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Hestha

Former Advocates [Fmr. ADV]
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Posts posted by Hestha

  1. Thats an internal issue of the "public". You know for a fact that people from other guilds are willing to help you out. If Euro timezone in the "public" cant muster the numbers, talk to your buddies from the US timezone if one of the weekly raids should go to Euros with the help from other guilds and you have your "fix". This issue has little or nothing to do with an accidental or deliberate disruption to the raidrotation.

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  2. 2 hours ago, mfurie2540 said:

    What official rules were broken here?

    As long as they are capable of taking down the trigger/raid successfully  then they are entitled to shoot it.

    As far as the Terms of service and the Eula are concerned, there are no issues. 

    As Arthur pointed out, this is not a matter the Staff will get involved with any further then providing informations to concerned parties.

     

    However, think this through please. Right now every player has a place in the rotation and the raidleaders have the comfort of knowing that they can set times for thier gang to get the most participation out of it. If we, as a community, step down into the realm of "law of the jungle" again, a good bunch of people will not participate in a raidevent for months. The rotation as I see it, is far from perfect but it keeps the "peace" on Sunrise well. 

    The officership of the larger playerenteries know eachother and are friends for the most part. If we have to "convince" a new guild that the rotation is a good idea, its not beyond me to log a sixpack in to do so. Peace is just a prelude to war.

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  3. To 1. and 2. 

    The White Lightin' comes  with four equip positiv (equip) and one (activate) effect. 

    The RoadRunner Mk. IX comes with four equipbuffs and one negativ (equip) effect. I am pointing at the Increase Ship Signature effect here. Which, only by few people is considered a good thing. 

    So at this point, as raw comparison, you look at +5 for the Lightnin and 4-1 for the RoadRunner.

    Lets dig a little deeper:

    Effect:                      Lightning                             RoadRunner               Factor taking the Lightning as Base

    TurboWarp(A)          750                                     /                                

    TurboWarp              901                                      748 (995)                   83%/110,4%

    Warp Charge           50%                                    50% (66%)                  100%/124%

    Increase Speed       170                                      /

    Reduce Warp Cost  90%                                    75% (100%)              83%/ 111%

    Increase Signature  /                                          30%                            

     

    Looking at the proposed change to the Lightnin' and setting Turbo warp to 1100: the factor for the Roadrunner would change to  68% and 90,4%

    Now lets do an assesment of the proposed change as such.

    Its tiny, not a big deal in itself. You would get 199 more warpspeed out of it. Players would get a kick out of breaking 9000 warp on a Terran Scout. It would not create an "uberitem" with gamechanging properties and in the great scheme of players maxing out warpspeed on a Scout be less of a 3% increment. So... The question would be: Why am I opposed to lobby for such a change with the DEVteam and expect to run head first into a brick wall if I tried?

    With english as a 2nd language, let me try to explain to the best of my ability. The item is "not out of sync" with the rest of the items of the respectiv level. It is unique, non-manufacturable and takes time to aquire but it saves you the need for a level 8 Unicore Reactor and some device to increase your Ship speed (Increase Speed equip 170).

    You focus on one single aspect on both devices here and make it the center of your comparison. Now if the DEVteam would follow your suggestion and commit to the change, it would set an example on which the Playerbase could suggest many many changes to items they care about. 

    To give an example: With 2 exceptions, all manufacturable Reactors have a higher recharge rate compared to the Heart of the Master.

    So some random vendorbought reactor does better then the boss loot of one of the five raids which require two groups? This should be changed, yes?

    The Warp Charge on the Nitrous Oxide System is exceeded by a 200% Lazarus of the same level. This doesnt sound right.

    The Recharge on the 200% No1 Most Amazing Model Z reaches a higher value compared to the Dragons Dread Mail Elite IX? Really?

     

    I could do this all day and talk awesome devices down by just focusing on one single aspect in the manner you picked Warp Speed as a focus for your suggestion and it would make perfect sense taken out of the context of level, availabiliy, accessabiliy, uniqueness, tradability, class and race restrictions and so on. So if I lobby for a change or adjustment, these factors have to be adressed or I get shut down instantly.

