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Mattsacre

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Everything posted by Mattsacre

  1. I'm aware of the "only need a sample to trip the mission thing"...but I'm doing it "right" :) My PP failed the 2 crit tries from monganel ammo, so he would be stuck doing it "right", without another means of aquiring the parts recipe, thats part of what a PP is suppost to be doing through the Comps Agrippa stage I,II,II ,getting parts and recipes to provide them to the other 2 classes for their wending through research stuff.   I'm not saying you need to alter the recipe or bend it all content wise, I imagine the easiest remedy is get a drop going, however maybe someone elses content is dependant on the Eruption II rarety (don't know, thats a internal thing). If its a drop thing, since the CE3K stuff is inherently tied into the RD and storyline with everything else, and the RD are hated by Progen and at lest 1 npc even more, it would make sense that it drop from a RD L35ish, if not that, then like other stuff the body snatch types would make next sense (those guys get all kinds of junk they loot from corpses...some soon to be corpses even :))   I know for sure the Eruption II dropped in previous ST and Old Live (tm) and wasn't strictly a loot anny like some other stuff was, so it appears to be a loot table item slot overlooked to me.
  2. You have a problem with one of your missions (once again) Byahkee. It's Agrippa...Progen. In the Agrippa Fletchette mission arc you have a stage: effervo fletchette build that you need to manufactue and show to the NPC. The build requires: L5 Ironeater ectoplasm (drop from ironeaters near vali moon  Odin Rex), L3 Hull mesh laminate (you get recipes during stage I comps missions and is tradeable from PP) and a L5 CE3K ERUPTION II component. The later is the problem.   Currently, in game, there is not a drop for the comp CE3K ERUPTION II. The only method you can aquire this part is to achieve a critical analyze of L5 ammo mangonel missle. There are 2 varients of the ammo. Thus a player has 2x chances of achieving a crit to rip the part, then has to run the odds of actually analyzing the part itself, slim odds to crit at least once, then slimmer to analyze.   Since a player can not advance mission unless they aquire the part to make the ammo, and eventually through stage II, there needs to be a other method to aquire this part, or the recipe altered. Since it's Progen content, why are they having to depend on a slim crit chance to advance through progen means, or depending on nonProgen player sources to aquire the part?   The CE3K Eruption I is aquirable from RD drops, but currently the type II isn't. The type I is dropping from level appropriate mobs (30-39) for this mission line, if the type II was added to mobs it would need to be at least 35+ and thats a bit out of level appropriate.   Would you kindly revisit the recipe requirements, and alter the material needs, or talk to Devs about loot drop alterations, to include this item or add content to help the player to aquire the recipe for the part please?   In the spirit of Progen content we shouldn't need to depend on those inferior Terrans or Jenquia to get our parts, maybe we should drop some enemies of Progen interests like RD :)
  3. Not being the type to hold on to "shiny things" (since they are just things aka knicknacks), I wonder, actually holding the said items is what you need to feed your collecting crave? Or could there be a title/award/certificate that would represent you having had the said "shiny things" at one time or another? The question being does a single item give as much soul warming effect if it represents all of another item, like having a $100 bill represents having 100x $1.   If that would suffice, then it sure would save on hold/vault space and be able to give title/certificate/award items instead....like as you collected tile x, y and z it accumilated towards a collection award, once every tile of the collection had passed your ownership you got a item that represented you having done so. That seems more doable.   Like I said I'm not a collector, only a collectoor could answer the question, does a title/award/certificate mean enough to you to replace actually having a vault full of it, and if it does, that opens a whole other factor, you could then fill your vault of certificates from other collections instead.
