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Willy

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Everything posted by Willy

  1. Making the mobs always go after the tanks would make the game easy. From a tactical standpoint, it is always better to go after the weaker support characters first. Just like in other multiplayer RPGS, you should try to take out the healers first, since without healing, the tanks drop much faster. If you concentrate all your effort on the character that is built to take damage, and leave the healers alone you will almost never win. I do agree that the mob should target the first player that it "sees" until it actually takes damage or someone heals one of it's targets. That way it'll be advantageous for the PW's to equip huge sigs so they will be targeted first and not the lowly support toons with Lev 8 shields.
  2. That's what I thought, except when I paid Nayol Wat, my mission log stated I was on the (4/6) step of main mission which said something to the effect of "Completion of this step is required for you Hull Upgrade. Please see the Tiberius shipyards in Primus for your reward." So I figured I was done, but the shipyards wouldn't talk to me.
  3. Just tried to do the 100 HU last night on my PS. Started off doing the intelligence gathering. From the way I was reading the post on the HU, i figured there were 3 different ways to complete the HU, one combat based for PW, one explore based for PS, and one trade/build based for PP. This doesn't seem to be the case since when I finished the intelligence gathering mission, I was sent on the combat portion looking for CL 32-39 mobs. Well, since my CL is only 18 right now, I decided to try and opt out and just buy the HU because I didn't want to try to get 20 more CL just to finish my HU. So i talked to the NPC that you can buy the HU from. She took 160,000 credits from me, and my mission log said to report to shipyards for HU. Well, now the shipyards are not talking to me. No messages popup when I target them. Not sure if it's a bug since I started the bonus mission, and then opted out of it part of the way through.
  4. Actually, thanks for the bump. I was just thinking about this again the other day, and remembered that a DEV never replied on this. Maybe they'll see it now. I've been saving up some lev 9 devices and skill points for if/when this gets put back in. I'd like an answer either way so I can use the SP's.
  5. Pretty sure you can't do this within the game. Only way I know is if you have a decent graphics card you should be able to force AA through it's config panel. I do this on my Nvidia card. Don't have any experience with ATI cards, but I'd think you'd be able to do it with them too.
  6. I suggested this to a Dev when the skill was first implemented. Didn't really get a straight answer if it was even possible to change it. My solution is to zoom out from the ship by holding shift and dragging your mouse down. This way, you can see a lot better, and the graphic interference is really reduced. I'm actually pretty used to the graphics now, and don't really notice it.
  7. As the title says, at the end of ST3 seekers were given lev 9 devices and lev 8 engines. The changes didn't get carried over to ST4. Just wondering if there were any plans to fix it.
  8. I feel that the analyze chances are fine just the way they are. At ~50% chance to analyze an item the same level as your build skill, I think that my outcomes have been pretty close to that. Also, I think that the analyze and build terminals are pretty much the only credit sink in the game. With a guaranteed analyze, the amount of credits taken out of the game will decrease. Leading to inflation and eventually credits will be useless. Yeah it sucks when you actually get a rare drop and fail the analyze, but that's what puts the "random" in the RNG. Plus it keeps you playing and trying to get another one.
  9. I may be a bit off on my assumptions since I know nothing of how this game is coded, but I don't think that 51% is some magic number unless there are only 2 people damaging a mob. Let's assume, as in this circumstance, there are 7 people firing on the same mob. Let's also assume that the game credits damage to the players independent of any group that the player is in. I think this is the case, since if you are killing a mob for a mission in a group, only the person who does the most damage gets credit and the mission update. Now if we have 7 toons all firing at once lets break down some hypothetical damage numbers. PW1 does 20% of the damage. PW2 does 22% PW3 does 19% TE1 does 15% TE2 does 17% TT1 does 4% JE1 does 3% In this case, PW2 gets credit for the kill even though he didn't really substantially outdamage the other toons, and he is still far from 51% damage. Plus, like it has been said before 7 level 150 toons all firing on one mob makes for a quick death. Now if my assumptions about the game mechanics are wrong, please tell me. This is just the way that makes sense in my head.
  10. There is an "edit" button for a reason. No need to make 4 seperate posts. I would think such an "experienced" gb.com board user would be able to figure that out.
  11. What if my hold is full, and in order to clear out the junk of a roid, I would have to destroy ores I actually want to keep? IMO if I get to a roid first, I can decide what I want to do with that roid at that given time. Sometimes I may clear it for the XP. Sometimes I'm just looking for valuable ores, or maybe i'm only hunting for certain ores for a specific component. Either way, there are way too many variables to make a definitve rule for or against it so, to me, the discussion is moot. Just go out and play the game and stop getting your panties in a bunch over trivial stuff.