     

    To 3:

    Appologies, this should not have been part of my reply. And was actually not directed at you but people who attempt Lyles mission on thier first explorer. The intention was to point, in a funny way, to a device that usually doesnt generate regret when its aquired and tested in combat.

    We all know germans do humor as well as a cat does barking.

    I am not going into the mechanics of how debuffing factors into the MOBs resistances, this would lead a bit off topic. I feel that the ChilliePopper is a musthave for every single explorer and that the benefits of this device in the highend content make up for the struggle pleasing Mr Lyle many, many times. As there is no chance to reverse the choice once its made, I would encourage everyone to consider the device with 3 unique debuffs which can not be obtained from any other device currently in game.

    Of cause, the choice is yours alone. There are no best choices, only combinations that work for you and your playstyle. 

    My "Nelson Muntz" attitude towards explores choosing anything but the Chilli Popper is purely subjectiv and in the end, what do I know..

     

    Hope gives a little insight into how I am going forth about issues and suggestions when I wear the ADVhat.

     

  4. The White Lightning is better then the Roadrunner Plus. Take into account that the Roadrunner as you put it here is at 200%. While I agree with the rest of the assesment, haveing some many builders providing gear at 200% is a treat by the community on Sunrise. The same holds true for many items due to the fact of Sunrise being a four year old server with many items easiely provided by the crafts, making more then 50% of the items on the database more or less obsolete.

    Edit: The White Lightning also doesnt deal with the negativ effect the buildable devices at level 9 suffer from. So looking at the item in comparison to l8 & l9 speedgear, its quality and trouble to obtain it, I do not see the need to lobby change here with the DEVs. Since I am sure they are reading this as well, you might see a change if my oppinion doesnt match thiers or if your can make a good counterargument to my remarks.

    On a very personal note: The Chillie Popper simply awesome. Even if the White Lightning would grant a speed enhancement of 5000 over the roadrunner, I would go through great length of time to point at any  explorer class chooseing the Lightning over the Chillie Popper in order to do this repeatedly:

     

  5. Mr Woodman,

    The key is tradeable. While your Jenquai Defender is well able to dive into the storyline and complete the mission to manufacture the key, your Jenquai Explorer will have the key traded to. If you like to prospect for Dark Matter Ores, collect the parts for the Aquitaine Codex l1, get it made and key yourself into Ardus.

    From what I have experienced, the DEVteam is not -completely- without reason, you know. So the restrictions placed on content usually have means to let you work around it.

     

    Cheers, 

    Ben

  6. Hi good folks of Sunrise,

    Well. I did nothing at all. The DEVteam has cut thier work out for themselfs and I consider it best to hold this line of input/suggestions/complains until the servermigration is done.

    Unless something gamebreaking comes up, that is. I am still collecting your ideas though.

     

    Cheers,

    Ben

  7. Hey Mimir. I had a quick chat with one of the DEVs. There is no current  changes or additions in the works to the Agrippa Mission Themepark for the next couple patches. As stated by the DEVs in this thread, the current issues with players facing an unreasonable challenge advancing in Stage II will be fixed with the next patch.

     

    I will dig a little to see what I can find out about the current mechanics of the Sentinel Backdoor. If you find time to play and see me ingame, send me a PM and we can stick our heads together to see where the game is at in this regard.

     

    Cheers, Ben.

     

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  8. Okay, Agrippa-PS backdoor is something I can go on. 

    There is no DryErase for July. I felt it would be best not to interfere with Wants&Needs from the playerbase in what the DEVteam is currently up to unless its a pressing issue like exploits or faulty game mechanics. I see you as Inactiv Staff, so you understand the process in the DEVteam way better as I do and likely know what I only suspect: the ADV can be a nuciance if not asking the questions as precise as possible. Since DryErase from June isnt locked, I was looking for your answer there. Having this said, I will likely not have an answer to bring to you after Sundays meeting, but it is on the .doc-file I run for the ADVthingy Im trying to do here.

     

     

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  9. There is currently an Issue with Agrippa which is promised to be adressed in the next patch. Would you kindly link me to the post in which changes were promised, so I can follow up on this with the DEVteam? I asked you to do this when you brought this up on the July Board and you never got back to me. Please do this time so we can speed this up.

