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Mattsacre

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Posts posted by Mattsacre

  1. Question....I have no idea about the Walking Nightmare device because I have not had one of these.

     

    Just a question on if this can work in the code.

     

    If the 20% or whatever it is suppose to be for Warrior classes is the issue but other class can obtain it...is there a way to use something like a case statement where if is is a NON Warrior class it drops the benefit to 12% or whatever is being argued about? IE Case/IF (class=Warrior,20%,12%) (I programmed many eons ago that is my basic showing here...or would this be to mathematically intensive to recalculate every time a weapon is fire let alone five? 

     

    If this could work then it could work with other devices that have similar benefits with different percentages for each class.

     

    If you say too intensive then that is that...just a thought.

     

     

    And again Thank you SOOOOOOOOOOOOOOOOOOOOOOOOOOO much for bringing this game back from the grave. I am a causal gamer and could care less if I cannot reach lvl 150 in a week or two.

     

    I am assuming then also once new content is added and people blow through it in three days and start to complain devs are going to do a fix to adjust levels to go up 10-20 etc then new content then add the panda class etc to keep people happy, or am I creating an image that could not possibly happen? j/k

     

    JustUs

    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.

    • Upvote 1
  2. I'm outside any guild with reason, I find the internal and external squabbles unseemly, and quite frankly having been in leadership of a few over a few MMO, it most times was more pain than fun, like herding cats most days.

     

    With that being said, nobodies vote, inside a guild or not is less valid than another (unless they are a ballot stuffer, if they are, that then ban them, imo for life).

     

    Do some votes become popularity contests because of guild dynamics? It would be a lie to say otherwise. But just because someone gets a boost from their guild voting block, it don't invalidate them from being a good (or bad) advocate. Heck, even while in guilds I've voted for peeps outside my guild....once in the cubical with the lever, nobody knows who you voted for, it's you and you conscience.

     

    If you trust someone, and feel they can do the job, even if they are in or out of a guild, even a rival guild, what difference does it make? The overriding consideration is: CAN THEY DO THE JOB?

    If it's someone you know and trust, then you can feel confident they will represent your interests no matter the associates they have.

     

    When all is said and done, the person filling the role isn't King, they aren't El Presendente for life. They are ADVOCATE, they gather your ideas and concerns and present them on a regular basis to the Devs, hash it out, hear the Devs concerns and responses in turn, then disperse that information to the player base in a timely fashion (hopefully with some coherence).

     

    Consider who you feel will best fill the role and can do the best job, then vote your conscience.

    • Upvote 1
  3. 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.

  4. 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.
  5. 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.
  6. +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.
  7. 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!

  8. 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.

  9. 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.

  10. 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

    • Upvote 1
  11. 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.

  12. 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.

  13. 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.

  14. 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.

    • Upvote 1
  15. 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.

  16. Don't say go "willing to cross the aisle" , of late that's become code for "you're going to do it my way, or my buddies and I are going to denigrate you in the press daily" or it alternately means, "don't worry...he's with us, he is bought and paid for and he is going to STAY bought!" :)

     

    The vote (in the past) is a semi-anonymous vote, when they open it, there will be a vote thread and a  selection check box. Once you have voted you can then see the results of the votes current (but not before you vote, so it's not a popularity vote) via a set of bars next to the candidates names. Sort of like a poll thread.

  17. What I don't get is what is "balance" on those turbo weap buffs? I hear primary warrior players saying turbo should be primarily warrior buffs (I have a warrior or 3), I hear non-warrior players saying they would like turbo also and its a rip that they got nerfed out (I have a few traders and explorers as well). I've seen no concise explaination from anyone on dev team why turbo for one type is not inbalancing but is for another, I understand completely the argument that if there is to much that is stackable that inbalances to the players advantage vs. mobs and they don't want the headache of having to retool all the mobs to account for it (or the lack there of).

