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totteswede

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Everything posted by totteswede

  1.   Unfortunately for experienced builders only the penalty will apply, assuming they make all their stuff at 199-200%. If it's to be balanced the "reward" needs to be something other than a higher % on the built item (not saying it should be balanced, but you know what I mean :P)
  2. Horrendous latency the last hour, so for once I don't mind some downtime :)
  3.   Oh my, that brings back memories. ZX Spectrum was the small one with rubber keys, right ? Must have been almost 30 years since I fiddled with that one :) And no, you can't have mine to improve server performance ;)
  4. Boom, Magoo jinxed it with his talk of almost at 500 !
  5. As Matt stated above that the comp mission is stage 1 for PP, does this mean that HU 75 PPs are locked out of all Agrippa content ? I was under the impression that they all could be started as long as HU 135 wasn't achieved ? I sincerly hope you mean it's required HU 50 and capped at HU 100, or am I missing something here ?
  6. There used to be a consignment vendor in ST, floating around in Pluto iirc.
  7. I am surprised to see complaints about pricing for pm items as I have so far never been asked to pay more than button cost myself (have a couple of 100+ toons and always tip 50-100%). Of course if you want a rare/difficult, prebuilt to HQ item then you will have to fork up the dough, which is perfectly fine considering the circumstances (see Matts post).   There's already lots of players building low level stuff without charging so I don't really see where this "it's too expensive" attitude is coming from.   Getting someone to build the specific item you are looking for can be difficult though, as prints are still scarce, we have players split between timezones and most importantly, many players are still busy hunting for exp/items/credits themselves.
  8. If there was an AAA title with the same level of service as you guys are providing, noone would ever quit playing it...
  9. Tons of blackholing going on which eventually made the server commit suicide. Offline.
  10. [quote name='Zackman' timestamp='1354822179' post='68194'] This thread has nothing to do with mob linkage (like said, code has not changed) but with [b]mob scan.[/b] We are all not used anymore to have high sigs again because we all had our sig reducers from our uber gear before live (my PW was 1.2K, now i am 3.6K) - plus before live we didnt care since we simply killed all and everything bothering us. We check mob scan ranges soon™. [/quote] I am glad you are looking into mob scan values, as they seem to be completely different to what they used to be when I last played (about a year ago). I currently run lower sig (2.5k) on my PP than what I used to back then, but it's a worlds difference in how the mobs act. Mob scan usually was around 2.5k (regular, lower level mobs), meaning they aggroed from 5-5.5k for me, but now they come running from 8-9k away, sometimes more. Although "auto-pulls" are nice if you can handle them, they also mean that in general you have to fight almost trivial content (read much lower CLs) which dampens the fun factor for sure. I understand that to some players it's a "new game" starting over from scratch, but I'm also pretty sure many of the other people posting here have been around for some time and know the ins and outs of sig, scan and mob aggro. Saying that "we are not used to having high sigs" is overlooking the actual facts some people are bringing to the table, even if it's true to some extent. We can't argue with you wether the code has been changed or not, all we can do is report what we are experiencing in the game and hope for you Devs to add the numbers up Keep up the good work ! /Totte
  11. [quote name='Hobbs' timestamp='1354837012' post='68206'] I dont think he was referring ot the player as a bottom feeder but to what he was doing. If you are going to farm mobs a lot lower than you, why use the best ammo you can get? That would be a waste. If you are killing mobs looking for a drop and they really cant hurt you at all and you get little to no combat xp from them, that to me, is bottom feeding. Vendor ammo will do just fine. [/quote] Exactly. For instance faction farming low level stuff when you run L9 guns, which use ammo that need pm comps. Stuff will die equally quick with vendor ammo, hence you can save those precious ores etc.
  12. [quote name='Scyris' timestamp='1354796305' post='68180'] "JD can use some of their other ninja magic Jenquai woo-woo" This line made me giggle. I just like the pp cuz it gets most of the trader skills but can also kick the crap out of things compared to the other 2 traders. There a way to mail items in game yet or do I need a 2nd ID to dual log? [/quote] On the Net-7 site you can move items between your characters vaults (need to be logged off the characters in question) so you don't need a 2nd account unless you intend to dualbox.
  13. It's 30% more damage, well worth any extra trouble for sure (unless you are bottomfeeding of course). I have made L5-6 ammo for a few people asking for it, but considering mfg cost is like 500 credits for those I couldn't care less if I got tipped or not. One guy did "tip" me a few looted reactors to analyze, so being nice does pay off
  14. [quote name='shadowxsx' timestamp='1353711719' post='67025'] Once sunset was announced had a giveaway to guildies of all my gear and went to Horizons. [/quote] Funny, that's the game I picked up as well when Sunset happened Still the best crafting game I have played to date.
  15. [quote name='Kyp' timestamp='1354066263' post='67379'] and then we will balance it as appropriate once the bug is fixed [/quote] This was why I posted in the first place, not because you fixed a bug. I love what you're doing with the game and merely try to put forward my opinions of possible improvements. The big changes to building that went in with Live (untested by the masses ?) might need some tweaking, which is my reason for bringing it up. I certainly didn't mean to rain on anyones parade /Totte
  16. [quote name='Stanig' timestamp='1354006886' post='67333'] And thats what a lot of people complaining seem to be asking for, perfect builds on newbie toons, not going to happen. [/quote] Sorry, but that's not what's being asked for at all (at least from my side ). I am pretty sure most agree it's a good thing that hilevel items (L6-9) are difficult to build and require time, effort and dedication. It was like that in the Original game and it adds a lot of "endgame" by itself and a healthier economy with interacting between classes (miner-trader-builder). At lower levels it's a different ballpark though. If newer players are to be enticed to pick up building we don't want the threshold to be insurpassable. Not everyone will have their "pocket trader" for compbuilding and basically noone will have the "experience" of thousands of builds under their belt. I was just hoping you would see the potential issue and look at the scaling of the parameters at lower levels.
