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Yuritau

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Posts posted by Yuritau

  1. I remember being killed by one of the endriago comets back in live, playing a wee PS. Shot at it, and my dps was CLEARLY inadequate to actually scratch it, then I asploded. Don't remember if the comet fired on me, or if it was proximity damage or what, but I very clearly remember dying to a comet.

  2. swings and roundabouts ... I did think of that, but hey that's part of fun eh? Hopefully your shield will have recharged by the time the Psi shield runs out, but you don't know until it's gone ...

    The other thing we could do is to turn the shield a dark grey or something like that when it's on its last legs. Or have it flash brightly for a couple of secs just before it conks out.

    Once Psi-Shield takes over the graphical bar display, have the tooltip you get on mouseover display the numerical values for BOTH equipment shield (blue) and psi-shield (purple?). That way your current protection level is the one being displayed so you can keep an eye on it, but you can also see your regular shields if you need to.

  3. When I play, it's almost always on my desktop that's not cutting edge, but still miles ahead of anything EnB required. (I 6-logged once, just to see how it would handle.. handled about as well as the PC I was playing on around the time of sunset used to handle one instance, heh.)

    But for mobile gaming I have a netbook whose performance I would equate to something closer to top end at sunset.. can handle 2 instances, but no more.

    Also, for nostalgia gaming I have a machine that has a dual-boot setup with win98 and DOS. I ran EnB on it once.. but it performed poorly enough that I just deleted it and said 2 machines is enough.

  4. Not to be rude, but how about a bit just look and try? :)

    It's a game, have fun to try out things. You really want every step to be answered for you, even not asked yet?

    Do this then do that........that's not a game that's real life. ;)

    Is it really so hard to come by if you have 3 skills available and the first one won't start, it could be that the other two maybe will

    be obtainable? Especially if i think about devices, they need components........so could be first comps, then devices.

    But to get the comps out of a device i analyze / dissemble it......so might be devices first, then comps.

    And no need to build comps to build a device. If i buy devices i don't need both of them.

    And that a skill tells you where to learn and at what level, are just needed informations.

    I know if you are new to a game, you can feel a bit lost that's normal. But then i go out and try this and that, and if nothing

    helps i ask in chat.

    But for me, i want all doing by my self, just if i have no options anymore, i ask in chat. B)

    But if we ever get the tutorials working, then there will be a bit more infos available at the beginning.

    greets

    Hexergirl

    To me it's not about whether or not it's difficult to figure out you should try one of the other available skills first or not, it's about the fact that the same question gets asked in new player chat pretty much every day. And this is not the only skill or class that produces a similar oft-repeated question.

    While I agree in spirit, I don't agree with it being in the skill tab's text. The information should come from the NPC when you go to interact with them. If the NPC notices you don't have build XYZ, then they should tell you so and send you off in the right direction. This gives mission developers flexibility and the ability to make branching content based on your character's situation, and enrich the experience.

    Having it "hard-coded" into the skill text makes it dead content, and really in some ways becomes a spoiler.

    I hadn't thought of putting it in the NPC dialog. I like that idea better, too.

  5. Scientifically, you are correct, Tyran. Even a person not orbiting a planet/star/moon/etc would see at least some of the star field rotate, from their perspective, due to the rotation of the galaxy. But that would be so slow that you'd only notice if you were specifically looking for it.

    Either way, it sounds to me like a lot of work for a minimal and purely aesthetic change that the majority of players simply wouldn't care about, if they even noticed.

  6. For build components you must have build devices first. If you look in the skill descriptions and see there are more than one at your level ready then try all if there is one you can't get. Build devices should also available for you already.

  7. Second part not happening

    As much as I appreciate all the work you've put into the development of the portal, I can't help but be utterly disappointed with the new castrated version of the database. I've heard the reasons for it, and I can understand the devs not wanting the mystery of new additions being completely spoiled, but still, you've taken out like 75% of what I used the database for.

    Maybe my opinion is unpopular, but I'm less interested in having the database 100% accurate up to the minute, and more interested in being able to access USEFUL information like where to find specific items. Personally I'd rather use an informative third party database (your old one, or when I play wow: thottbot/wowhead), than a live-linked but restricted first party one (new portal database, wow armory).

  8. It's possible to make the skill useful without make it imbalancing. And Terrell's suggestion is a pretty good move in that direction, imho. Besides, it's not, strictly speaking, a combat skill, so improving it doesn't actually make JE's better at combat. All it would do is reduce by one, for a short time, the number of foes a JE faces.

    If it were to work as Terrell suggests, the best two uses I can think of would be the following:

    1. run away! Something nasty is chasing you (say a big ol fishy), and you need to get away, so you force it to meditate while you charge up your warp engines.

    2. mob splitting. Say there's 3 mobs patrolling in a relatively tight formation. As a JE you know you would not be able to take on all three at once. So you zap one into a short coma, and watch as the other two continue happily on their patrol. Soon as they're far enough away to not notice their buddy getting ganked, you open fire. Rinse, repeat.

    The JE isn't any better at combat than he was before, he just has the option of reducing what he has to deal with all at once.

