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-ViTaMiHnM203-

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  • Server
    Galileo
  • Race
    Jenquai
  • Profession
    Warrior

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  • Location
    Between the Swift Waters, PA

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  1. Looks like the server crash on the 29th removed the Christmas missions prematurely? Weren't they slated for removal this coming Tuesday?
  2. Pinhas... Is it possible that your anti-virus program is automatically deleting one or more files from inside the download, and that is why it is having trouble finishing the installation? The installation will attempt to contact FP regardless, this might just appear to be what your bottleneck is. Have you attempted to disable your anti-virus while downloading and then installing? Just because the program is flagging it as dangerous, doesn't mean it is.
  3. Surprised this thread never got any love from a dev. At first I read the idea of swapping Reactor Optimization to the 135 skill and giving the Seeker something else, and though great idea, because RO sucks as far as I see it, wears off way to soon, more of an annoyance, something that should only be applied if you are going up against some really tough mob and need that slight edge to save you from destruction... but then I saw Ulyydian's post about the 135 skills and have to say those seem good and consistent, it should stay with those. As for the rest that was discussed, and what I have thought about a lot over the years... Yes I can see the Seeker and Privateer have not been given the attention they should have, they seem only 80% complete. I want to start by saying I don't think the Seeker needs something special to set it apart like the Explorer, as I think since the JE had only 3 weapons and had little damage contribution to groups doing raids and the like, it was pigeon holed in to mobile battery support. Like the three warrior types, it is basically doing one thing, but three ways to do it. As the JE is just another way to get your explore on. The traders would be the same, just three ways to go about it. I do think the in-game lore of the Seeker was forgotten when they created the class skills though. I remember in the Character and Starship Creator back during live, you could access the three unreleased classes, and a skill listed for the Seeker, was Psionic shield. The Seeker is not supposed to be the trade arm of the Jenquai, but an investigative, almost police force. While the Shinwa were created to deal with the military weakness of the Jenquai against the Terrans and Progens, evident during the Gate War... the Sharim are a recent addition to the Jenquai, as they are tasked with hunting down those that loot Jenquai artifacts, specifically the Red Dragon and InfinityCorp. They are an anti-piracy force, and as such should be slightly more combat oriented than the default Terran Trader, and I think that is where Psionic shield comes in. Just like the Privateer, as it has the PW skill Shield Inversion, the Seeker should have had Psionic Shield from the beginning. Reactor Optimization should have been that instead, or be changed to that... if not increase the amount of skills classes get by 1 or 2. Furthermore: Cloak and Fold Space at 5, make perfect sense, but... Scan only being to 5 is an issue, all the Jenquai should have Scan 7, if this wasn't intended to show the Jenquai's superior scan tech, then the JD would have Scan 5, and the other two explorer classes would have Scan 7. Negotiate only being 5 is another, as this is a core trader skill that should be at 7, that is why the TS and TE both get Negotiate, being trader hybrids, but only to 5. The Privateer should be given Negotiate 7 in kind as well. I don't think you can go removing skills at this point, especially build skills since people put so much effort in to analyzing new items for build, but the Seeker probably shouldn't have been given Build Devices. I would say give the Progen Privateer, Build Devices as well. Originally I imagined Hull Patch as another core Trader skill, but since it was given to the Terran Scout, I can see how it could be meant to be more of a utilitarian thing and the dominion of Terrans. I would give the Terran Enforcer Hull Patch 5 as a skill in an increased skill count for classes. Another inconsistent skill assignment is on Navigate... being an explorer skill, but not given to the Progen Sentinal, but given to the Terran Trader in a diminished capacity, at 5. Progens are supposed to be slow, so okay, I get why the PS and PP don't have it... but the Seeker, should have Navigate 5 as well as the Terran Trader does. As it is, if you have a TT at 150 and you ignore all build skills and try to max all other skills, you will run in to a deficit of 3 skill points. With the JS, you have an abundance of 30 skill points, that's thirty... with the PP, you have even more, at 40 skill points. This is because of the skills that should be 7, being limited to 5, and then the missing skill on the PP... which probably should have been something like Reveal Weakness. And jrichards, were those earthandbeyond.ca links working in June?
  4. Servers never came back up; Murphey's Law.
  5. At least the Dev server is online; they get to play.
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