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Ulyydian

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Posts posted by Ulyydian

  1. Personally I'm inclined to agree with Fleson.  

    No, I did not vote :)

     

    Also from some of the talk I've seen, there is something major that most players are missing here.

     

    If you are maxed level you are not going to see much of the story unless you redo alot of old content, since my understanding is we are starting from ground up and doing the story the proper way.

     

    So for those max level players who want new content...well a story starts with a beginning and takes awhile to get to the end.

    If you are at the end of the story...then it's going to take awhile.

     

    How long are you willing to wait?

    Something to think about.

  2. Hmm i'll need to think about the build procedure.

     

    My main issue is people have been getting around the no-trade flag using a different number of methods.

    It's also alot harder to prevent trading between same account characters.

    I could see someone making multiple same class and giving all the spec gear to one char to exploit.

     

    I need to do some more testing, but if the same thing happens as last time I think the current method is best.

  3. I was also just looking over this again and this really stood out:

     

    manufacturing skill type waiver used in the MCP could be used so everyone could build their own non-trade items

     

    What is this?  I am not aware of this.

     

    One of my concerns were that not every class could build alot of items so only some of them would be 200%

    If you are saying every class can build everything, well then that completely changes things.

     

    Edit:

     

    In the event the above it true and all classes can build all items, then I would look at making the spec items manuf.

    That would resolve the quality issue.

    As long as I could assure they could not be traded with other players by any means, that would work.

  4. Knix,

     

    While I like player made as well, there are major problems with this.

    Due to the way the engine works, you can only limit items by race/class.

     

    That means if players were able to make the spec equipment, then you have have one PW able to wear ALL pieces of Cent / Guns / Sharp items...

    That would completely break the system and open several exploits in the process.

     

    Do you really want a PW to have the tanking ability of the Cent, the DPS off the Guns, AND have the 6K range of the sharp?

    That is what would happen with a mix match scenario.

     

    I have no way to limit this except to make them non-manu plus non-tradeable and only give them to players as a quest reward.

    That way I can be sure they are not getting around the system.

    Each spec is designed to have its own strength and weakness and that allows for careful balancing.

     

    The ammo for the specs can be player made up to 200%, and I have that included in my DPS calcs.

     

    If you start throwing hodpodge configurations into the mix it makes it near impossible to balance properly.

     

    As far as quality, yes I am looking into solutions for that as well, thank you for the thread on that.

    I will take a very close look at that.

  5. I am also gearing this toward raids too.

     

    With three different types they are going to play different.

     

    Example for PW:

     

    Centurion - main tank, awesome resist and massive armor - Grants group AOE shield regen buff

    Gunslinger - Primary DPS.  1/3 the armor of the Cent.  They are meant to move and burn their shields.

    Sharpshooter - Shoot from 6k out.  Cannot move or warp.  While in this mode damage taken is doubled.

     

    You can also swap your spec items out and combine them with others.

    I will also be working on RAID SPEC REWARDS.

     

    There are many many combinations to be had with this and there is not a one size fits all.

    I'm certain people will like the variety this brings.

  6. I played this quite a bit.

    Then I got to the PVP portion.

    I quit within an hour.

     

    When you have to travel 10-15 minutes for a few seconds on combat, that is not pvp.

    I won't go back unless they fix it, complete waste of pvp.

     

    If you don't like PVP then the PVE is pretty nice.

    However considering this is primary pvp game...they screwed it royally.

     

    Whoever though making pvp spawns so far away from contention points should be shot.

  7. Crichton,

     

    I think you are missing the whole point on this....you are NOT locked down to anything, what gave you that idea?

    This actually gives you more ways to play then before, right now everyone just uses the same build.

    Ask what is the best build for PW or JW and you'll get roughly the same answer with the same equipment.

     

    Now you have three ways to play, TANK, DPS, and SPECIAL.

    I don't mean to be rude, but you have not really looked at this closely at all.

    I have been working on this for months.

     

    Allowing a person to change specializations midway would not make them specializations at all.

    It would also open the door to exploits via certain item combinations.

     

    As far as skills and adding more things, there are limits to what can be done with the engine. Sad fact but true.

    Also there is not much that can be done right now about multi-boxing.

     

    Regarding the buffed items, these are not existing items, I am creating ALL NEW ITEMS FROM SCRATCH.

    I wanted to emphasize that last part because when all said and done this will be almost a thousand new items.

     

    As far as buffs I am well aware of how they work and I am doing very careful balancing.

    Regarding your comment about the game being EZ mode, I disagree.

    There are many posts about people having a hard time, especially at higher levels alone.

    Not everyone multi-boxes...

     

    As far as mobs, skills, and AI goes that is already being worked on, we can't do everything at once.

    Also I am looking at these specializations with an eye toward PVP.

