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Taallonn

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Posts posted by Taallonn

  1. Since you mentioned JT I thought you might want to know that the rank 2 hull upgrade bonus mission is optional. Just don't take the bonus mission and continue the hull upgrade.

    For the lv 30 I took the optional mission to see how much xp it would give me upon completion and after finishing decided I would not take anymore bonus missions for HU. That was until I hit OL 75, and had no choice but to take the mission. Other players have voiced their displeasure in not having the option to skip it (since most have done it already and it doesn't appear any are broken this go around).

    Now if i were playing a new class and had never done the bonus missions of that race I would love to do them one time, just to do them. Once you do a terran , progen and jenqui HU bonus mission, you've seen the content for the other classes of said race which is why the option to skip them would be a nice addition. At least until there are perhaps seperate HU missions for each class? :)

  2. I voted for option one; no and no.

    I see no practical purpose for macroing in this MMO.

    and I also believe in running one character at one time with only one account in all MMOs, even this one where there is no mail system and no shared vault. EnB is all about grouping and working together to achieve ingame goals.... even though I am not a member of a guild *yet*, I still support how EnB was designed.

    Actually macroing with a g15 keyboard makes certain things much easier, like healing groups. Easier to press 1 button instead of 2, may mean the difference between a dead group member and a live one, so yes macro'ing can be useful and not used to exploit anything.

    Running multiple accounts was very common in live, there were people that had 6 accounts and ran their own full groups. If you were up at 5 am playing and server population was 20, then it was actually quite viable to have a second acct to trade to/get WH from/build ammo....

  3. So there are plenty of bugs around and we are working on fixing them, but I was just wondering what bugs were annoying people the most. Knowing which bugs are causing the most suffering maybe will lead to them being fixed more quickly than other less important bugs. What are your top 5 most annoying bugs?

    Mine:

    1. Roid respawn rate. Miners feel unloved and it's hard to balance density of roid fields at the moment.

    2. Controller getting solo kited.

    3. Mobs dropping halloween drops and other weird things. It fills in the money gap but it just seems so weird.

    4. Being able to gate before you arrive at gate. This messes with a couple of Jenquai missions and people always say they're broken..

    5. The Jenquai Seeker skill acquiring bugs.

    In no particular order

    1. Roid respawn/field density/xp from mining. 30 min is a bit slow, too many types in one field make it hard to get clear field bonus, and xp is not what it was in live (not ST3 but live 2004).

    2. Graphic bugs in groups. This doesn't seem to affect solo play as much, but when grouped having an ability stay active (graphically)is a pain and hull damage/shield damage not showing up really makes it tough on healers.

    3. Group members staying in group after a crash. So and so crashes, and remain in group to everyone else, so you have to boot them, then reinvite them back. Not a huge game breaker or anything, just annoying.

    4. Missions. This is 2 fold. First requiring you to complete one mission to get to the next ie JT's build comps to get build engines. Reason being is if I do not plan to ever build comps on my JT I am stuck wasting time and energy to do this mission to get to the build engines mission.

    Second mandatory HU missions. There should be an option to do the HU missions, or just pay for the upgrade as of this build it's really a time sink and not very enjoyable to spend 1/2 a day running around the universe just for a better hull. Some enjoy missions, some don't, the option to do or not do should be there for those that would rather spend their time grinding trade/combat instead of forcing them to travel to the other end of the galaxy. Ways i could see this worthwhile is to actually increase the xp to make it more lucrative. Otherwise it's just a time sink.

    5.JT skills not implemented yet

  4. And in my book an exploit when someone gangs 5 'newbie' chars expressly made for the purpose of trailing round the systems to gain explore XP - it never happens does it....! ?

    Well, lets see. There's 50 total EL levels in the game. Exploring everything with the exception of Niff cloud, Anteries, 80% of rags, 70% of grissom, and 10% of cooper gets you to EL 23. So people have to have some way to get their levels, especially if your jenqui that needs EL 25 to get combat cloak

  5. Now here I must disagree. :angry:

    I never said anything was "broken". This is just a convenience/cosmetic thing, and you're 100% right: it really doesn't affect gameplay.

    But, there are some of us who would really rather not grind through 150 levels just to be a mere "warrant officer", which is militarily subordinate to a newbie, Level 0 Terran Enforcer.

    The change(s) themselves would likely be a matter a few to a dozen or so lines of code, some ALTER statements on the tables containing the rank/level correlations.

    So, I ask Devs to consider this very minor thing, for the sake of promoting good feeling, if nothing else.