  10. Top of the day, good people of Sunrise,

    July is over. This month was pretty eventless for me due to a couple of reason. Work on the weekend interfered with me being around for the developers meetings for one. The other reasons are more pleasant however. If you read up on Kyp"s two posts in this thread, please.

    So what I took away from it is two things, new content is around the corner and migration to a new server is in the works. 

    To me it felt like it is in all our interest to hold back on *Another crazy idea of yours truely*TM in order not to derail the DEVs attention from these tasks any further

    So this is it for July: 

    -Looked into some gaps in Terran gear. 

    -Adressed Raidmobs getting away from thier initial spawnpoint in Dahin when I got hinted to it in NewPlayer chat.

    -Verified some endgear items working correctly which it did. 

    -Some skillexploit/bug.

     

    As always, bring your ideas and concerns. I will adress it with the DEV team when time feels appropriate.

    Cheers,

    Ben

     

  11. Top of the day, good people of Sunrise.

    This month I looked mainly at some grouping mechanics, missions and faction related issues.

    Skills and balancing them out is still under ongoing review so I can present a coherent argument to the DEVteam.

    As always, the more feedback I can collect from you guys, the more I can categorize it and get a feel where the needs and demands of this little community of ours rest.

    Use the Dry/Erase Board or talk to me on teamspeak or ingame.

     

    Cheers and have a great day,

    Ben

     

  12. Forget the ADV tag on this post. 

    This is a can of worms and in a way, Sagerat is right, it feels like beating a dead horse.

    The system in place works, not perfect but every player in the game has a place where they can get into a raid. That is something we should not discard without care. 

    To Prres idea and Gunnys reply 2 post later: Without exactly knowing, it feels to me that the DEVteam has thier work planned ahead for months. So a big change in the mechanics of the PRS or randomly spawning triggers would likely involve lots and lots of coding cause a small community like ours can't argument an existing agreement? I think the time, the DEVteam invests, is better spend on other subprojects other then "fixing" this quarrel.

    On a sidenote, Blacklung mentioned this at some point during a PRS raid: (I hope I quote him right here) "The PRS is not a slotmachine"

    On a personal note, I like raiding. Its some part of the game that requires coordination, teamwork, planning - its a meaningfull and challanging activity. While I do like to box to see stuff get done, I will not hesitate to drop a character to give someone else the chance to get the experience of joining and playing together.

    A middle ground between "getting it done" and "get as many people as possible" the fun of actually playing together instead of along side of eachother is usually what I am aiming at.
     

    Three things, I'd like to point out. 

    -The agreement is something players made up to help avoid strife between the guilds and create a better athmosphere in the game. That worked. However no guild or person owns a raid. 

    -Its a "old" agreement and we all should acknowlege that the "serverlandscape" doesnt look like what it did back when it was made. If people are unhappy, its the responsability, as I see it, of the Rotation participants to send thier leadership to a meeting and talk about it. Here on the forums, it sometimes seems like its easy to make a perfectly reasonable post while completely ignoring the equally valid arguments of other posters.

    -If people feel the need to continue this, I'd suggest the first step would be for the public to chose a spokesperson and get a meeting going to make some sort of dialogue happen. I see this going nowhere without undelayed dialogue. 

     

    Cheers,

    Ben
     

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  13. 2 hours ago, Flip said:

    Yum-O-Rum turn-in.  I believe this used to be worth 5 RD faction, but is now only worth 2 RD faction.  At this trade in rate, it's pretty worthless considering the item is non-stackable and non-tradable.  The drop rate is pretty high from the drones, but it fills up the cargo very quickly.  Can the team review the trade in value of this item?  Or consider making the item stackable?

    I will put this on the list. I assume a change to a higher value for turning these faction items in can hardly be argued with. In comparison, the reward seems truely tiny as it is right now. Out of the triangle of *faction value of the rum*, travel distance to the NPC to run it in* and *drop rate*, what would you guys consider fair?

    Given from what I took away from my talks to the DEVteam, a reasonable request for a change in sync with similar aspects of the content will find open ears. So any input on this is welcome. Also take into account that 1 time keys are a reality in the EMU and that docking is possible from -1999 upwards. 

