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Yuritau

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Posts posted by Yuritau

  1. 19 hours ago, Maldehyde said:

    How do you install it in Linux? I'm using Proton with Steam, is there eventually a better option?

    I just used Lutris, with the runner and DXVK I already had installed and it's running great. Only weirdness so far is right clicking a skill to change the level when holding Alt doesn't work.

  2. Heh, found myself sitting and waiting for a Star Citizen patch, thinking "Hey, I haven't played EnB in a while, I should!"

     

    Guess I'm gonna wait for two games. I wish I had any skills to offer to help, but I do not. I hope y'all find the breakthroughs that you need!

  3. Side note, whatever method is used to copy the facebook post contents to this forum really isn't working. It only displays part of the first line of the post, and the second line with the link to facebook is literally cut off.

    Screenshot 2019-03-06 13.24.19.png

  4. I play in a different fan-created server of an OLD online game, and they acquired the rights from the original owner, and got everything together enough to get listed on Steam. I honestly don't know if it was worth the effort.

     

    Yes, there was a FLOOD of new players. Hundreds, maybe even a thousand or more, new accounts created in the few months since steam launch. The vast majority had one quick look around and were never seen again. A tiny handful, maybe 20-ish, have actually stuck around for more than a month. Easily three or four times that number were simply trolls, that only logged in to harass other players and spew vulgarity.

  5. The wiki entry for the Progen Token Bonus mission for Effervo Ammunition ( https://www.net-7.org/wiki/index.php/Progen_Token_Bonus:_Effervo_Ammunition ) has the following note at the bottom:

     

    Quote

    In some circumstances (still unclear), this mission additionally requires the "Silver Token: Hey! Who turned out the lights" mission.

     

    Does anyone know under what circumstances one can obtain the Effervo Ammunition mission without wasting a token on the entirely useless blowgun ammo mission?

  6. An offensive skill that targets enemies hulls would only work against mechanical opponents like the Controller, in the Fishbowl it would be useless.

     

    I am aware of that limitation and I don't feel that it's important for a skill to be useful in every possible situation. Just like damage types, each has their place, and it's up to the players to determine which fits each situation more appropriately.

  7. I like RO as a 135 skill and come up with a new skill to add to the JS.

     

    Some sort of offensive skill, similar to a leech type skill. Maybe something like Reactor Overload, causes target's reactor to go critical and cause radiation damage to the hull based on energy used during effect duration. Sort of like a gravity shear but not movement based.

     

    or, Idea #2.. a skill that gives the target a localized low grade gravity shear. And just to keep it from being a kiter's dream, just make it a hull damage over time based on skill level and target's hull capacity (ie: level 1 skill does 1% hull damage per second for 5 seconds, level 2 does 2% hull damage per second for 5 seconds, etc). Actual numbers subject to balancing, of course.

  8. Combat cloak is specific to beam damage.

     

    JD's have access to all three weapon types, but between ML and PL, ML is the one that would give you the most opportunity to cloak between salvos. You wouldn't get the combat cloak damage boost, but you'd still have the benefit of not being fired at while cloaked.

  9. Emergency First Response L7
    Explorer Only.
    Convert Shield Energy (Instant)  -   Drains 7927 shield energy from player and transfers 615.0 units of reactor energy to target when activated.
    Reduce Jumpstart Cost (Equip)    -   65% less energy used to engage jumpstart when equipped

     

    Just wanted to point out that the Antlia BCSR line of  Shunt Shields devices are perfectly capable of being activated on targeted players. It does however drain the target's shields to refill their reactor, so not exactly the same as what you're suggesting.

    • Cherry picking: We can -- and i'm not sure if we are -- de-spawn the roid once it has been opened and stuff removed from it after a certain time, so the trash despawns after a while and is replaced

     

    I don't think there's any roid despawn timer in place. Or, at the very least, not universally applied.

  10. IMHO, if you're going to bother having a wiki, it should have as much info as possible. Use spoiler tags and fields that are hidden by default if you want to give people the option of not reading it.

  11. There was an omission in my little rant there, on purpose: Missions. I'm told there are numerous missions out there that can reward you quite nicely in terms of xp and items and such, but I have absolutely no idea WHERE they are, or WHEN I might have access to them. I'm not going to fly around to every station after every HU with each toon just to see IF there's a mission one of them can do now.



  12. I think that over the course of he game, as more content is added, that may help.  I doubt that the devs will agree to lessen the XP cost of each level.

     

    That's not the only way to go about it. Though I do agree with your doubt on a general basis.

     

    Personally I find the leveling system, as it is right now, largely broken.

     

    1. Trade: The actual Trade-related activities (analyzing/building/trade runs/etc) earn you significantly less trade xp than combat and explore activities can with very little effort. (stackable loot/ores traded to a friend/alt ridiculously outstrip the combat/trade XP you earn getting those stacks)

    2. Combat: Killing even-level mobs (1000xp per kill) starts to be [b]painfully[/b] slow around combat level 8, and arguably not worth the cost of ammo not too long after that (by the time you hit CL20, you're looking at 100+ even-level kills per CL). Combat jobs are mind-numbing, but actually tip the xp payout into the realm of reason (or somewhere adjacent to it).

    3. Explore: If you're not a miner, your only real options here are a) hang out with miners a lot, b ) more mind-numbing jobs!, c) tours. If you are a miner, you can at least earn a little bit of explore xp while mining for trade xp. Also, unless you're giving or receiveing tours, the nav-discovery xp becomes irrelevant very quickly.

     

    It's to the point where I've seen discussions about people getting to OL150 JUST from jobbing and/or trade running and letting overflow XP take care of combat/explore (trade runs) or combat/trade (explore jobs). I could never play that way, cause I just don't hate myself enough. Though it's still frustrating as hell how disjointed it feels when trying to gain EL or CL ends up giving vastly more TL than anything else, and yet doing trade activities achieves very little other than moving the clock forward (and in the case of building, draining you dry of credits).

     

    And I feel it important to clarify this point: It's not that I think trade xp gains are too easy/fast. Rather, non-job combat and explore xp gains are FAR too unbelievably slow.

  13. When it comes to the new classes, I think the more pressing concern, particularly for the Scout & Seeker, is their role in a group.  What useful & unique things do these classes bring to a group that makes them necessary in a fight or a raid.  So far I don't think the things they bring are sufficient to pick them over say a JE or a TT in most situations.

     

    The TS in particular seems like it was almost designed for solo play. If it had cloak that would seal the deal completely.

  14. Sounds like a lot of work for a dev to invent and balance a brand new item every week. Also, if any of these items is any better than "good", you're gonna see prices go nuts on building them, cause there wont be any way for new builders to get the print.

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