  17. Zackman, I do understand how it works. I just wanted to put forward a possible balance issue as noone is going to have enough "experience" (as you put it) to make useful stuff at lower levels. But apparently my points aren't valid, so I'll give it a rest. Shaddex, yeah, I think I mentioned it several times in my post
  18. That wasn't really the point of my post though Zackman, as I stated that it was a "bug fix" in my post. The point is with all the changes to building compared to previous versions is that when you did "fix that bug" it completely broke the building aspect for everything at lower levels. I am not sure if the new faction parameters or the new "build more and get better" parameters are set way wrong, but something is definately making low level building a total mess right now. Noone is going to bother building on their characters while leveling up as there is no point being able to make a crappy 150-160% item even if your buildskill is several levels higher than the item you are making (see my example above). Actually noone is going to bother building much at all unless they have a Trader making comps for them. Again, I don't mind a challenge personally, and I will for sure max out comp building on my PP asap to make building somewhat worthwhile, but I just feel that you need to have a look at the general situation as it feels severly imbalanced for the majority of players. Sure, it might be balanced around only using playermade comps, but that puts a severe restraint on the economy and feasability of building for most players. Also one thing about QL intervals, in "Origins" you always had a chance of building something at 200% even if the lower limit for some builds was 125-130%. The terminals today give a very limited interval which takes away a fun aspect of building as you can't get that "lucky roll" on a build. I would personally love to see this changed, not sure if I am the only one though
  19. Considering the rarity of hulkfields, the competition for them, the long respawn time and several being guarded by hilvl mobs I don't see it as a problem in the overall picture. What is a problem is the occurence of Debris in L7-9 fields as hilvl Explorers don't want it and the lowlvl Explorers can abuse the vast amount of Debris per hulk. Just remove it altogether from those hilvl fields and the "problem" is solved (maybe replace with something else, of higher level so not prospectable by lowlvls). The cash and exp for Debris from L1-6 fields is not out of balance. If there was an infinite supply it would be a different issue though.
  20. With the change to building mechanics last night (i.e. the "bug fix") I can't help but wonder if the less hardcore players out there are just gonna skip building altogether. An example, I built a L2 reactor, vendorcomps, with L5 build skill at a station with 12.000+ faction and terminal said I couldn't get above 178% QL (it came out at 174%). I had a L6 reactor built by another player, at max buildskill, again 12k+ faction and result was 164-165% (rebuilt it once). Yes, the more you build the better your results are gonna be, but honestly the majority of players won't build those 1000's of items needed for it to make a difference. Yes, you can have playermade components, but for L2-3-4 stuff ? Don't get me wrong, I like a challenge and have always been an avid crafter in every game I played (including EnB Origins), but killing low level crafting is not really a good way to spark peoples interest in building. I totally understand why L6+ stuff needs to be "difficult" to make and why dedicated crafters should have an upside, but I think there needs to be some tweaking to low level crafting in order for things to be balanced. I remember back in "Origins" when it could take 10+ combines of a L9 gun with pure playermade components before you got one with 190%+ and I don't see a problem with that. It makes for a healthy economy with HQ items being scarce and sought after. Putting these restraints on low level gear is just not good though... What results are the dedicated crafters seeing ? Skit, Magoo, etc ?
  21. Played original until Sunset on Galileo. Can't for the life of me remember the guilds name, but I played a TT at least Think I started the Emu during ST2, but I could be wrong. Sheesh, too many things I can't remember these days, I guess the age is taking its toll :/
  22. Can't get online and it seems to be because Net-7.org is offline ? The patcher tries to patch, but returns an error message. Client never starts, portal just dies after hitting the Play button. LaunchNet7 - Exception Version: 1.9.9.11 Time: Fri, 23 Nov 2012 05:58:47 GMT Message: Fjärrservern returnerade ett fel: (404) Kunde inte hittas. System.Net.WebException: Fjärrservern returnerade ett fel: (404) Kunde inte hittas. vid LaunchNet7.LauncherUtility.DownloadString(String url, Int32 timeoutInMilliseconds) vid LaunchNet7.Updateing.Updater.CheckForUpdates() I was online last night, but maybe there was a patch during the night ? /Totte
  23. There was definately different behaviour among mobs in Live. Stuff like Tengu and some RDs were a lot more social, "normal" mobs not at all. It was a common tactic among Terrans to use a low sig and pick off mobs one by one with increased missile range. I don't mind if the Devs want to make the game a lot harder (because currently it is a LOT harder), but I think it will kill a lot of the fun in the game, regarding tactics, gearsetup and class distinction. If you want to keep the gameplay at the same level of difficulty as before, but with current social behaviour among mobs, you have to rebalance a ton of other things. With the inclusion of mob resistances players are already finding it a lot more difficult than what they remember (and cherish). You don't want everyone to Job their way to max level, do you ? On my main currently, a PP, I stopped caring about extended projectile range since I will be facetanking 4-5 mobs once I have aggroed the first anyway (with a SS4 equipped). Doesn't matter if the others are 7-8k away, they will come running like flies to a pile of crap
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