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Mattsacre

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Everything posted by Mattsacre

  1. Here let me stir it a bit :) What happens if a non-compact guild/group actually gets it together enough to "KS" another big guilds "rights" on "their" GoBB/troller turn?   Does the guild that finds raid not spawning when they "own" the raid time slot get to sneak one off another guilds "owning rights" day to make it up? Do they just have to suffer and tough sh*t? Does throwing off the spawn order get some retribution from other "owner" guilds? What if a compact guild does sneak one away from another?   Does the non-compact group get some kind of punishment from compact guilds for having the temerity to interfere with their raid spawns?   I'm sure there is more :)
  2. If you felt you were sane when you started this talk tree, but are now having second thoughts, press 7, WE will be the judge of that, WE are EXPERTS and know more than your small mind can even grasp.
  3. Actually I know for a fact there were some "inside track" things in previous ST. There were deliberate exploits worked in that some were privy to, that the player base as a whole weren't, I'm quite confident that hasn't stopped in "live". Weather this is an exploit of not (not really) it's a perception problem at a minimum. When content is dependant on timed spawning mobs it will always create a needless bottleneck and choke point to further content progression. Those that are "in the know" will go grab the content/materials before there is a glut of others attempting to do it once it becomes "common knowledge". Those that come ofter will naturally be frustrated in their attempts and be embittered. Here is a personal example: In Old Live (tm) the group combat xp was early on HIGHLY exploitable, there were whole guilds set up for the simple fact of power leveling others, there were people that actually paid RL currency to have these guilds power level them in game. They had people to 150 within a 8 days. They "exploited" a game dynamic that wasn't against TOS, they were "in the know", they had "the inside track". We (the beta team) warned the Devs this was going to happen, and they went with it live anyway. Now I, a "inside tracker" could have exploited that for myself, I didn't. I didn't group with anyone higher than my CL for well over a month and didn't join any guild for 2.4 months. They adjusted combat experience (went a little heavy handed at first and had to retweak it) and there was a huge outcry. Who were the largest two groups that complained? 1. The PLing guilds, their whole meaning of existence now were negated (no tears from me on that) 2. The single, non-guilded players, they didn't even get to "experience" that xp boost others did and were forever considered in a "catch-up" mode for the rest of the life of the game. Those I actually had some sympathy for. Every time something good came along content wise, I and others were time after time having it nerfed from under our feet, it was HIGHLY aggravating, lets have another example, Easter egg event: "in the know" folks knew what the rewards were going to be ahead of time and got on the content the moment it started, they were killing stuff left and right for eggs to get the goodies, they being already advantaged from previous gears gains etc. had a leg up on killing things us "lesser" players couldn't and got a much better crop of eggs and rewards, widening the gap between us and "them". Since easter event had a time frame, we never could get the goodies they got in that time frame. Because of the outcry over it being combat centric (you had to kill to get the eggs) the miners got screwed on that one, next easter they added eggs in ores etc. But by then, the warriors had all the goodies from easter last yr. and had moved on to ever better content and rewards, old Easter hunt was effectively a "ghost town" event.
  4. Torren, if that mission still exists to be used past L10, then expect it to be nerfed, it may have escaped dev attention. The TT and others have gotting their start zone missions adjusted to reflect it being a "start" zone and the new player to expand outward, the previous missions that you could do and make decent credits and xp (totally viable to L30 were other missions would then start providing more xp return rate). Those missions got fixed so you couldn't take them past a certain level. The mission you mention may get some attention like the other classes got and its takeable @ -L11 but there after once you turn it in you can't retake. Personally I don't think they should take start missions like that away, that you should be able to do them to L150 if you were crazy enough to want to, but that there are other and better missions outside the start zone, getting better and better xp/rewards the farther out you go, that the rewards are such that you just can't resist leaving the start area, that you are lured to it.