     

    Please explain, in little words, what is inbalancing about a non-warrior to get turbo to X amount for any reason other than because it's that way. What says that a warrior only gets this buff simply because they are warrior and non-warriors shouldn't have it? I know in some corners just that simple utterance is utter heresy, but why? Well because isn't a answer. We aren't 3 yr. olds being put off by a parent saying "because I'm the mom and I say so!" We are "hopefully" adults :)

     

    The argument that "well warriors should do more dmg, because they are warriors and turbo lets them and nobody else should have it", is patently flawed logic and silly even on the face of it. Turbo only lets you do what you do, only a fraction faster. A PW with 6 slots of dps and it's combat enhancements (combat trance, crit target, sting etc.) is putting out that same amount..only faster! A JE with 3 beams is putting out their dps, with turbo, only faster. Turbo don't enhance shield leech, it don't enhance eviro shield, it don't enhance repulsor shield, it don't enhance menace, it don't enhance ahck, biorepression, befriend, gravlink, psi shield, summon anything other than WEAPON FIRE RATE.

     

    A warrior will always fire better than a nonwarrior period. A warriors  combat enhancements , be they stealth strike, crit target or +% dmg etc. are built into their base dps and turbo only enhances it, in fact if you want to talk "balance" turbo at some point is "unbalancing" for them, a non warriors dps gap will only widen ever further for a warriors due to turbo, a non-warrior will have an artificial dps cap that a warrior will not have and the disparity causes inbalance.

     

    If there were devices that let non warriors buff to say 100% resistance that a warrior could never get and never had placed on them, would that be "balanced"? That would let a non warrior tank with never a scratch, and eventually kill the mob that the warrior would be subject to all it's dmg. and never be able to handle....that's sort of what the "turbo only warrior" mentality is doing. I'm not arguing they should EVER be over shadowed by a non-warrior in their niche, I'm pointing out the flawed logic, turbo only enhances 1 thing ROF.

     

    Warrior Base Dmg of  X + 20% turbo = X( X * . 20) = N1

    Non-warrior without turbo is X1

    non-warrior with turbo is X1 + 20% turbo = X1(X1 * .20) = N2

     

    Even if you give non warriors the exact same level of turbo, N2 will never be greater than N1, because X starts greater than X2. If you don't give then the exact same turbo buffs then the disparity between N1 and X1 only gets wider and wider and breaks the game.

    • Upvote 1
  18. Not knocking your memory or your screenie Stanig:

     

    The jobs out of VT (explore) netted a total of approx. 48k xp a run of (5x) (it fluctuated because of the actual 2 items you took gave a tad difference). The Exp quote didn't take into account the tad of trade xp you got. When combined they made that 48k (5x jobs). So that 7500 you remember 5x = 37500, add the trade xp and that sounds about right for 48k.

     

    As to the credits awarded, your screenie show L100 jobs and the credits. The jobs out of VT gave enough credits, that with 5x jobs you got 60-70k, leaving you enough to give a WH providing JE 50k tip trip and still make a decent wage per hr. yourself.

     

    The jobs however weren't grab n goers, if you were luck enough not to have to compete for the available jobs, optimally this is what occurred:

     

    You could take 2 jobs, then a jobs accepted timer played in for 2 minutes, then you could take 2 more jobs, once again the timer kicked in, then you could take the 5th job and you were full, so a full jobs load took 4+ minutes to achieve if you didn't get stuck without a refresh etc. The jobs list refreshed approx. every 5 minutes.

     

    Crunch the numbers..add travel time and WH time, docking time and terminal stall a round trip took approx. 10-15 minutes. Since the jobs now are grab n go, I imagine a little toning of the total xp is correct, haven't done a job yet since patch..anyone else? Are you getting 193k total xp an hr from max level jobs? That's about what a decent warrior should be to earn ion a hr if its done right and the loot drops are right. 1 mob at their level every 30-45 sec. for 1k xp, counting recovery time from fight (shields, reactor recovery) that's about 1 a minute =60+k in a hr. add the drops (if loot is right) you should get ~60k in trade= 120k xp. the jobs giving 193k would be optimal (they never refresh right, and there is always some wait) figure it a little down say 180k..there is a 60k discrepancy there.

     

    So the terminals "should" give a "little" less xp total, the mobs "should" drop a little better, plentiful loot. And for the risk on the combat there should be  a little risk vs. reward of better pay. Since some of the drops (rare) go for millions there is, just how frequent that is though may be a problem.