     

    It's already been noted and mentioned we are looking at adding that feature.

    The question is how, but this will certainly put more variety into it.

     

    Look at how PVP was in live, everyone used the SAME build for the classes otherwise you gimped yourself.

    Not so with these specializations.

     

    When you have a spec that can shoot from 10K out....that changes the game

    Then another that can nerf the heck out of all your stats....

    Or another one that has massive tanking ability and is extremely hard to kill.

     

    Look at the big picture, not the small little piece and you will see what I really doing :)

     

    BTW the warrior specs are now finished.

    I am working on adding the missions.

    When I finished I will be looking for beta testers.

     

    My goal is to have Warrior specs out by Feb patch, if everything goes well.

    I hope to have the Trader specs by Mar, and Explorer specs by April.

     

    Obviously these are subject to change, but this is my plan.

    • Upvote 2
  8. I can honestly in the next coming months there are going to be some major changes and content updates.

    Especially with the race / classes.

     

    With the implementation of class specialization that will give people alot more to experiment with.

    There will be no more single standard enforcers, warriors, explorers, etc..

    I know part of the problem is that there was generally only "one way" to play and one build to play with.

     

    I know I am excited that I'll be able to play the terran warrior 3 different ways, each with their own strategy.

    This will make a big difference in PVP as well.

     

    It may be too soon for the Jan update but I am hoping for Feb release of all the warrior specs.

    See here for more info:

     

    https://forum.enb-emulator.com/index.php?/topic/9392-role-specializations-weapons-equipment/

    • Upvote 1
  9. Well, would you be opposed to removing the "buff" effects & sounds?

     

    If most players are finding them annoying and causing lag then the logical fix would be to remove them.

    I know I have had a problem with that in the past so I understand.

     

    Assuming the others are of with it I'm happy to help with this.

    Tell you what, why don't you give me a list of the top 10 most problematic buffs and I'll see what can be done?

  10. I have some additional special bonuses for these classes.

     

    Jen Seekers in both specs (Swashbuckler, and Inventor) now have a group reactor recharge (in addition to their normal skill which stacks)

     

    Terran Scouts in both specs (Rogue & Prospector) now boost a groups Speed, Turn, Warp, Warp Charge, and Warp Recovery.

     

    This now gives the seeker & scout some much needed love.

     

    Sent stats were tweaked a bit and this makes them extremely nice in the damage department, especially combined with menace.

    They are also much more durable.  Compared to the Jen Spy, they get an additional 150% vs 50% Hull Damage Control.

    This makes them very good all around.

     

    I think people will be very pleased with the changes to them.

    Please see the spec change thread for more information and comment on stuff there please.

     

    https://forum.enb-emulator.com/index.php?/topic/9392-role-specializations-weapons-equipment/

    • Upvote 1
  11. I have added a google spreadsheet showing the intended set bonuses for each specialization.

    You can see me updating this in real time as I continue working on this.

    As I finish stuff on the spreadsheets I will also be adding items into the database.

     

    https://docs.google.com/spreadsheet/ccc?key=0AlYQwNGHIDBzdDhfMVJ6Qy1xT2pzU2xwdFZhS2t1M3c&usp=drive_web#gid=0

     

    Currently finished:

     

    Jenquai Guardian, Fury, and Assassin

     

    Working on Terran Warriors now.

  12. Ok I am a bit confused on what people are seeing at the moment.

     

    Lv 9 Ten-Gu Plasma Shards - 85,680 Credits were listed.

     

    From what I see a stack of 1200 takes about 4300 to make.

    Multiple that by 10 stacks and that only 43,000.

     

    Likewise  L6 Mortar Plasma takes about 2500 for a stack of 700.

     

    Please clarify if this is still a problem?

  13. I believe the bugs have been corrected, but I find it ironic that not very long before this a number of people were also complaining that there is nothing to spend credits on and there are BILLIONS of credits just sitting out there.

     

    We do nothing to bring down credits, people complain.

    We make people use credits, people complain even louder.

     

    Gotta love it when nothing you do makes people happy.....

     

    As mentioned earlier changing the price of ores affects everything else.

    Ores makes comps, comps makes equipment.

    Increase the price of the base and it increases the whole by a factor.

  14. Almost like skill trees but not quite.

     

    Example:

     

    At Lv 10 a Terran Warrior can choose ONE of three paths:

     

    1: The Leader - Role: Tank - Massive tanking ability, only progen warr has more.  

    2: Saboteur - Role: Dmg / Debuff - They literally debuff the enemy very hard in many areas

    3: Cannoneer - Role: Dmg / Artillery - Missiles with massive range and dmg, but immobile during seige mode.

     

    Once chosen there is no going back and no switching.

    Further progression into your special nets you better gear with better bonuses.

    All gear goes from 2-9 depending on max skill level.