  5. All this ^^^^^ (and more in other threads) is why so many of us advocate for activate raids. And the threat of nerfed rewards is the reason we advocate for raid participation timers. Thank you, for once again with the inter-guild bickering, and child like behavior, highlighting for the rest of us just why activates and participation timers are such a excellent idea.....please continue! :)
  6. Sort of my point, everyone has an alt that makes stuff to feed em. But it shouldn't be that way from a content standpoint, content shouldn't be written 'assuming" that you have another toon to "carry" you. My idea about TS content like PS was because TS do lack fleshing, and since the bogrial/terran dynamics have them at each others throats storywise, and there is existing storyline about infincorp/DeWinter trying to delete hyperian explorers, relegating them to old obsolete/mothballed stuff, that part of their mission is to recover from that handicap, you could get a 2fer in content. Bogrial competition vs Hyperia for the junk needed to fix old ships, and the TS having a trade in niche that other classes have.   Got other ideas for TS content? I would love to see whats perculating in those fertile minds out there.
  7. Good luck, you need a CVE device from voltoi boss to do it, and with the timer, camping and randomness of drop, it's an impossible acquire. I camped the boss spot for 4 days straight for 8 hr at a time and never even saw the boss spawn, let alone get to kill it, or even get the drop, and since I had fellow campers...I'm sure if it HAD spawned I would have had competition. That's the problem with lots of the content, those in the know (I wonder how they know without the rest of the player base getting a heads up *hint: inside info*) , get on top of something good and acquire the goods before it gets camped/nerfed/eliminated then complete the requirements and enjoy the rewards.   Later, when everyone else finds out about this formerly inside info content and tries to go for the great stuff, it's then camped/nerfed/eliminated and they don't get to enjoy the other stuff, they get left out and bitter. In the case of a nerfage/elimination the ones that had that inside track in the first place raise holy hell about it not being fair they got nerfed, (of course they never take into account they actually got to enjoy it, for whatever time they did, because they had an inside track, they want it screw everybody else!)   If you think I'm being overly pessimistic, kindly go back and refresh your memories over the myriad of past nerfages, you will find that much was nerfbatted over things being overpowered or to much of a good thing,  and who has that stuff taken..was it joeblow the average player? or marynoob the just started? No, it UberChuck the inside man.
  8. Although it's foreshortened and brief mission, isn't a AA device turn in just that? You find something mysterious, go to npc to discover what it is and they take fee and you got a new device. There is the mechanic right there, there is no reason missions couldn't be keyed that way.
  9. And yet you didn't do the happy dance to prove you are happy :)   *dances the happy jig in iliustration*
  10. With their responses it was a bending upward curve of too much dps and they had to lower it. Consider:   A warrior has several items that can add turbo, much of it stackable, the old CVE was warrior only and added 12%, through missions they made it so warrior could get that item to 20% but it made the item nontradable. So add that 20% to all the other stackable turbo and you are getting near 100% turbo, that's a net 2x more dmg than a base line warrior should achieve.   So a mob has say 200k shield and 100k hull, the warrior used to need a healer along, or a explorer to debuff the mob to tackle it, now with that 2x dps output he doesn't need the support, that in itself isn't a true game breaker, he worked hard to earn all that gear to do that.   But by the same token, there are very few turbo things explorers/traders can achieve, their dps vs. mobs fall ever shorter compaired to a warriors, a healer might stick it out since they can heal themselves and just kill the mob much slower than the warrior, but what of the poor explorer? They have to stop and heal and while they do the mob does, at some point the tipping point is met and the explorer can never do enough dmg to a mob to out recover it so the explorer can kill it, them having to retool the mobs to meet the new warrior dps would eventually make it so other classes could never get to some content, for the simple matter that they never close the dps gap via turbo.   So what to do? The warrior dps output with turbo is a ever widing gap, enter the Waking Nightmare device. How about traders/explorers be able to achieve at least 1 device that they too can have some turbo, forstall that gap... Good idea, new problem. 12% turbo for warrior on top off all the stack is ok dps vs mob solo, don't give turbo to other classes they don't have enough dps to bridge the widening gap solo, but 20% dps for warrior AND 20%,or 12% for other classes is 40% or 32%  net gain in dps  w/ warrior/other mix and even worse with full group, the mob is now underpowered! retool the mob? retool ALL the mobs? or tone down the warrior/others a tad? Give the warrior 20% but others 12%? You just defeated the intent of bridging the gap! They just got another 8% more added to the gap lol.   Enter the solution, don't retool each and every mob. The work for that is prohibitive. Whats more reasonable? Tone down the achievable turbo for a warrior a smidge while preserving the achievable turbo to other classes is what they decided. Yes the warriors that had that 20% for a bit will be upset that they are back down to 12%, especially since they traded a 12% item that was tradable for one that isn't. What can be do to salve their outrage I don't know, maybe a minor side buff could be added to enhance a bit like thrust buff, or equipment time etc. But it still preserves the intent to allow some access to other classes to a bit of turbo loving and forstall the widening DPS canyon.   It looks like it came down to a choice, have the warriors pissed some from a slight nerf, all the players pissed from a complete device pull, or a complete retooling of all mob dynamics and hit points. The last choice was to much heavy lifting to even consider, the second choice was unpalatable at best and ignored the attempt at fixing a ongoing problem, the first seemed the least invasive, looks like they went with choice number 1.