    To me it makes sense, as being a scout class in itself lends to the idea of being a subordinate. Not many high ranking scouts in history, scouts were often very good at what they did but non-coms. The only possible way that it would make sense, any other way, is to use Air Force ranks. But being the air force was born of the army, you'd probably not like being a General as it's associated with ground combat.

    edit: I played a scout last stress, and will make one after I get my seeker to 150. I like warrant officer, which is why I posted not to change it.

  6. Main reason I talk about beams, is because of the Mordana weapon drops, the Ghost's Edge Energy Laser is the only one that JE can use. Unfortunately, in Live, Manes couldn't be killed with a Ghost's Edge because they were immune to energy & the higher level ones, actually were healed by energy. No matter how many JE's were shooting at the Manes at once. In Live the Developers were rather stingy with L9 Plasma beams, especially for JE, but turned around and put orefield guardians that could not be killed by energy beams, even if 50,000 JE were shooting 1 CL48 at once. Even a miner has to be able to defend himself and I would like to have some options with that. A line of non-unique and manufacturable Plasma beams with average performance for their level, and a scan buff, would do nicely.

    Most of the time whenever the devs in live added new beams that the JE could use, they were energy beams which didn't do anything to address the fact that you must use Plasma to kill Manes in Live, and Manes were common orefield guardian mobs. (Same with the Voltoi guarding orefields in Antares.)

    I agree that some of the scaling of mobs to orefields is wrong, but I don't think that there should be CL66 orefield guardians in L9 Orefields. The L9 Orefields in BBW from Live were guarded by Energy immune Manes, from L48 to L56. Remember that miners, often go alone into orefields, and when we find that one hidden away somewhere, we're usually no inclined to broadcast it's location to other players, especially other miners.

    True, and now that you brought it up I do remember there not being a huge variety of plasma beams available to a JE.

  7. Sounds fishy to me. I've been using ML's on my JD & Scout to kite higher level mobs lately, for maps. I can barely hit things 10-15 CL's above me, as have the rockets do 0 damage, or miss entirely. On top of that, your reactor runs dry after a couple minutes, which equals less missiles being fired.

    How much combat xp did this yield, and what CL were you?

    Scout in last stress could kite stuff 10 lv's higher, took time and patience....but damage was done without issue. I know this from kiting belter Damis in Vc without a prob on my TS. Granted my reactor was higher than my Missle skill as it should be. And out of curiosity, why are you even using missles on A JD? That's just really a waste of points and totally idiotic for that class. Not trying to stir anything, but anything other than beams for a JD is just a waste of effort and time. Terrans can get away with using beams, so can progens, Jenqui cannot get away with using anything other than beams no matter how hard you try to justify it.

  8. After scouring the intranet for anything that might possibly make what you guys are saying make any sense, i have determined.......

    Let it be. It is fine the way it is, it is not broken and it makes 100% more sense than anything suggested in this thread.

    Dev's, do NOT change Scout, they are fine the way they are.

  9. 27 views and no replies...what gives?

    Skill not available yet,smoking crack, wrong area to post? Been looking at the same thing since stress started and no patch, change, comment, or whatever. If the plan is to allow JT to get this skill, then give it to us, or let us know to wait and see what happens. i am not the only one curious, I'm just the only one that's asking about it

  10. Currently the fastest way to level up my JE, or my JT was Trading with Jess Edarte. We really need more generous explore XP. (all Jenquai need that) And maybe a small improvement in combat, much of which can be done with more choices in equipment. What I could see.

    1. Improve Shield Leech. Give it more range, and a little more damage. The 5 second cooldown timer is an improvement over the 40sec or so it was in Live.

    2. Make tons of new PLASMA beams and new lines of plasma beams. Don't bother with energy beams for a while other than implementing the ones from Live, at least until there are a comparable number of Plasma beams available to what we have in energy. No point in adding any EMP beams, they're useless against most mobs. Or do away with energy resistance/immunity in mobs.

    3. Increase XP for navs/mining. (Give miners the ability to earn Explore XP at a comparable rate to warriors earning Combat XP)

    4. Put in more orefields. Orefields need to be as common as they were in Live after the addition of the "asteroid" navs.

    5. Get the Job terminals working, without timers. (let the limiter on Jobs taken be cargo hold size, and no more than 6 missions at once).

    6. Make sure Jobs can be used to raise faction with the playable factions, without hurting other factions. (same as Live)

    7. Compulsory Contemplation in live, sucked. There's no other way to put it. There was no point to holding a mob fast, if you had to stay still as well, and your reactor drained faster than the highest level of cloak, or freewarping. Might be better if it worked, as follows, JE expends a specific amount of energy to engage it, and it holds for a set amount of time (say 40 seconds), until the mob takes damage, or passes a resistance check, whichever comes first. Allow the JE to move after using the skill without breaking the effect. Or remake the skill entirely, so that it works more like a debuff to a mob's effectiveness. Say makes his weapons slower, or his skill use less likely to hit. As it stood in Live I used it maybe once or twice, and determined it wasn't effective relative to the amount of reactor drain involved. TTs probably found Befriend more useful.