  4. I guess "exploit" was to harsh of a word, but with a hard cap ways to make it NOT WAI is possible...how about that? Look at your faction chart. Player factions aren't even in the amounts that they are loved/hated. Kill a collegia and 2 hate you (collegia/centriata) but 4 like you. Another player faction is the flip of that, kill one of them and you piss off 4 other factions and only gain the love of 2. Using the word "exploit" that you feel over strong, there are scenario(s), that can inbalance the factioning if you hit a hard cap.   Example: (I know that chavez don't boost sharim rep, I'm just using it as a "for instance" to show how a hard cap "could" be misused...everyone currently smacks chavez with no thought to future problems..it's a "safe" kill..hard caps will make something else a "safe" kill as well) There are currently factions in game that you only take a hit on that singular faction on a kill, like chavez/RD dynamic. Kill a chavez the RD like you, kill a RD not only does the RD hate you the sharim to a lesser do. So what if there was a chavez item like half eaten suits? You kill and kill until you hit the bottom cap of chavez. You might actually kill 2 billion faction drop, but with a faction cap wall you never go under that cap.   So you kill them in ernest and drive RD to max and sharim 1/2 that...why stop with sharim half that?...keep killing and drive sharim to same cap as RD...heck there is no penalty on chavez! Now that you have 2 factions to max, say for some reason something comes along that makes chavez increased desirable. Normally you would have to consider who else you would piss off to get chavez back up..thats what factioning is, who you are going to align yourself with, who is your "circle of friends" so to speak. But the cap let you only piss them off so much while getting 2 other factions in love with you, you don't have to make a hard choice, you can now get the chavez to love you without pissing someone else off...you got free rep protection via that cap wall.   Do you know anyone in RL that EVERYONE universally loves, there are a few rare individuals that while not loved they are at least "respected" (know anybody that hated mother teresa? You shouldn't be able to achieve total love in game either, a hard cap makes that possible, you can, through hard work via job terminals, get that "respected" stance.
  5. There are items that decrease weap delay instead of turbo, I think one thing is a warder item, that stacks with turbo weapons activated since its a different buff. as to the active buffs, they dont do like equip buffs, they are whichever was applied last, so if you activate one, then the other, the later "wipes" the first and is the "new" active buff (unless they are weap delay and turbo %).   This is one of the reasons people are asking for the ability to unapply buffs if they desire, so that if someone activates a buff on them and they didn't want it (because they had a better one already) they don't then have to reapply the better one they had in the first place.
  6. You may misunderstand how that is achieved, even though you total that up to 72% it dosn't figure it that way, it takes one percentage and reduces that amount (I think equipt buffs are first) then it reduces the highest active buff off. Unless they have changed the rules of late it only reduces the highest equip and the highest active, the only way around a equip or active buff stacking is if the buff is called something else that achieves the same effect.   As an example the solar sail 8 engine has a reactor renewal buff equip and other items have reactor recharge buff equip. By being nemed 2 differing buffs they stack since technically they are differing buffs, even though the achieve the same goal, to increase the rate in which your reactor recharges.   So, that 12% acive buff, is it called the same as the 20%? If  so then the later active buff applied is the one in effect, if you hit the active buff 12% it replaces the 20% unlike how equip buffs do where the better of them is applied.   So the math is you apply it with the higher of the 2 active is. Weapons ROF=X Equip buff = Y Active buff= Z (X-Y)-Z=N     N= actual fire rate.  weap  ROF- equip buff reduction totaled, then active buff reduction, totaled, then actual fire rate.   It does not take 40% + 20% to make 60% then reduce. so the actual is a fraction under 60% since equip buff is done and totaled then the active buff then totaled.   There are items that have a buff called weapons delay buff and others that say specific weapon type say beam delay buff. Those stack by the rules since they are differn't buffs even if they are achieving the same goal.   Does that make sense to you as i explained?
  7. The collegia ships you remember are the same 3 that are in endriago now. They were up near were the  centriata diversus are now, all 3x L35 (like now). They (currently) are 1 up by the diversus and 2 by the altair III gate endriago. I think they are called privateer smuggler or something like that.   I don't know if they have something in the works concerning this...but don't you think that NV and altair III might have some PP/PW resources to guard it? Especially considering there are rogue progen encrouching in altair III and some RD in NV. It seems to me it would fit storyline to have them there and be able to be used as targets if needed. So also the hyperia areas, shouldn't proxima centari have some TS/TE hanging about protecting against those smugglers and radiated/insane miners? It would seem to me that home sectors should be Highsec so to speak, that Mars. Earth and Jupiter should have lots of race/faction mobs there from all three classes of that race.   I remember infini haulers zipping between 3-4 navs in carp..like traders should, they are hauling goods, the TE factions would hover near xia xia station in cygni and near the nommos, they were "guarding" as TE suppost to do. So put some PP types warping on navs between Mars Gamma gate <> endriago gate altair III, with PW types hoivering over a few of those navs. Same likewise in proxima zones, hyperia zipping back and forth on their scouting assignments, the enforcers guarding assets. Have some sharim warping from nishuan station to yokan gate with a sprinkling of shinwa on select navs.   I agree capping might be a solution, but I can forsee one explotation of it. If you know that you can't pass a set threshold, you can run it to the wall with that faction and then never suffer more faction hit, someone might deliberatly do that to drive other factions to max, then repair the faction from capped amount, they might have gained max in several factions while they were not taking the hits on the low wall, then in repairing they sort of got "free" factioning without negative consequences. As an example:you kill and kill collegia driving it to low cap, driving RD and sharim to max cap. Then using stockpiled suits you repair collegia overnight (there is no faction drop from tiles, genemaps or suits). You got 3 factions maxxed for the cost in suits of 1 faction. Its true killing those collegia drops the centriata also, but lots of the collegia drop gene maps..enough that you can use them at gene repository to offset lossed from collegia kills.