  12. Not in IT. I'm a paramedic, but a huge geek at heart. I don't really care how all of the cool stuff works, I just wanna play with the gadgets.
  13. So basically you want to turn the combat classes into JE's? Lots of devices and few weapons.
  14. Not sure why this is so hard to test. Just grab a Heater, Tower, and Pavis device. Go fight the mobs you are wondering about, then just use the devices one at a time and see which one reduces damage you take. Until damage type colors are added, or some database is created, this is the only way you'll know for sure.
  15. Sorry to be a nitpicker, but x1 and "leave it like it is" are the same thing. Either way, it's been said that the Dev's removed the XP multiplier to test how fast people leveled without it, and to test the middle/lower content since people would skip right over it within a matter of hours with the multiplier. One reason that some people might feel that they are leveling much quicker than they did in Live is because you have much more experience playing the game now. I know that the first few characters of any game level much slower than later characters because I am still trying to learn game mechanics, combat, etc. Once I get more experienced in the game, my characters levels shoot up, since I have figured out the most efficient way to get the most xp/hour. Notice how many traders started the ST and did trade runs till they were blue in the face. Not because it is the most fun way to play, but because it is the fastest way to gain XP. Even when TL is maxed, they still continue to do trade runs because it is still the most efficient way to level. Which, in my opinion, is one thing that is broken about XP, but I'm sure that everyone will start screaming if trade xp is modified in any way.
  16. I'd have to agree with Proteus. To me it sounds like a simple error, especially since you were re-classified to 2 different things. If someone was personally changing your status, you'd think that once they saw you were given your Dev status, they would have put you back on "player." (What they wanted you to be in the first place) Not change it to something else. Someone was probably just tinkering around, and something broke. Happens all the time. Probably also why you weren't notified, since it wasn't done intentionally, no one knew there was a problem. Of course this is all from an outsider and I can only go on the info that was given. Sounds like this has been a long time coming, and this is just the last straw for you. Sorry that this has been so frustrating, but if you arent finding anymore enjoyment out of this project, maybe it is time to move on. Thank you for all the work that you have put into resurrecting this great game. Good luck.
  17. If this is do-able, it sounds very interesting. Requiring all classes to work together for the items would definitely help the group/guild mentality. Maybe having the "keys" be made from components that a trader had to build, and the materials for those components are only obtainable through mining and mob drops. The only idea I don't necessarily agree with is putting a time limit on the items. Of course many people have outside lives, and might not be able to get a raid group together or even play that much within 3 days of obtaining the key. As long as the key is unique and non-tradeable, it would require you to complete the raid before you were able to get another key.
  18. That's good to know! Thanks Marco ^.^
  19. I'd have to say that I was a little disappointed when I saw that the device and engine levels had been reverted back to 8 & 9, respectively. Lev 9 devices definitely would have helped out group wise end-game. Oh well, I guess the devs had their reasons.
  20. I think that the demand for each is equal. Everybody needs weapons and everyone needs reactors. The amount per character, I feel, is irrelevant. It doesn't matter if you need 5 weapons or 3 weapons, you usually aren't going to different builders for each weapon. So 1 builder, depending on what they have analyzed, can provide each player with however many weapons they need. My thoughts just come from experience on the server. Many times I see people asking in market channel for reactor builds for hours sometimes. Same thing with engines, but that's probably because some builders think it is a useless build skill. But as soon as someone needs some O-guns or X-bows/rifles, they can usually find a builder within a matter of minutes.
  21. Unfortunately, Jenquai's racial weakness is shields, so no class can build them. Just like no progens can build engines and no terrans can build reactors.
  22. I understand that. I built a seeker to make beams for my other Jenquai toons, and after putting 10 points into it I realized that those were wasted points. Once I got to beam level 4+ I realized I would only use that skill maybe once every few weeks, depending on how much I leveled CL. It was much easier to just find another weapon builder to make my beams for me. Plus, There are so many missile builders already that having build weapons for missiles on a jenquai is kinda pointless, as far as server need goes. The fact of the matter is, in order to give seekers build reactors we have to take away either engines or weapons. I just think that most people would miss weapons the least since most jenquai aren't concerned about making ammo. Also, as it stands, we rely on JE's to build our reactors without the negotiate skill, so why not rely on JD's to build beams without negotiate? Not that we would really rely on them, though, since any TT can make the beams we need too. This can't be said about reactors. Now, we could just get the build drones skill and this would all be moot.
  23. So why not take away build weapons? First of all, pretty much every class that uses ammo maxes build weapons to make their own ammo. So the number of weapon builders is through the roof. Second, JD can build weapons, so at least 1 jenquai class can be a weapon builder. And there is really no reason to build for other people since we can't build any good projectiles, so you are pretty much stuck with building missiles and beams.
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