    No they wouldn't, both are more capable of earning XP by fighting than we are. Scout can kite with missiles, and has 1 more weapon mount, PE can fight it out better than us. We should make our money mostly by mining, while the other explorers use combat as a second source of credits, XP.

    As far as beams is concerned....Mordana dropped end game beams (other than raid stuff) and since they aren't in game...neither are their beams.

    Your other suggestions are good, but I don't see them being implemented for the stress. Not saying anything negative, but lets focus on what we can do with whats available to us this stress, to make things better for JE and other miners as well.

  11. My je just hit 50 today. I have been doing some testing with mining mostly. A couple issues I found:

    1. Yes the spawn rate is low at the moment. I believe the spawn rate in live was slightly dynamic to how many people were in the zone.

    2. I don't recall CL30+ aggressive NPCs guarding level 1-2 fields. Most of the guardians scaled up with the fields but very few had such a large disparity in combat level to the level of the field.

    3. I don't recall getting bonus experience from clearing a field in live.

    4. The mining "rings" seem like a new concept, I don't recall those in live. They are nice if they are the same type of roids, dull, crystallized, hydrocarbon, or radioactive.

    spawn rate in live was based on proximity to field. if you cleared a field, you travel (oh lets just say 20k away) and waited a minute, and traveled back, and field was respawned.

    Field levels proportionate to mobs guarding them is skewed. Lv 9 fields should have lv 66 guarding them, NOT lv 5-8 gas spawns (ie...ragnarock)

    Bonus xp is a new thing

    mining rings is also nice if they were same type, not mixed like they are now where you can't possibly clear the spawn without traveling to wherever to empty hold (place in limited vault) to get back and hope to get a clear field bonus.

  12. In Live, starting at OL85, I could take 2 jobs from Aragoth Station to ECS Dauntless, and/or Detention Center Onorom, and back to VT, which would give me a little under 10K XP between the 2 jobs when I returned to Aragoth Station, The XP would be more TL than EL, but both amounts were significant. (These were the go to Dauntless/DCO, pick up something and bring it back to Aragoth Station). At the same time I would stop off at N7 and get 2 jobs from there, that required me to go to VT and pick up something, and bring it back to N7. That gave about the same XP as going to ECD/DCO from VT. With a JE and the first 4 whs this was rather quick XP, for a JE. A bit slower for the other classes, unless they had a JE with them. This was significantly faster XP than mining. Especially since I leveled up my JE in Live before the addition of the "Asteroid Navs" which made mining more available. All those "asteroid navs" had asterids in abundance near them. Some of them were patrolled by factioned mobs that would leave you alone, (like Sharim Traders in Jupiter & Glenn) others were more dangerous. In addition there were faction rewards, all positive no negative, for doing Jobs.

    Ah...that may be why I didn't notice much difference. My JE was my alt, I finished leveling him after they added the new "asteroid fields" all over the place, at which time they also increased mining xp due to it being too low to be comparable with combat/trade.

  13. I agree, the Job NPC, I really don't count much since you can't use her (not a good choice of words, I admit) until you're OL75. In Live the L100 Jobs from Aragoth Station required you to be at least OL85 to get, but those weren't the only jobs available. Jobbing could be done at low level, from various stations. If It were just like Live I would do the following for any toon.

    1. Finish training.

    2. Explore Navs in the safer areas.

    3. Run Trade runs from N7 to F7, then Somerled to Prasad to around TL15 or so.

    4. Do a little combat, enough to get L3 Reactor, and Engines.

    5. Explore the galaxy. Equip whatver scan buffs I can get, would use mostly combat gear, and whatever reactor buffs I could get.

    6. Trade Jobs until L85, wherever I could find them. (for both XP and faction)

    7. Trade Jobs form Aragoth Station to DCO/ECD, and N7 to Aragoth Station, to EL and TL 50 (as well as faction with all playable classes)

    8. Work on RD faction

    9. Level combat, by either fighting or using spillover XP depending on which is more efficent by class.

    Upgrade hulls as needed. Take any bonus missions available.

    I did that on my non-mining toon in live for the most part. times i would group with miners to get xp both El and CL (poppa-roids). But on my mining toon i primarily...mined. The xp was comparable to terminal missions, for me anyway.

  14. If EL30 is too much, then at least EL25 would be apropraite IMO. Especially with no jobs around, and all Jenquai needing EL25 for Combat Cloak.