  8. Aru, your memory isn't faulty, it just didn't add something to the new memory :) Sharim as a class didn't exist in Old Live (tm). Sharim is the faction of the JS. The 3 "lost" classes weren't factored into the old faction schema and chart. Now that they must be figured in, its causing a few heartburns. The Old Live (tm) chart had some holes, it was always intended that there be a 3 faction balancing act. Any kill of one would increase the diameticly opposed faction a like amount increase in  as lost from the killed faction, but since there is a 3 faction dynamic the associated faction to the kill gets a -50% down from the kill as well.   Old Live (tm) when hunting feathers etc. from the RD you could slay away with the knowledge you could just go rebalance RD faction, by slaying like amounts of chavez, neither RD or chavez had a 2nd faction to worry about, now that the 3 classes are in that 2nd faction is playing some havoc, you kill lots of RD for their drops, you then got to kill something else to rebalance your sharim, it will probably get worse in that regard, when they add the chavez content, chavez had to have SOME friends out there! :)   For those that need to take the slay/faction route to faction balancing, there needs to be lots of that 2nd faction at multiple levell to kill, currently the sharims enemy PP (collegia) is vastly mob under represented, as are the TS (hyperia). So if you slay a bunch of RD and frell your sharim you can't just go out there and cap some collegia, if you need to tune your infinicorp up you can't go frag some hyperia in masses either.   This hilights another problem, the faction love/hate needs a rethink, some factions got 2 loves and 4 hates, others 2/3, 2/2, 3/4 etc. The collegia have 4 other factions that hate them and only 2 liking them, you frag a collegia and you boost 4 other factions love. On the other hand you frag a sharim you get 1 love and 4 hates. You frag a centriata you lose 4 and gain 3. Its all over the place of alliances between the 9 classes. Somehow there needs to be a retune so each has a like amount of love/hate without scuttling existing storyline.
  9. While discussing TE hack/biorepess and my concerns of shut down of skills, not gear, through hack, rather than biorepession. I got to reading old posts and it sent my mind onto a tangent. It caused me to revisit the missing PP skill. And it gave me an idea. PW/PS have grav link to slow enemies from fleeing/catching up. PP don't. All Progens tend to be slow in comparison to other race/class both in warp and thrust, thats why progen developed GL. A PP not having GL, how do they slow the enemy? Thats the intersection I was at when the TE discussion hit. And out popped this idea. Privateer conjures up "piratey" imagary, what did pirates do? They would chase down merchantmen, scouts any weaker ships and either try to get them to surrender through intimidation tactics (menace), or chase them and board them and take over with overwelming manpower. A pirate ship tended to have much more hands onship than a merchant or scout, and could throw a highly effective surge of humanity to overwelm the victim crew. When a privateer found that they had picked a too tough target to get, they relied on speed and manuverabilty to avoid a conflict, and if that didn't work then they attempted to partially incapacitate the enemy allowing them to slip away. How to incorporate that into a PP? They don't have that GL to slow and board/ incapacitate and evade. They do have the intimidate via menace skill. So out rolls my idea for a new skill unique to PP: Reboot: A overwhelming electomagnetic assault on enemy that causes their hardware to have to reset. Nothing subtle like TE/TS hack, certainly shorter duration, I imagine it around 5 sec. in duration. First level of skill would be obviously force reboot of engines, with each level of skill increasing chances, possible duration, this allows PP to close the gap between fleeing mobs and pause following mobs. Other tiers would then target defensive capabilities, supressing them for very short duration, since they seem to think hack should be able to effect skills as well as gear, then reboot would suppress or disrupt any skill usage for short time. So as to not occlude TE/TS, have it only suppress enemy defensive capabilites, certainly not weapons or offensive debuffs. The nautical equivalent would be like shooting the mast with barshot or take enemies sails, to thereby slow them, or launching grapeshot across into their gun ports or deck to cause damage or increase carnage, thereby increasing the horror factor, increasing likelyhood of surrender to stop the pain, or take out command to hamper repeling of boarders. Kick it around, see what you think, I don't think it would be fair for a PP to get any more dmg dishing via offensive skill, they already get crit/5 weaps/menace, they are best dps trader. So Reboot don't actually increase their DPS, it just adds engagment window, and a escape mechanism that they have been lacking that other classes have.