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  14. 5 hours ago, Mimir said:

    Question "B" ever return to fix/finish the promised changes to the Agrippa missions?  Just doing my Q 6 month check. :)

     

    Not to my knowlege. I will ask about this. In case this was mentioned on this forum, can you put a link or some sort of other referrence to those promised changes you mentioned.

  15. 10 hours ago, Stoop said:

    ..... and the lvl 9 is 3,281,106 x 10 = 32,811,060. ...

    I only took a quick glance at this. I think you are however looking at the wrong set of data here.

    The costs you are calculating this on is actually the Buy price listed on Net-7.org. The manufacturing costs would be 10x 994k and change. So roughly 10 million credits minus negotiate and faction.

    This in no way means that this Missionline could not use some reajustment, just that it is slightly less dramatic then 47 million credits.

    I will look at this again after dinner.

     

  16. Top of the day, good people of Sunrise.

     

    A quick headsup on my first month as advocate.

    First, I am having fun and it is good talking to you all. I am slowly getting the hang of it. On last sunday, I got a chance to talk to the DEVteam and got a better idea of how to present our ideas and concerns to them. To see *how the sausage is made* was interesting. More importantly I am getting a feeling for the difficulies even minor changes cause in the great scheme of the code thats presents itself to us as Sunrise. 

     

    Secondly, please be aware the /craft command for multiple components results in ONE item only if you moves items to or out of your cargo.

    After you entered the command into chat, do NOT do a thing but press the button.

    Taken from Arthurs addition to the report on the bugtracker:

    ANY change in available cargo slots (increase or decrease) disables /craft and produces a single item. If this is done after /craft and before hitting Manufacture the command is disabled and only uses a single set of components to make a single item or ammo stack (correct behavior). However, if the change in available space happens after the Manufacture button is activated, the requisite ores for the /craft amount are removed from inventory, and THEN the command defaults to a single item produced.

     

    Thirdly, thing are heating up in the galaxy and give us a glimps of the shape of things to come.

     

    On my agenda for May was:

    -Raid mechanics and attractivity to complete both raids in DerTodesengel.

    -Skill balancing and exploits.

    Yes, I saw atleast 2 of you use it to your advantage and went back on the bugtracker. I did not find anything. While I did not mention names when I discussed the exploit with a DEV, I will if I see it again. So dont do it or see how much the guys with the sticks like it.

    -Device balancing.

    -Minor issues with NPC talk trees.

     

    Cheers and have a great time in real life and in the game.

    Ben

     

     

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  17. On 22.5.2016 at 4:15 AM, Traderben/Greatscott said:

     

    Was wondering if the Quasar 7 was supposed to be nerfed or was it an accident?

    I checked this as soon as I was told of the readjustment of the device. Sad news for all Seekers, this chance isnt an oversight but intended.

    The resasoning behind it was basically that the Quasar was never ment to be a device for endgame seekers but a midlevel device to boost the process of leveling up. 

    While this makes sense to me, I feel this as a bit of a setback for the Seeker in raids. Let me try to convince the DEVteam to get the Seeker a goodie to make up for this lost.

    However I am sure, we all can figure setups for the JS to work around this. 

     

    Cheers Ben 

    Edit: To complete the argument: The Quasar is a Boost!-Device. So this change is in theme with the rest of those.

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  18. Hey all,

    A quick headsup regarding the last 2 weeks.

    1. The patch has been delayed for a few days. Some minor hickups as far as I was told. Along with you all, I hope, we see the announced changes implemented soon.

     

    2. My discussion with the DEVteam has mainly 3 topics at the moment.

    - Some 'orphan' skills like Enrage and Befriend getting some love.

    - Increase attractivness of the DT-raid.

    - Reviewing the balance of the different player classes.

    I will post more about this once things take shape.

     

    3. I understand from the talks with you all that the windeling server population is a ongoing concern. While this is not the 'job' of the advocate in the first place, I share this concern and would love to hear about your suggestions towards the DEVteam as well as your ideas what we, as a gaming community, can do to keep people interested and recruit more players to join Sunrise.

    In this regard, the issue of the raidrotation has been brought up again recently. Since this is pretty much the KEY element of the highlevel content of this game, I strongly encourage you all to post your 2 cents, be it in favour of chance or with the conviction to keep the system in place we have right now.

     

     

    Cheers,

    Ben *Hestha/Nadyra*

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