  11. How about going it the reverse way? TB had those "cargo expander" devices in past ST he was toying around with. How about rather than crates its a "cargo expander" for ammo only. If they have the device enabled it opens up a bit more cargo space that only known ammo types could be stored, pulling the device disallows the ammo being accessed/loaded.   Same idea as 7dragoon except its an actual device allowing cargo expansion for ammo rather than a hold held item representing stacks of ammo.   While it wouldn't do anything to mitigate vaulting problems for PS/TS, I for one would love my TS/PS to have more room for dropping mined ores, rather than passing them over because of ammo filled slots.
  12. transperant was never in. colors were. you could set the color of every day text and size the font. you could alter the color and size of different chats as well like: system notifications could changed from green to red etc. you couldn't change the font between chat channels though, just the colors. So for example you wanted your guild chat to be red and the new player chat to be yellow, that was doable, but they were always the same font size you had set all your fonts to be.
  13. I don't have a screen, but I know you could use repair equip and hull patch during warp, I loved to watch those little nanite-drone things pop out in front of ship and tickle my hull with repair beams with the streaky lights of warp surrounding me. Id do it even when I wasn't injured just for fun to see it, however you couldn't do it much, since it took energy and your reactor wasn't charging during warp, you would end up at your destination juiceless. When we got our hindends handed to us we usually were repairing all way to gate in cooper to finish up heal/repair, or all way through grissom, shepard heading to OMP to save on the tow/docking fee. I remember that the repulsor field was addable while warping, but you had to hit it fast between retargets of navs if you wanted to add it to others in group, same with the enviro shield. I'm almost certain (but its hazy) that you could shield charge like the repulsor/enviro, and heal as well, the targeted healing was the same way, hitting nav as you travel retargeted you, you had to be nimble. the area heal you didn't have to target, but it sucked so much juice you could only pull it a few times before your reactor was at bottom. I'm remembering that devices that were buff in nature worked, as long as they weren't to reactor or engine, with the exception of the TT RR devices, you could hit others in trade group with that while warping for sure, I'd take noobs on the spice run for a while and refresh the buff on them with it through glenn just to make sure it didn't fall off and slow the group down. The shield ones were also, my PS would hit everyone in group with refuge/refresh buffs on way to combat area. the reactor device buffs I remember you could hit while warping, but the buff wouldn't be on at end of warp, so what would be the point. And of course you couldn't use debuffs, you zipped past any mob you would hit to fast to even target them let alone use it. I think that's part of why the spiderweb device was never really implemented. Oh psi shield..if I'm remembering right it was like the other bubble types, you had to target and mash the button before you retargeted another nav during warp. As to device swaps, you could to devices but not to the core items (reactor/shield/engine). Anything that buffed warp (RR+, lazerus) if you pulled it during warp you lost that buff and would slow down, but adding it while warped didn't speed you up until you stopped and reengaged warp. Some of the devices you could put in, but not use, like sting or laser or telescopium, until you dropped warp. Weapon swaps, you could pull a weapon while warped but not install a weapon while warped, but you could reload ammo or switch dmg types, I did that a lot going to cooper/niff depending on enemy type and their resistances.