  10. but you see...the reactor isn't off line, the recharge is off line, the energy is there and can be accessed. If they hack your reactor and not your weapons, the weapons keep firing!...But your argument is that the reactor is off line, everything that needs power shouldn't be getting it (gonna suck that life support stops functioning BTW..suck vacumm dude :)). The power of your ship is sort of a huge capacitor, the reactor constantly charges it at a set rate, you draw off the "battery" or capacitor of the reactor to charge your skills/gear. Just because the generator(reaction recharge) of the capacitor isn't charging don't make the battery stop discharging. Thats why folks get the battery powered radios in case of a disaster, just because the power goes out in a storm don't stop you from using the radio...you thought ahead and were smart planning for an emergency, you got a battery powered one.   If I hack your car, your engine stops, and the power of the engine don't get to the drive train to propel your car, the tires stop turning, the alternator don't turn becuase the fan belts don't turn it becuase the engine stopped......but the power is still in that battery....you can turn on your window wipers, you can turn on the turn signal, they weren't on when i hacked your engine. The wipers, the turn signals, the horn..they aren't "systems" they are on/off switchs, power either does/doesn't flow to them to activate them.   A skill is a on/off switch, it isn't a "system". A reactor is a system, with a battery, the battery is charged it has potential. A shield is a system, it takes power and disperses it in a force field to mitigate damage. Weapons are systems, they have targeting and tracking computers to track enemies and then computer switches that activate and power the damage dishing items. Devices are systems with computer brains charged and activated awaiting the signal to disperse its function, that computer can be hacked to disrupt that potential. If a light switch was not on at the time of hacking, and you have battery power to it, when you trip the switch..you get light...it's like MAG IC dude....those imps in there must be turning that crank real fast...hope they don't get hungry any time soon :)
  11. So hack should work on bio mobs then per this argument. Take the gas bags in VT as an example, they had shield recharge skills, and self destruct. should we be able to "hack" those skills with hack and not biorepression?
  12. To take my post to another level of comprehension, gear is hacked, it is a system that is powered up and functioning it a prescribed manner, the enemy hacks it, it disrupts its computer "brains" from functioning as its programmed to do. A skill is a periodicly activated function, it's not "powered" up until called upon, even if it's a ship system dependant skill, it's brains weren't working at the time of hack to get scrambled, thats the charge up of a skill, you are calling it on-line to function.   A well known side effect of a nuclear blast is a EM pulse. Alpha, beta and gamma waves zip out in a ring from the nuclear blast and radiate things, the pulse disrupts electrcal/electronic systems functioning, close enough to the blast and the systems "fry" and will no longer function. With proper shielding some things can EM "hardened" to with stand this pulse, if electrical systems were inert at the time of the pulse they aren't effected. Hack is sort of the same effect, you are sending a blast of scrambling signals into the enemies electronics to disrupt their proper functioning of its programming, if the system wasn't on line at the time it was pulsed, it couldn't conduct that pulse to get scrambled.