    Quests at the appropriate level mentioned in the first post will net you a FULL set of gear for your level.

    Weapons, Shield, Reactor, Engine, and a special device.

     

    That means a person can have three TW's with a different spec that play very differently each way.

    For someone like me that that makes the class very fun to play.

     

    For PVP you would have 21 "classes" to factor in instead of just 9.

  15. I think people are not understanding what I am currently doing.

    I think I'm going to have to release a spreadsheet of each race / class spec so people can see what each class gets...

     

    Bio-suppression is boosted on the terran warrior spec since they are the only one who gets that.

    Shield sap is boosted on the warrior also...

     

    If you notice the above the "spy" or JE combat spec gets a nice bonus to shield leech.

    JW gets a boost to energy leech....

     

    I posted this in the other thread as it was mis-read in there as well.

     

    ------------------------------------------------------------

     

    Traders have two specs, a combat spec and a builder spec:

     

    Terran - Adventurer, Artisan

    Progen - Mercenary, Procurer

    Jenqs - Swashbuckler, Inventor

     

    So regarding the JT, they end up getting some very nice buffs compared to the Progen. Remember thought PT already have Critical so with the added dmg they do the most dmg of traders especially with shield inversion.

     

    The Terrans advantage is that they are well rounded, but are also the fastest of the races.

    The Jens are masters of manipulating dmg and resistances.

     

    The screenshot also did not show the color specifications so let me clear that up:

     

    Purple = weapon bonuses

    Red = shield bonuses

    Blue = reactor bonuses

    Green = engine bonuses

     

    So a particular spec gets ALL those bonuses not just part of them. So looking at the above the JT reduces an enemies damage by 50% and ALSO reduces their resistance by 50%. They also have increased critical and also better beam accuracy.

     

    Remember the terrans and progens will do more dmg overall than the JT even with the boosts.
    That makes them the BEST class for debuffing an enemy compared to the terrans 35% or the progens 20%.

     

    While the progen and terran are great for soloing, the JT really shines in a group with this.

    It also makes "leaders" plan on using certain specs for certain jobs.

    As noted above the JT will become the master debuffer along with the "spy".

    Those two combined are going to reduce dmg by 50%, fire rate by 40%, and resistance by 50%.

    Quite handy in raids wouldn't you agree :)

     

    Also just to clear up confusion about how stats are working, they increase with equipment level.

    Example of the JT combat spec weapon progression:

     

    2aqt5eG.jpg

     

    I hope that clears things up for you.

     

    Please re-read the very first post in this thread as it has been updated with all the specs:

    • Upvote 1
  16. I think you misunderstand the sheet above by some of the things you mentioned.

    Let me see if I can clear some things up These are very race/class specific specializations.

     

    Traders have two specs, a combat spec and a builder spec:

     

    Terran - Adventurer, Artisan

    Progen - Mercenary, Procurer

    Jenqs - Swashbuckler, Inventor

     

    So regarding the JT, they end up getting some very nice buffs compared to the Progen.

    Remember thought PT already have Critical so with the added dmg they do the most dmg of traders especially with shield inversion.

     

    The Terrans advantage is that they are well rounded, but are also the fastest of the races.

    The Jens are masters of manipulating dmg and resistances.

     

    The screenshot also did not show the color specifications so let me clear that up:

     

    Purple = weapon bonuses

    Red = shield bonuses

    Blue = reactor bonuses

    Green = engine bonuses

     

    So a particular spec gets ALL those bonuses not just part of them. So looking at the above the JT reduces an enemies damage by 50% and ALSO reduces their resistance by 50%. They also have increased critical and also better beam accuracy.

     

    Remember the terrans and progens will do more dmg overall than the JT even with the boosts. 
    That makes them the BEST class for debuffing an enemy compared to the terrans 35% or the progens 20%.

     

    While the progen and terran are great for soloing, the JT really shines in a group with this.

    It also makes "leaders" plan on using certain specs for certain jobs.

    As noted above the JT will become the master debuffer along with the "spy".

    Those two combined are going to reduce dmg by 50%, fire rate by 40%, and resistance by 50%.

    Quite handy in raids wouldn't you agree :)

     

    Also just to clear up confusion about how stats are working, they increase with equipment level.

    Example of the JT combat spec weapon progression:

     

    2aqt5eG.jpg

     

    I hope that clears things up for you.

  17. I wanted to give an update and get some feedback on what I am doing for the three "lame" classes as it were.

     

    Jenquai Trader, Terran Explorer, and Progen Sent specifically.

     

    See the screenshots of the combat focus for each spec.  The builders and miners lack the more combat related buffs.

     

    I greatly appreciate any feedback on this as I want to certainly make them more valuable.

     

    Combat Traders

     

    KXM44XA.jpg

     

     

    Combat Explorers

     

    xI0RnCf.jpg

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