. I've killed Ramon 20 times, and rarely get anything but his crystal bits. The Shield to energy device (not the Martyrs) appears to be busted.

    Another observation... Dev's did a good job getting the Bison boss in VG to use the correct model. The others were the same type in live (the bosses resembled the Joona Kinder in SE). None of them looked like the regular mobs. Just throwing this out there while we were on the subject.

    Thanks for reading...

    Overt.
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