  13. See but thats my point....hack, hacks a SYSTEM. There has to be something that gets hacked. So if the mob hacked your shield, it didn't hack your skill, it didn't hack your reactor, it didn't hack any number of things and shouldn't preclude you using any number of things it didn't hack. Skills are ABILITY based they have a PSI resist roll/resist, they are not gear. If it was gear based then even warriors could mine, everyone could menace, progen could summon and cloak, jenquia could grav link...get the point? Those are skills not gear thats been hacked, biorepress effects skills not gear. If the mob is to be able to hack and biorepress like a TE can, those are seperate and distinct skills/attacks. A TE don't have the biohackpression skill, neither should a mob. Let the mob do like every other mob/class has to do, roll for hack with a activation time/roll and biorepress with a activation time/roll.   If someone hacked your airconditioning, it wouldn't prevent you from opening a window, it would just let them stop the heat/cool or increase/lower the temp. It wouldn't stop you from walking to the fridge and getting a drink, even if they "multihacked" your house and the fridge wasn't working (like your reactor recharge rate) you could still get that soda.   Would a hack disrupt combat trance? thats a skill of the warrior concentrating..a mental skill. Would hack disrupt psi shield? Thats a mental disciple, read the discription, how about crit hit, thats also a skill of training, knowing were to hit to maximize dmg. Menace..read the discription..why would hack disrupt that..that is a skill, you are "scaring" them with your uberness. Cloak, read the discription..its a skill based ability of mental concentration to veil yourself. Now if you wanted to say hack knocked off-line gear that is enhancing a skill, yes that makes sense, so if you had say a sig lowering engine that got hacked, your sig should increase for the time the item was hacked, if you had a HDC device on and it got hacked, then yes your hull damage should increse for the time it was off-line. But to prevent a skill? no.
  14. I haven't gone out and got myself hacked to test it, but per patch post I've got a concern. It says: Changed: Mobs using HACK can temporary prevent the player from using any ability   If it is doing as you are saying....there is a  problem. Are you defining "ability" as something using only  gear (i.e. weapons, devices, shield, reactor etc), or are you defining "ability" as being able to disrupt anything? If it is doing anything, than that is applying hack incorrectly. "Skills" are inherant abilities not dependant on gear, for example hack shouldn't "hack" menace skill, of hull patch skill, or recharge shield or cloak or powerdown or self destruct or teleport/ summon etc. etc. . It might hack the reactor recharge and make you have real hampered reactor juice to activate those skills, or hack shield and shield recharge don't "stick" to the pool etc. but it should never disallow your "skills".   If you are going to disable skills, then that needs to be a seperate mob ability simular to biorepress. Rolling a mob skill of hack/biorepress in one hit/resist is to overpowering a debuff, if a mob is to be able to do both, they need to seperate attck rolls for hits between the application attempt on both.
  15. I been thinking about the math of turn ins also Stanig. The problem: Right now you get, depending on your negotiate..approx. 233 credits ea. per debris. Thats actually more per than other L1 "stuff" turnin from a vendor, and certainly more than a L1-5 mob kill (those that pay credits for a kill aka chavez, drones etc.). Since low level hulks usually have 1-10 debris in them and higher hulks ever increasing amounts..L8 hulk has usually around 40ish. Thats in credits approx 2300ish credits for a single pull for low lvl hulk. Thats huge for a low level player and Exp/Txp included. For a L8 hulk 9230ish credits isn't so segnificant, but since the stack goes to 300 and it only takes one slot, many miners are willing to carry that slot for the 70kish they are going to get. It takes a full mining session for a low level miner to get a full stack of debris, and that 70k is a good reward for their time investment, its a balancer for what a warrior can get in loot in the same time investment, not so much at upper miner levels but for noobs.   Now for a low level player to give up that Txp and credits, thats huge, they would be forgoing whats to be their reward for the time sink a warrior gets right away. Simply giving xp/rep for debris turn is overly painful for lowbies. Upper tier players have debris coming out their ears, and most either space it, pass it, or click vendor it. If you give only rep only upper players will be using it as a trade in, and if too much rep is given they will cause a inbalance and artificial market from lowbies getting well over the 70k a stack. I think if you are going to do this thing you are going to have to be wedded to the rep/xp/credit trifecta to stop blackmarket and exploits.   