    Also, in regards to the original suggestion: If the reactor cost is that high, it has to be an instant activation. If there's a multi-second charge up for it, reactor cost needs to be less than was suggested.

  9. I like it!! Sort of like a pawn shop.

    We “sell” stuff on commission, we get some % of the value up front, but when the item sells we get the rest (less pawn shop vig).

    If the item does not sell in a predetermined time, the Pawn shop will allow the original seller to buy this item back as above…or if not, that player looses any claim to the merchandise and the Pawn shop sells and keeps any profit.

    That sounds FAR too much like an auction house, which is something I would never support in E&B. I think it should be a system where you sell your item, and you get whatever credit value the NPC gives you for that item (selling price, as per the item database, with a modifier to make it worthwhile to use the scrapper), and then the item is available for others to purchase (at the buying price in the DB) from the NPC. Once you sell it to the NPC, your part is done, and you have no further claim to the item in any way, short of buying it back.

    The way I would like to see it work, is multiple NPCs: 1 buyer, and 1 seller for each category of item (shields, reactors, engines, PLs, MLs, Beams, devices, ore). The system could hold onto any given item for a maximum amount of time (max should be a week, imho), BUT each seller would have a cap on maximum number of items it can hold. For argument's sake, let's go with 100. Soon as the 101st item gets added to say the shield seller's inventory, it knocks one out in a strict chronological order, oldest item is the first to go, no matter what it is.

    An alternate way of doing the seller NPCs could be a weapon seller, an equipment seller and an ore seller for each of L1-L3, L4-L6, and L7-L9.

  10. I was specifically addressing TRADE GOODS that are dropped by mobs and their place in a system where Trade XP is tweaked to be driven by profit vs. sale price.

    Trade loot dropped by mobs should provide trade xp when sold anywhere you darn well please, just like any other loot, but it should have a bonus to the trade xp if you sell it at the merchant that has a demand for it. Selling it in the "wrong" place is still 100% profit, it's just less credits.

    • Upvote 1
  11. To further elaborate on hulks and Junk loot. All loot on hulks should be within 1 level, plus or minus, of the level of the hulk. This means that on a L8 hulk ALL items that can drop from it must be level 7, Level 8, or Level 9, nothing else. Debris & Wreckage slag should only be on hulks in the L1-L3 range since those are L1 and L2 items respectively.

    Realistically, if the hulk is L8, there should only be L7 and L8 items on it. If there's an L9 item on the hulk it should be an L9 hulk, with ONLY L8 and L9 items.

  12. Actually, that's exactly where I got the idea from! Back in Llve, they also had player written and mod approved news article to post for Net-7 news, and I remember being able to actually view articles written "in character" by players for players in the game at the news stations- the really interesting thing was - the articles they published actually drove a small part of what content they released in the patches afterward as the community learned more about the aliens and so forth. I'm glad you mentioned it.

    Yeah I remember doing the mission chain for Net-7 reporter status. Was pretty cool being able to post news articles and such.

  13. One quick quesiton about that, on the old database, when you looked at the drop section for a particular item, it listed the mobs and what sector they were in. If a mob was not in game yet, the sector section would be empty. Will the new database still list a mob in the drop section even though the mob is not in game yet?

    Looks like it does currently. Look up the drops for the Vega MCG-3 & Vega MCG-4 beam. One of the mobs for the L3 has a 0% (Unknown) drop chance and neither mob actually spawns in game. The only mob listed for the L4 is only found in Ceres/Thule.

    So unless a filter of some kind to remove listings like this is forthcoming (hope so), looks like it will.

  14. i dont think he meant that CDel...i think he is stressing more on....builders advertising their products et al. isnt that right mr./ms. reyla?

    i could be wrong and IF i am wrong i am definitely gonna be glad to tune into those player made ads in stations myself regularly....

    101.4 - ENB ROCKS

    UmaXX

    I got the same impression as C Del. I don't think Reyla is suggesting Vaden, Magoo, and other builders have their own station ads. :P

  15. current timers seem to be in the 150 second range for open loot access, and two to three times that for corpse decay. For most areas of the game I'd say that's just fine, but for specific high spawn rate, or high value areas, making it more like 600 seconds for open loot access and 900-1200 for corpse decay would work fairly well, imho.

  16. I'll use the new database if I want to get accurate information about drop locations or for looking up builders..

    Okay, I guess I was wrong, since the new database only shows you the mob, without telling you where to find it. Why the obfuscation? At this point in the life of EnB, why is it necessary to REDUCE the information available to players?

    I'll second Doctor Tiki's request to simply update the data of the old site. It's a better site in literally every way (well, before the pruning, anyways).

  17. Saw the notice over on enbdatabase.net-7.org just now, and wanted to put up a protest against the disabling of that site.

    It's nice to hear that the new site will be all kinds of up-to-date and stuff, but imho, it's also less user-friendly. I'll use the new database if I want to get accurate information about drop locations or for looking up builders, but for pretty much everything else the old site is far easier to use. I like being able to right click stuff and "open in new tab" to do comparisons and whatnot, and the new site does not allow it, so please don't take it away from me.

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