    The is a repeatable mission in VT, but at OL 60 i can't get it yet. I am out of "safe" area's to explore and at EL 21, just from exploring on my JT. So yeah a little increase in nav xp would be nice, at least to get to EL 25 and get combat cloak

  15. JE's will still be the best miner. They can cloak, have low signatures, high scan range, can fold space or wormhole to get away or get back to base. They have the best reactors which should make a pretty big difference. the TS' only advantages when it comes to mining is their impulse speed (which is not much higher than JE really) and their cargo hold. Both classes are slow at killing so combat doesn't make much of a difference.

    I can agree with that to a point....last stress, my TS could kite stuff 10 lv's higher, so there really wasn't any issue as far as being attacked while mining, or combat in general ....yes it took time, but it's also what made it more desirable to me over the JE for a second class to play. The lv 8 shields and lv 8 reactor really stunk, but learning to kite made it where it wasn't an issue. Sig wise I was down to 0.5 using lv 7 trifid PM and pleides reactor self buff, which is same and sometimes better than JE sig.

    edit: On a side note. i know this discussion is on the JE, and Im not trying to say the TS is better or, go with it instead...i'm just pointing out why I would choose a TS over a JE, after playing both classes. JE lv 150, the other TS lv 143. It is easier to level a TS, and they have a much better group role....at least thats the way it seems. i enjoyed both classes and if i wanted a true challenge i would make a JE and try to solo all that i could solo on a JD or JT

  16. so what is the problem here?

    exploration experience from mining has always been ridiculously low, even in live.

    in my experience few people mined for experience. I remember doing explore jobs after I explored the universe. I didn't mine.

    why would JE training be boring? the missions are almost identical to live. is it because they're so similar that it's boring? or is it a matter of exp? Or is it the fact that the new classes make the JE boring?

    simply saying JE's are useless and boring helps nothing, so please explain.

    JE were desirable in live due to WH, reactor build and buff devices for groups.

    WH is pretty much a convinience

    TS can use most of the same devices as JE for buffing groups plus have hull patch

    JT can now build reactor.

    So as of this server build, JE aren't quite as useful as they once were. Add in the fact that mining xp is horrible compared to live. In live on my JE i leveled by mining, not WH missions and it was quite fun. After spending 30 minutes mining and only getting 1/4 of an EL lv (0-1) I decided i will not level a miner as this is just beyond ridiculous experience for time spent doing one thing. I will admit last stress the experience may have been a little high (due to increased gains) but honestly it was alot closer to live than what we have now and if you recall back then they boosted mining xp when they added the "new' asteroid fields because they realized then that mining xp was too low.

  17. I had great fun developing a TS to L75.

    The two points I'd make are Jumpstart cannot be used on yourself (at least not at L3 - 'unable to activate while incapacitated'). And as a missile boat you are severely hampered by being unable to make your own ammo, whereas the ability to make just engines and devices is just stupid for a Terran. Which reminds me - engines just do not seem as regular loot as the other stuff which makes me think training Engine Build a bit of a waste unless you are the builder type.

    It would be nice to see some TS specific gear buffs like missile accuracy/rate, hull patch, JS, etc. Like all the new classes they lack a few choice engines/shields/reactors/weaps/devices making gear choice tough.

    I did feel I hit a combat wall at ML2 and had to carefully grind. After L75 HU and 3MLs at L4/5 you are on your way.

    You can use JS on yourself, if you target yourself. However towards the end of ST3 I noticed it would not allow you to if you didn't have enough reactor.

  18. I assume most of you have not seen TeamSpeak3 yet, otherwise you'd be singing a different tune.

    The new TS3 is much better than TS2, and IMHO is better than Ventrilo. Yes you heard me right.

    Both use the Speex codec as default. But, I believe TS3's implementation is much better than

    Ventrilo. I have used both on an extended basis and I can comfortably say TS3 is better.

    You do not have to apply the volume module to any player... the server normalizes the level

    before it's sent to clients. Sound is fantasic, other players sound as if they are sitting

    in the room with you.

    Don't believe me?!?! check it out at http://www.teamspeak.com

    And, if your a gamer or NPO, there is a free license for a 32 slot server, Win32 or Linux.

    --Oozr

    Vent is still better than team speak. Though TS3 has added quite a bit, it's still not anything compared to vent. And the Speex codec just really sucks, another reason to use vent using a different codec. The ability to adjust players volumes is a must (normalized is not good with TS3), and the ability to put a music bot in a channel and allow others to ghost to it is also much better implemented with vent. Sorry dude, they may have been the first one out there but they still suck compared to vent

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