I think you are going to have to go like the RD tiles: rep 1 to 1 per lvl, so even a stack is going to budge rep only 300. For a lowbie, that same time sink is what they would get from a mission of the same time frame, thats not going to tip them bad, for a high level player that can get 300 in a relative short time, 300 would be but a fraction of what they would get in a mission, so they would need to get multiple stacks to even out to a missions reward, so that too, evens out in rep. for time spent.   The other stuff that drops like the L2 solar debris etc. have a much lower occurance, so a 1 for 1 rep (1 x L2 = 2 rep) also isn't going to be a major game changer. So too with the L6 version, in fact I would actually lower the L1 drop rate by 10- 20% and increase the other Lvl stuff across the board by 10 -20%, I think that would be more appropriate and would bring that near in line with tile occurance.   So what would be "appropriate" on xp/credits? I think that 70k stack has always been a tad high for a lowbie to get, but when stacked against what lowbie loot gets dropped from combat, it is in the bell curve of Txp/credits for low stuff, to lower the credits by much would require other combat loot drops to need a tweek to lower level effort/reward to be fair. Thats going to be a nightmare to do, and realy do you want to? The bell curve is there to excellerate leveling at low levels for a reason.   So my thought on the subject is you do need to lower the credit rewards a tad...say 20 -30% for the rep vendor? That won't hurt the lowbie over much for credits, and not generate a artificial/blackmarket from higher levels, if the rep isn't overblown. The lowbie needs credit real bad they can forgo the trade in and get the extra 20- 30% from regular vendor, willing to take the hit of 20-30% they get some rep for their troubles. If they really needed the credits I'm betting there are upper levels willing to make up that 30% hit, maybe even a little more to get the rep, but not in the millions of credits like suits go for.   So that leaves the xp...1 for 1 isn't really a incentive for a lowbie and most certainly for anyone over L10 :). How about a 5:1 ration? Thats 1500 for a full stack of debris, about what a lowbie would get for a mission. For them to get a stack, thats much more effort than a mission by far, if they are passively gathering debris however, thats like iceing on the cake and makes that 20-30% hit on credits less onerous. For a higher level to get 1500 Txp is negligable, thats 3 trade slots on a trade run, but then thats fairly easy for them to get while mining as well, so thats the same icing the lowbie is getting, a little more to sweeten the pot and make the stuff "useable" and less cherrypicked over, then the cherrypick whiners can stop their grief if someone passes over the stuff, they can get it and shut up.   So to sum up: Make it 1 for 1 per level for rep i.e. (1x L1=1 rep, 1xL2=2 rep, 1x L6 =6 rep etc.) Make it 20% less credits per stack from this new vendor 50kish stack L1 etc, Make it 5:1 ration for Txp per item per lvl i.e. (300x L1 = 1500 Txp, 300x L2= 3k Txp, 300x L6= 9k xp) (maybe it needs to start getting a exponential amount more past L3 since 300x L6=9k seems a bit light on Txp, thats in line with the RD tiles)     Side note: Story line. I would add in somewere for the storyline thats fitting this: that them giving up the extra credits is becuase he needs to make a living also, that he isn't a charity and needs his profit margin as well. Sort of like if you have ever seen PawnStars, the appraiser says item X is worth 5 grand, the person selling it to the shop wants 5 grand, the shop owner says..."umm..no, not going to happen, i'm not a charity here, I got to make a living too, and it's me taking all the risks if it don't sell, and it's taking up my shelf space until I do sell it." Maybe have the storyline offer only 1/2 the debris value in the talk tree and them "haggle" in the tree with rep/xp/ credits the ultimate result of the "haggle".   anyways..all this text...my 4 cents. :)
  16. On fighter....bombers and capt......   The fighters spawn just south and east of the mutation containment/lab thing. The bombers spawn a little south and east of the fighters. The capt. spawns (after bombers killed) a little south and east of the bombers, capt. is a little south of that huge graphic asteroid south of station DCO. They are all in arc starting near and south of the Muti lab.   Like this:   Lab                            X-fighters                                                 Y-bombers              Z- Capt.
