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Yuritau

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Everything posted by Yuritau

  1.   Does total number of recipes known no longer add a bonus to build quality?
  2. So I see that no one has been complaining about my particular brand of cherry picking. :P   Until very recently my JE didn't have enough reactor cap to pull L9 stuffs, so I was having to cherry pick the L1-L8 stuffs!
  3. Guild: Elusive Founder: Yuritau   All other toons in the guild are my alts.
  4. I've been curious about this Agrippa stuff for a long time now, but based on all the rumors I've heard in the past about how easy it was to lock yourself out of being able to do the missions, I'd always just resisted the urge to play a progen, hoping that at some point in the future, one of two things would happen:   1. The restrictions would be slightly less deliberately moronic, OR 2. Someone would post a thread or a wiki with a minimalistic guide of how to navigate these minefields. All I really want is a bullet-point list of every mission (name and NPC only) and the EXACT requirements of each.   But after reading this thread from start to finish, and seeing all the comments (most especially Byakhee's), I think neither option will ever come about. Based on Byakhee's posts (the ones that were written in sensible english sentences, anyways), I can only surmise that he is purposefully antagonizing progen players. The whole Gold Token thing is proof of this. According to what I've read here, each of the missions requires a Silver Token if done at the appropriate level, and each progen only ever gets 6 Silver Tokens as they level. BUT! If you missed the cutoff level to do one of them, you have to convert THREE Silver Tokens into a Gold Token to do the same mission. Hey, awesome, now I only ever get to do two missions, instead of six. Thanks!   I wouldn't mind the idea of making it more expensive to do at later levels, if the expense was in the form of credits/ores/materials/etc. But to actually reduce the number of missions a character can complete JUST because they leveled up is a completely bull**** way to punish players for playing the game.   So I guess that leaves me at the point of saying: until [u]EITHER[/u] Byakhee is no longer a dev, [u]OR[/u] he eats some humble pie and finally takes the draconian level and hull requirements away, I will be yet another player that will not ever touch the progen race.
  5. I would love a list. Player compiled, of course.   Especially the Agrippa stuff. I've basically avoided playing my progen toons since the whole Agrippa thing started, because I have no idea where to start any of it, and I've been told at various times that there's whole portions of it (or even all of it completely) that you can miss out on if you don't start it at the right level, or lose a token or something. I enjoy long and involved missions, but it seems like a lot of this kind of thing is deliberately obtuse.
  6.   o.0   We're gonna need a bigger vault.
  7.   There's no fix needed, because there's nothing broken.
  8. I've seen many different games that allow multi-boxing and/or multi-logging take the stance that utilities such as this constitute using third party tools to gain an unfair advantage. Might wanna get word from the EMU team before getting too used to using it.
  9. This is something that's bugged me right from the beginning of original beta. It's not a major issue, but it still annoys me a little bit when it comes up. It seems that the vast majority of players all agree to the same set of abbreviations for the classes, but there remains a small number of holdouts. So let's clear this up, for good. There is only one Warrior. There is only one Explorer. There is only one Trader. There is not now, and there never was such a thing as a JW, a TW, a JT, a PE, or a PT; and the only TE is the Enforcer. These are the correct class abbreviations: Terran Enforcer = TE Terran Trader = TT Terran Scout = TS Jenquai Defender = JD Jenquai Explorer = JE Jenquai Seeker = JS Progen Warrior = PW Progen Sentinel = PS Progen Privateer = PP
  10. Another option would be just adding a 1 letter damage code to the icon. Plamsa ammo has a 'P' on the icon, Explosive gets an 'X', Impact gets an 'I', Chem gets 'C', EMP (if there is any) gets an 'M', and Energy (again, if there is any) gets an 'E'.
  11. Before taking the nerf bat to the job terminal, why not consider doing things the other way: make natural grinding more rewarding. And I'm talking both in XP and in loot. Natural grinding has ALWAYS been the biggest waste of time in this game, which is a terrible shame. And I'm not saying elevate it to the same degree of viability as level-appropriate missions or jobs, but at least give it a non-zero level of viability. The biggest problem with natural grinding, the way I see it, is that the combat xp reward for killing an equal-level mob starts to be completely pitiful and not worth the time investment around about CL 5-8.