     

    *side note, the tad extra xp in explore on other jobs was because everyone but explorers had a hard time getting EL, that helped them out, the explorers had time getting trade, so explore jobs gave trade also. Perhaps with all the new sectors to explore and field clear bonus the explore isn't now as hard as before and the side xp provided by jobs can be eliminated and added back to the job taken type and be "pure" xp. Might that not mitigate all the complains a bit?

  19. There might be someone out there mining ores who could help you out with the ores you need. And guess what, that miner might even give them for free.

    It's nuts right ?

    See that's sort of the point....it's a mission they are supposed to be able to do at their level with their skills. Not some other miners ores, not some other miners credits, not some other miners skills. Even if the other miner was nice enough to help (which is great btw..helping hands are happy hands). It shouldn't be dependant on another miner doing so. It's the mission takers mission, not someone elses.

  20. Thanks for the post/rant 7Dragoon, this is another fine example of past posts of mine in other threads. Agrippa tips thread  probably is 1/3 full of my complaints or highlites of problems :) with content either not being consistant or out of level, or even mobs AI dynamics having changed to the negative impact of past written content.

     

    There are actually 3 problems highlighted here, and you have touched on it well.

     

    1. There is a "end content bias" problem, there are a bunch of folks with 150 toons (I'm one of them). Sometimes folks concentrate and get tunnel vision with their L150 and forget what it took to get there in the first place (and yes some had easy mode with a guild or something/someone holding their hands getting there). Unfortunatly there are those that are so raid centric that all they worry about is the new and shiny and what it takes for them to get what they want and never consider what it's like for others, the other players are "on the way" to end content and the L150's can't be bothered by anything but what it takes for them to get their  new and shiny, this is selfish and sad.

     

    2. Content written out of context, content is written with level or skills or requirements not truly taken into consideration, that L9 grail water in a L5 device, with a L50 mission that requires at least half your levels invested in a bar (of which there are 3 bars not 2) is a good example of a inbalanced content write. Like Agrippa with drops that are out of loot progression level or ingredients that are acquired out of appropriate skill tier.

     

    3. Alterations to mob AI, loot table alterations, resource field modification, or resists/buffs etc. after the content write, negatively impacting that content, with no content revision added to take those changes into account. If I remember that duct tape one right, way back when, you got the L9 grail from the rip, It was one of those "doable" missions at the level, but it was a credit sink. The Agrippa has had problems added into already a intended difficult mission arc with mobs that when the content was added were hard with rudimentary AI and no resists, now the mob is smarter and resists the dmg you have access to, the content hasn't been revised to take into account the current state of the game rather the state it was when written.

     

    I don't know what the solution to the 1st one is other than patience, just understand that there will be people with that tunnel vision, and if you are someone at L150 try and remember what it was like getting there "walk in their shoes" and lend a hand if you can, be patient on not getting the new shiny, this game isn't all about you but the whole community, their contnent needs to be addressed as well not just the few at the end stuff.

     

    The only solution to #2 I see is CDevs taking great care when writing it, and when testing and tweeking it don't take the lazy, run it solo with a "at level toon" that would actually be doing it, without the advantages of foreknowledge or endless credits or another higher level toon to help or even WH etc., do it with the type of gear off the shelf that a player might actually have instead of all 200% stuff etc. I might suggest that content that you actually intend to be a forced group to do (BTW I detest forced group content) actually say "you will need a group to do this" right at the beginning of any mission arc. It's a real let down and frustrating to get 4 missions into a arc and find out that the last mission is going to need you to scrap up a bunch of people to do, tell people up front so they don't get in that deep and get the door slammed on them.

     

    The solution to #3 I think is that CDevs will have to revise now and then their content they sweated and worked so hard over. As game dynamics change their great content unfortunately get effected, maybe a review now and then is in order to tweak the perimeters that have been altered. *remember, don't re-tweak with a L150 toon! Run it with a "at level" toon with all it's limitations.

     

    When all is said and done, this game is fantastic! But even the every day needs a spring cleaning now and then...

     

    Keep up the great work!

    • Upvote 1
  21. You can, without a ticket get player help to solve your problem, otherwise it takes a ticket.