  14. +1 there cpwing! playing all 3 miners maybe I can add, the PS has the single highest sig than the other 2 and far fewing engine choices (only a solar sail they have low to mid range to lower sig passive, nothing actually lowering sig active), while powerdown is thier "escape" mechanism, you don't actually escape, you sit there and hope the guardian leaves, if they are a ore guardian...they don't, they are tethered to the ores! Your only options is hope they move far enough if they aren't a stationary one that you can get a warp off in time before they cap you. Or kill the guardian (which takes ammo, which takes hold space, which limits the ores you can hold). Now that they have added the 15 minute respawn timer to the rock guards it has given the PS/TS a bit of a repreave, they can go to the trouble of killing the mob and then mine as fast as they can for 15 minutes before they have to do it again. The TS while not having the highest sig. they also don't cloak, so they too either have to kill the mob or flee, at least they can flee far better, they have a better into warp time than PS and faster thrust, and a far greater engage window for killing, they can sit off the mob and kite it then move in and mine for 15 min. the PS don't have that thrust or kite ability, they got to soak it up, since the shield recharge during battle don't work, their shield enhancing devices don't work, they better pray they haven't under judged the guard that others can slink away from, especially with mobs being able to disable engines etc. It is what it is for the PS/TS, until they fix shield recharge the PS's main combat survivability (it's shields and shield manipulation) is handicapped. both can't hide, they have to kill the guards to get the goodies, that 15 timer sure helps, no the single most enfuriating thing to me on my PS/TS has been other players! I deal with all the problems with guards and poprocks and boomers etc. But it's the A-hole players that swoop in whilst your handling the mob and pick the prime ores you are killing the mob to get at! leaving you the crap ores! Or if they are nice and are just cleaning out the field instead if cherrypicking, you get far less of the field bonus since they have the ores half gone by time you start in on them. Since that is as it is, players exploiting the opportunity to clean it out while you are busy, there isn't a real way to stop rudeness, how about the guards/poppers actually have something good as loot!, right now they are just vendor trash and comp farms.
  15. In Old Live (tm) and hopefully Soon (tm) they will put the PS content to the gene maps/ repository back in. This content is what helped the PS defray their costs of ammo, since they couldn't build it they depended on others to build it and had to pay whatever the builder wanted the charge (rob :)) them of. With all gene maps having to go through the PS, they either got a cut  of the credits for the trade in, or more often got the ammo builders to quid pro quo, build ammo at cost ~ gene map trades fee free.   In thinking on the TS being in now, they too have to seek their ammo being built, while them having negotiate helps the refine ores and save credits that way, and buy the ammo comps from vendor a tad cheaper, that reduction through negotiate don't really defray the cost enough.   PS/TS are at a distinct disadvantage in comparison with a JE in this regard, they both have to take up valuable space for ammo in their hold/vault, and seek on a continual basis to restock.   With this running around in my head I thought, shouldn't the TS have something the PS had of old to help them both offset the ammo they have to dip into their reserves to buy constantly? Shouldn't it too have some integral part that other classes had to go through them to do, thereby cementing them to their ammo source?   So here is an idea I had, and maybe you can come up with a wrinkle or three in ideas to help achieve TS content for that end:   The bogrial are TE haters, and in general in competition with the Terrans at large. With the addition of Leroy Junkins (thanks Stanig btw) buying up all the scrap, the Terrans might want to exploit the situation and cause a scarcity for the bogrials (oh and make a obscene profit from monopolistic dynamics :)). With the debris considered to plentiful that it gives to fast of bogrial rep, how about have the TS npc ,via TS players take debris for a greater bounty than normal? rep or not for the turn in, it might be a viable rep builder for the TS, if not, then at least the credit boost to offset ammo build.   Like the PS and the gene maps, let the TS be the conduit of debris flow for increased credits, you can add it in storyline wise, the Hyperia fleets are old infinicorp and enforcer ships that were mothballed, there is already storyline to that effect, and that part of their task is to retrofit those ships for short term, and gear up for new construction projects long term.   They are going to need the used/mothballed parts to get those old ships back to par, and upgrade them? Might not the debris and other stuff be what they need? How about that stuff that Leroy ain't taking like satellite arrays etc?   Just a thought....got one of your own that a greedy TS might exploit? have at it!
  16. Those boomers are because of mining frequency. If you mine the ores again and again, the respawn has more and more boomers chance in it, since the L9 ores are the most valuable, that's what is being mined out the most, when it respawns there is a chance of boomer adding, then when someone mines it again the pass over the obvious boomer, they clean out the L9 ores, it respawns and there is another boomer, that's 2..rinse repeat. Soon you have a bunch of boomers.   Do that with a L7-8 field (there is much more in those fields, it takes longer to clean them out) and when it respawns its going to have a couple of boomers, clean it out again and there are a few more boomers, keep doing it and you are going to have the conditions you see with the L9. It's the intensity also that may be more memorable, you REALLY want that L9..it goes boom and you hate it more, a L7-8 booms..meh, theres lots more, it don't impact you mind as much. That and a L7-8 boom isn't as big to shield as a L9 is.