  12. [quote name='TDZGamer' timestamp='1354983714' post='68442'] Non-tradeable "bound" items are evil and the absence of these is one of the reasons I still play this game.Wide availability drives prices down and helps new players get cool stuff faster and it makes everyone happy. Getting ores from comps is inefficient, but provides balance in case there is a lack of supply in the ore market. Limit number of accounts? Why? Playing multiple toons simultaneously is fun for a lot of people and sharing cool stuff with new toons makes it easier for them to level up. It is part of the game. Get with the program Lots here argue based on the premise that trade is slow. The market is fine. In fact I would say thriving considering the amount of players. If it ain't broke ... [/quote] I'm in agreement with everything TDZGamer said. If non-tradeable, manufacturable gear is EVER a reality outside of top end raid loot, it will be a massive disservice to the game. Also, ANY discussion about the state of the economy so soon after a wipe is inherently ridiculous. Give people time to recover from having all their hard work deleted for crying out loud.
  13. [quote name='Terrell' timestamp='1354907555' post='68343'] Can't speak for others but I think that if you heal another player, then those mobs who are angry at the other player, and can see you heal them, should have some chance of getting angry with you. [/quote] If it is just that, a CHANCE, then that's fine. That would imply that you will incur a certain amount of threat/hate with engaged mobs when you use a heal skill. It also implies that if the character that is currently holding aggro is generating enough threat themselves, that the mob would essentially ignore the healer, because they have not generated enough threat to actually steal aggro. [u]This is how it should be[/u]. This is the balance of being a skilled healer player, being able to keep people alive without stealing aggro. Some of the language I've seen used in this thread seems to imply that using a healing skill should gain you aggro, at least for a couple seconds. This does two things: 1) discourages players from becoming skilled at playing healers, because it simply doesn't matter, and 2) discourages players from becoming skilled at playing tanks, because it simply doesn't matter. If this is how you want things to be, you may as well thematically change the characters, because the warriors wont be the tanks anymore. Give the build skills to the warriors, and hull damage control etc to the traders, so they can actually make a decent showing of being tanks. EDIT: In the case of overhealing, I think it's totally fine to generate very large amounts of threat, and steal the aggro. Say if you're using a level 7 shield recharge to heal one toon that's only down by a couple hundred shield cap, yeah, you earned aggro with that.
  14. The way things are going I don't think I'm all that far behind you in this decision.
  15. I have a question.. which heal is being used to determine balance? Are you saying that one use of level 7 recharge shields should draw some aggro, or level 5? Or are you just making it ANY level of recharge shields gets you aggro?
  16. [quote name='Zackman' timestamp='1354903090' post='68312'] There is always(!) a chance that the terminal pops out an item lower than it shows in the expectation line - rarely but possible [/quote] Is there an equal chance of it coming out higher than expected? If not that chance should be removed.
  17. [quote name='Kyp' timestamp='1354769476' post='68132']A game is a series of interesting choices, as the famous Sid Meier once said. Without challenge (what's known as risk/reward) then the choices become meaningless or unimportant, and the game becomes boring. You must CHOOSE to invest your time and money to become a better builder, as well as being a trader if you want the best results.[/quote] This is fine, for the most part, but the threshold of investment should be lower, at lower levels. Expecting a level 1-4 builder to make even a tiny fraction of the investment that a 5-9 builder might require is essentially just punishing new players for not having bank account of a 150. It also encourages the mindset that becoming a builder isn't WORTH the time and credit investment.
  18. EDIT: Found the answers, thread no longer necessary.
  19. If the portal tracked how many levels past 50 you got in each area, I think that would cover it. (If it does this already, awesome, I have no idea, heh)
  20. Love Actually is the closest thing to a xmas movie that I can stomach.
  21. Maybe I'm oversimplifying, cause I don't know programming, but wouldn't just restarting/rebooting that component at least let people keep playing until someone came along to properly fix things?
  22. If there's a known issue with the login server, wouldn't it make sense to have more folks on different schedules that can restart it?
  23. Any ETA for when we'll be able to login again?
  24. Been about half an hour now (currently 10:30 PST) trying to connect. Launcher says the server is online, but still getting the cannot connect to the global server error. If I can't connect, the launcher shouldn't say it's online.
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