     

    Player help solution:

    The named mob miner joe L24  at legrange nav in north west of carpenter.

    The named mob erm..arun? L25 at legrange nav in south (just south west of OMP)

     

    Both of those mobs have a chance of dropping the infini report that you need to turn in for that mission, you of course will need to enlist a fellow player to help you kill those mobs since they will be over your experience level.

     

    Whichever route you take good luck and take greater care in the future, since many mission have sellable items and you can screw them up that way, also make sure you have a slot or 2 open in hold when doing missions since a mission can screw up if you don't have room for the item to get loaded.

     

    GL

  22. Now see here is a fine example of a solution lacking a problem....

     

    This suggestion is about the mining mechanic itself. Instead of having roids and hulks be containers that stay until emptied, have them destroyed immediately on prospecting and the contents left drifting in space. In other words, the mining beam breaks the roid apart and the prospector can then tractor in the items (or not as they choose).

     

    This solves a number of problems (among them cherry-picking) and also offers new possibilities for pop-rock implementation (I think the current one was a bad idea as implemented in Live and bad as replicated here). Using this model, every roid is a potential pop-rock to a miner, and the skill level of the miner reduces the chance and impact of something bad happening. 

     

    In this model, a low-level miner can mine a high-level roid if they're willing to take the chance of getting creamed, and a high level miner still has a chance of getting nicked here and there as they mine.

     

    And regardless of what a miner takes or doesn't take, the roid is cleared, so the issues from cherrypicking go away

     

    As SiSL says this opens up a whole slew of griefing possibilities (I think that can be worked around if the remains of the roid was treated as a corpse and then no others not grouped could ninja loot)

    But then it opens up a whole huge arena full of exploitation, namely, a high lvl toon mines clear a area and other grouped come pluck it up....being able to mine that is a reward for the work of leveling up, why should L0-120 toons be able to pluck up what a L135 toon does, they didn't do the time and effort...

     

    It's been beaten to death, the horses corpse is not only dead, there are maggots crawling in and out of the rotted flesh, bury the freakn remains and stop flaying it....cherry picking is a game dynamic and is working as intended, you don't like it (heck, I wish I beat someone to the sweet loot myself) you don't have to like it, just live with it, it's something that is, and always will be WIA.

     

    The only thing I take from this good is, if the roid breaks off "chunklettes", that you mine item X out and then it's lootable only by you and can be in the process of being tractored (or not) when you start breaking off another chunklette of items in the roid. That your mining beam isn't interrupted by tractor pull OR by mob dmg either. Once you finish breaking off that chunklette you can turn to killing the mob and either come back to loot your chunk or tractor it while you fight. This would eliminate the warp/drop loot dynamic of exploiting roid as well (many wouldn't like that I'm sure).

     

    I don't quite get how it opens other options for pop rocks.. currently you poke a popmob/rock with a mining laser and they respond. Per your solution how does that differ? You poke them or enitiate some action on them and they still have to respond in some fashion.

  23. Yeh about the "lazy miner" thing, we aren't asking for easy mode, not "lazy" by any means, any more than warriors are "lazy" killing CL50 mobs with a group of 6 are. In live there were a few spots were there weren't guards on fields, usually they were out of the way so it was a time sink to go vault them etc. Leave a few for the relax miners to enjoy and not guard ever freakn thing.

     

    Also  Yendor was right, there were scads of fields were there were 1 or 2 guards of correct level, that once killed had a nice window before they returned, so you or a friend could clear them out and then (with always a eye on respawn) mine for a time without being hassled. Right now, guards have fast respawn rates, most like any other spawn lvling spot, if that was altered to a long respawn timer it wouldn't be so onerous, miners that were CL lite could play dodge em if they didn't want to kill them, and those that did could mine in peace for a bit.

     

    for the warrior types that feel the miners are whiners and want it easy, maybe we should add mining to their combat, make them clean out 20 nodes or so of stuff while being disrupted by mobs, that they got no credits or loot that amounted to spit until they had emptied those nodes of junk first, of course the emptiing of those nodes would have to be intereupted in mid stream every time a mob nicked them just like miners have to put up with also....feel our pain before you dismiss opinions out of hand as "whining"

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