  17. The explorers not building ammo is for a reason, it is a form of player base meshing, the explorer needs ammo built, the traders need ores to build PMed comps. At end game all the ammo starts to need 1 or more PMed comps, if there weren't explorers out getting that ore then the traders wouldn't have the supplies to build the comps for their ammo let alone the explorers.   I'm not seeing de-pairing this dynamic happening, quite simply explorers...suck it up, you need the traders, the traders need you. Traders don't have the ammo ore you need? Pay more or start a explorer (then you get to feel their pain). warrior? You still need the trader for the comps dummy, and through them the ores from the explorer, be nice.   Yes its a pain, Caine (hey that rhymes!) But it is what it is, unless they totally change the dynamics so that ammo fed weaps have self manufacturing ammo for everything, I'm not seeing it be feasible.   Old Live (tm) it was a horror to keep PS fed their ammo, they burn through projectile at a prodigious rate, and every vault space took up with ammo is a vault space that isn't full of ore. It put them to a disadvantage in space to JE, and the cost associated with purchasing ammo was a problem as well in comparison to JE, that's one of the reasons the Gene Repository/ Gene map trade in was PS only, everyone needing to trade in their Gene maps had to get a PS to do it, it was a ready source of income for the PS to offset ammo costs.   That and the manes essence content (only PS could refine it/mine it ) made PS integral for traders (some of the devices they need has manes essence in them), quite simply the TT couldn't function to their full without the PS, the PS couldn't without the TT.   With the TS in and needing ammo as well, perhaps they will need some content for their niche to offset ammo builds (but with negotiate making it cheaper for them to refine, purchase comps) I think it need not be as credit rich as the Gene repository /Essence content.
  18. Fletchette Ammo Substrate: L2 wormbits for all: chemical= L8 persophonite, explosive = L8 minosium, plasma= L8 boragon   The actual ammo uses: L8 evolver blitz, L8 athanor immortal shell casing, L8 Quark P92 slugs    Evolver blitz= L5 gold, L5 rhodite        Athanor immortal shell casing = L5 Brood oil x2    Quark P92 slugs are vendor only, Eveolver Blitz is vendor/buildable, Athanor is PMed only/loot   Impact ammo= L8 Evolver blitz, Warlock Morgan LF, Quark P92 slugs all vendor bought and only the Evolver Blitz manufacturable
  19. Hull is like another type of shield, it is resistant to certain types of dmg and weak to other (namely chem), so that may throw of what you are seeing. But the way it is "supposed" to work is it reduces the dmg you take per shot +/- any inherent resistance. Unless they changed how it "actually" works, it in reality acts as a hidden reserve of hull HP that is subtracted from in parallel with you showing hull.
  20. http://stage.results.speedtest.comcast.net/result/246756582.png   SW Utah @ 3:02 PM MST   Not so good for a 12/4 plan :/   They never seem to reach that "up to 12Mps" claim do they? That fine print always leaves them a out because of it never naming a actual minimum, just a maximum. If more people would file complaints maybe we could get some legislation that makes them adhere to a minimum standard rather than inflated claims of "up to" (not damn likely, maybe if everyone else isn't on and it ain't windy and its the 6th Thursday of the month).   CenturyLink in Washington got in real hot water a yr or so ago and had the SAG file suit on them for over selling nodes. Industry standards is no more than 12 homes per T1 @ 10Mps. They were selling and claiming that 10 Mps with 16 or more homes per line.
  21. LOL lion on stilts..now THATS funny, beats a lulzcat any day of the week! hehe
  22. It's a "not in yet" thing. The content that goes hand in hand with the refiners hasn't been added yet, so the ability isn't deemed needed yet. If they ever get the PS all fleshed out and up to par content wise I would image that would be part of it making them work as well as gene maps PS only etc.