  17. And it's not a jenquia witch its a "gene witch" I.E. sabine... Ioanna j.   :)
  18. Got to tell you, (I will/will not) cherry pick when I feel like it, if you don't like it then the problem is you, it's your feelings not mine. If I want to leave debris, or parts, or ore or even proto gear behind, that was all my choice and the way I chose to play, not you. I do not live my life worrying about wether someone possibly 1,000s of miles away, might have misperceived what I have said or done,  most ESPECIALLY in a imaginary universe, populated by imaginary people and monsters, run over a server made of bits and pieces of data.   It is not rude of me, nor inconsiderate of me any more than breathing hard or sweating after a good jog is, it is what happens in the course of living. Now if I said to you in advance " I forswear ever mining, without emptying each and every item contained within the hulk/roid/cload" and then proceeded to mining without plucking it all, then yes at that time I was rude and inconsiderate.   Do you criticize everyone that don't take every piece of fruit out of the fruit basket? Is it rude to toss a disposable cup in the trash, still containing a small amout of ice within it, even though I consumed what I desired from it, namely the fluid? Even if I took a single sip from the cup and then tossed the cup fluid, ice and all, it was my cup, my fluid and my ice to do with what I wish, your FEELINGS aside, it's quite simply none of your damned business.   You choose how you want to play, I'll choose how I wish, if I don't somehow patently and ACTIVELY negatively impact your game or visa verse then once agian, it's nobodies damn business what I do. I'm not peeking in your windows to see if you put the tissues in the trash, not checking your garbage to see if you ate transfats, not following you to see whom you choose to give your affections to, kindly return the favor.   There is no cherrypicking! Yes, I too, am disappointed to come upon a hulk with little or no useful stuff in it, I don't let it eat at me that someone else out there plucked the "good" stuff before me, they beat me to it, good job, maybe next time I will beat them to it,  tough, I suck it up and move on. Yes, I find a hulk field and feel all warm inside that I might get something awesome, and when it don't I don't go cursing those that beat me to it, if I want the stuff left, I mine it and go, if not, I just go.   Of course, thats just my FEELINGS. :)   Just saying....
  19. Which brings up another idea..... While the DB has the "confirmed dropping" in green at bottom of list....how about a frequency in 24hr incriments also? This could save you some hassle of always looking up and confirming for folks asking if this, that or the other is dropping posts.   Have DB extract times item X has dropped from 00:01 GM to 23:59 and then tell that next to the "confirmed dropping" text. Peeps having bad luck can check that and see that it is indeed them having bad luck not server "cheating" them :)
  20. +1 Cricky!---er, Crichton! Better expoundment on the 3 paths.
  21. There you go ^ ,thanks Hobbs. I knew I wasn't just blowing smoke :)
  22. The PS could refine/distill it to a higher tier item, that traded for more xp/credits. The distilled version was used in some builds/missions needing it "distilled". Some of the PS gear, notably the higher levels of the refiner and the distiller required refined essence as a comp to build the device.   There was suppost to be some storyline about essence, CF services and the ancients being linked, but sunset came first. I mean what are manes? Some sort of energy entity all over the universe, were do they come from, what do we know about them other than essence and that they attack corporial beings? Are they somehow related to the oni...also a energy being? Are they larval forms of voltoi? What did the ancients know of them? All that is part of what a PS was tasked to do and call forward/improve the progen race.
  23. I'm drawing a blank right at the moment as to the name of the actual comp, but I distinctly remember that there were what was considered "ammo comps" in recipe builds. At least in a mission driven one....there are rare drop items that take like 4-6 comps to build...I remember some of them had a ammo comp in them. They may have been STx before now, and have been shook out of the recipe list now...but they were in those 4+ comp recipes before.
  24. Old Live (tm) it was half hit to sister faction, so for every 2 faction lost from RD you took 1 from Sharim. Killing a Collegia gives 2 for sharim gets 1 RD.   As to how do they kill and not see Sharims loss? It was a player playing a PW, quite often they don't go into Jupiter or SE or Kaalasia or even Castor. :) It would be quite easy for a PW using shield nova to have a wide swing in faction one way or anothe,r without even entering some other space to see you might be making  a mistake. The PW I was helping wasn't even aware, until to late that is, that fragging RD was also fragging Sharim rep.   Live there was a like problem, PW would help people faction via shield nova in a group, and would find themselves locked out of sector because gate turrets had a shoot on sight. They couldn't get back into tarsis or primus to take missions to rectify their poor centriata/sabine faction, sort of a catch 22. Thats one of the reasons they had sister factions added in, so that you could kill X mob to bring up what you lacked in Y faction .5, then kill X's enemy to rectify what you fragged getting Y faction fixed.   Thats why the lack of Collegia is a problem, you got to kill them to rectify Sharim, but got to watch you don't push some other sister faction to Collegia over the edge...etc.
  25. Perhaps maybe Venus station should be all 3 races aliagned, there are those 3 capital ships outside cooperating on its defense,and Venus wasn't in Old Live (tm) so they have a previously unaligned station to work with.  It's not really "taking" a station from one faction or another and giving it to another (hey that sounds familiar....isn't that redistributionism i.e. Obamanomics? :))
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