  23. Thanks for the explaination Kyp, and even in little words (and bigger :)) and I'm not trying to nitpick what you said either, just one thing I disagree (kind of) is this:   The justification is that an explorer is suddenly equivalent to a trader, and a trader is suddenly equivalent to a warrior in terms of damage, and a warrior becomes relegated to the bin. The explorer and trader SHOULD NOT match or exceed a warrior class in DPS, it isn't meant to be this way and it won't.   Since the game caps at L150, to advance to a L151 so to speak, you have to do that through "gear".  It would seem (to me at least) that a explorer should be as good as a trader, and a trader should be as good as a warrior, IF, ( a big if)  they had end game gear and the said explorer/trader/warrior they were being compared,  hadn't got to that end game gear stage, that's the allure of getting the end game gear after all!  To be so much better at what you do, even as good as the next "tier" of player so to speak, that you are a expert. Of course a like geared warrior shouldn't be out dpsed by a like geared trader, and a like geared explorer shouldn't be out doing a trader.   I totally agree and understand that you guys deemed that a +20% turbo was bending the curve to much and causing future problems, I even was understanding the ones that worked hard to turn a +12% tradable into a +20% being nerfed down to a +12% nontrade being upset, even can get behind the "but it opens it up to those that didn't have access to a item now being able to now". What I was pointing out wasn't even meant as a criticism towards what you guys had to do. It was what I saw in response, to what had to be done, what was being said in the forum. It was the "warrior only" mentality I saw being expressed by respondants that I was posting to.   Your post explaining the math, hopefully opens the eyes of them that think that way. The warrior will never be religated to the bin if he stays on the upcurve of gear, just like the trader won't nor the explorer. If you were planning a raid, and it was going to be very difficult and a squeeker of a raid, you would of course want the best tool for the job, you would want a warrior geared over a nongeared, a trader geared over a nongeared etc. But even if all you had at hand was a nongeared warrior, and geared everything else, you wouldn't plug in the geared everything else in the warrior slot, they have their utility that the geared everything else don't have. In a proper raid, no class is in the bin, somewere in that raid a classes skill set should be needed, geared or not, turboed or not.   I can even give an example (even if it is Old Live (tm) example): My PS was maxed geared, he had all the great stuff and I played him more than any other toon, I knew just what they could do, and had the timing and skills down to a "T". When some other players would grief on my guilders in areas like Antares and KS grief etc. It was my PS I would pull out, not my JD or PW or TE, to go teach the offenders a lesson. My PS, because of gear and tactics could out dps a base line warrior any day of the week. Most of those griefers were base line toons, they hadn't developed "manners" yet and had to be taught to play nice. The lesson was even more effective coming from a supposed "inferior dps" explorer to a cocky base line warrior. They were usually shocked and wanted to know how I out KSed them, some even went so far as to accuse me of "using hacks!" ( the war cry of the inept).   So a geared PS actually was "better" than a trader or warrior, he was more than "equivalent", because of skill and gear. A like geared warrior (with skill of course) should easily out dps, I guess what I'm trying to say with all this is ,it's the mindset that wants to reserve a ever increasing gap in gear to one class or another for the simple fact of just being that class that disturbs me is all.
  24. :panic:  :w00t: I have lost so much stuff to terminal sticks and have had to character log so many times it was really frustrating...if this fixs it then there should be a general back slapping party for Zak! THANKS FROM EXERYONE THATS A BUILDER AND LOST STUFF!  WooHOO!
  25. I remember that only the PS/JE could make the roller press, there was always calls on market from TT asking for explorers to make/mine/refine stuff for roller presses. It could be rather lucrative if you had the recipe and wanted to scare up the ingredients to pre-build them for others to use, I  just did it as a guild thing free to all in guild and for next to nothing to guild affiliates, for others id charge what the market would bare to fund guild builds.   This opened a market for noob characters to make hefty profit for bigger players from mining stacks of graphite, sand etc. rather than the bigger player taking all the time to mine piddling L1 and L2 stuff the noob player could and get a disproportionate profit from it..sort of like convience charge of a corner store.   To counter there was something only TT could make, some comp (can't remember the name right now) that the PS/JE needed from them to make the stuff, later on because of bottleneck in builds over that, that's what that vendor in somerled selling bogrial stuff was about, it was added into storyline that they were starting a bogrial line of trade goods.
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