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Allia

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About Allia

  • Birthday 10/25/1982

Live ENB Information

  • Server
    Orion
  • Race
    Progen
  • Profession
    Explorer

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  • Gender
    Female

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  1. I was working on the quest "Starstruck?" last Friday when the sever crashed. Can't get the special mob needed to progress the quest to reappear.   Orginally, after killing my 4 required belter foremen my special mob "Sam....for Zhasta" was spawned no problem. Set into killing him. Right as he had 25% hull remaining...server crashes.   When it's back up he's no where to be seen. No surprize.   Try killing belter foreman again, no pop. No surprize.   I either need a GM to progress me a step, push me back a step, or respawn him for me. I'm stuck till then.   Handled in game.
  2. Another thing I've noticed is your guns seem to take on your primary color (my TT ended up with hot pin oguns this way). If your primary color is a medal...your guns look nasty gray/white. This is probably default color, but I'm unsure if they actually would become medal tone in live. However, my ships have the same color schemes they did in live and I sure don't remember nasty white/light gray guns so I'm thinking the default color tone was something that would blend in better (maybe black).
  3. I'd definitely support some form of this skill as a 137 as I've said in many other post other places. Seems to be inline with the 'wow' factor or handiness factor of PS 137 skill. Something like weapon repair skill only maybe have a money fee associated with it. I realize you can rebuild damage quality weapons, but for some of the higher lv stuff to rebuild could be quite expensive. So if your looking to only restore 2-20% quality would probably be cheaper this way. Less annoying too as you don't need to track down sometimes hard to get components. Could easily make it so quality couldn't be restored higher then the original value. Or anything non manu is cap quality of 125% (I believe is cap from live for looted stuff?) and build stuff could be up to 200%. High High HIGH yes rate on this!
  4. People that care about the game enough to bring it back, or people that didn't even bother to leave one server up and running. I'm already subscribed here via donations /nod think I'll stay.
  5. 1. All jobs and skills are working properly as they where in live. (Including 137s) 2. All jobs and skills that where not in live are in and balanced (PP, TS, JS, and 137 skills for jobs that didn't get them yet). 3. All the zones that where up at going live be there and working, plus the support zones for the new jobs. Also would be nice if the beta zones (Mercury, Venus so on) stayed in and where working as well. 4. All mobs and bosses in proper locations working correctly. AI, skills and correct Loot tables included. 5. All mining fields are in approximate areas to live, appropriate guardians, ores, and pop rocks. 6. All trade runs added and working as in live (negotiate skill included). 7. All Job terminals working with jobs. And Jobs don't vanish with dc/crash. 8. Factions working as they should. Factioned gates working as they should. 9. Making sure the faction types match live (taking out those factions that where not in live, adding in the ones that where). 10. Starting char factions brought more in line with what you started out with in live. 11. All gear is working as intended and balanced. No gear jam, appropriate wait times, so on... 10. Gating/Docking oddities stopped (Crash to Megan or port to last gate used) 11. Grouping bugs worked out, including associated forming, warping, following issues. 12. All jobs have all appropriate skill and HU mission content working correctly. (Not just cheep talk to me again for your skill! missions.) 13. All level ranges work smoothly and have appropriate content (currently our middle ranges seem lacking development while starting and end seem well progressed.) 14. At least one high end raid available and working correctly, dropping as intended. Honestly, we got a long way to go but the devs have done an impressive job just getting this beast running! Ty so much!
  6. Personally I've mostly been voting down for inappropriate/rude language and sometimes sarcasm (I feel its a mocking of other opinions at times and never good in a touchy subject like PvP obviously is). I consider this to be a 'person' thing not a 'post' thing. I don't mark off just becuase of 'different opinion' than mine...I fully encourage a good banter, so long as its kept polite. You can't deny that things got a little rough in the thread earlier (where most of my mark down occurs and I marked down on both sides of the issue), but as said before apologizes have been made. Frankly, I highly respect the fact he was even willing to broach the subject considering how touchy PvP is (thus mark up on the OP and when he's got a good idea). I don't see anything wrong with committing one of the arena zones to an 'free for all' zone. Enter, have 30 sec of immunity/unable to attack~ Then go to town. Like I said before I think we can come up with some pretty interesting ideas for the Arena zones. Lets turn the thread towards Arena ideas ^.~ I think people would be 'happier' discussing PvP knowing its going to be 'contained'.
  7. This is indeed becuase of lighting differences, stars are different colors after all. Zones lighted by a 'blue dwarf' star will have 'blue' reflections on your shiny parts of ship. Since all ships are made shinny (even if flat is chosen), this means your whole ships is doing color change. In live if you had a flat color part it wouldn't change colors based on lighting because it wasn't reflective (maybe that's where the graphical issue is). Here's some info on star types if you feel like reading (Star Classifications)and a picture for those of you who don't like to read (Star Types)...honestly I think its kinda neat that EnB bothered to have different lighting types for zones based off stars/planets nearby. Gives more of a feeling of being in the zone.
  8. In live before they removed them, all newbie zones had 3 versions of itself and 3 gates. Like Mars Alpha red, Mars Alpha blue, Mars Alpha green. They did this to deal with the influx of players at open before eventually removing them when no longer a need. So this is all quite possible of a solution. Though lets try to name them something more interesting then Cooper A, B, C....
  9. One thing to consider is that there where a lot of high level endgame sectors that have yet to be added becuase they where 'vrix' related and all 'vrix' content. One solution I would think is to add more high end jobs to Roc that later will change for 'vrix' reasons from its current layout. Aka, Temporary hunt grounds for high lvs. Could also use spear, sheild, and sword as temporary romp grounds till more high lv vrix zones get added or pvp needs them for use. I believe currently they are planning to expand the job terminals too. Or at least they have been talking about it in other threads specifically about those.
  10. I was told that non glossy paint was not in game because it caused video cards to crash, thus is currently not available. Something about the drivers.... Considering how today's video cards are much better than when the game was originally out, I have to wonder, but the game working is enough for me. I don't believe its a client side bug becuase it did work in live. My JD was flat black with shiny yellow...the yellow would reflect and black would not.
  11. In live these actions where much more interlaced. Trade runs could get you attacked...remeber the warp grav wells in Inverness the RD set up (well before they got nerfed by EA). I wouldn't mind those again...its adds a little varity to things just so things didn't become a 'grind' as you put it. As far as Combat goes, no you don't get explore xp, but you do get trade from all that loot. Look at job terminals, they don't give you just one type of xp (except trade atm) but instead some side bonus of a different bar. And here you really do get explore with your combat xp. Personally I don't see what's wrong with 'mixing' your combat/trade/explore xp up a little bit, it makes things more dynamic. In live for my PS, a full stack of what I had in my guns normally took care of any poppers becuase 1) they aren't that common and 2) you can easily avoid them via the 'clues' if you where an experienced miner. This is one of the main arguments to keep the clues (color off by one lv/wrong ore types for lv) on pop rocks. I realize that devs want to keep it a surprise, but make it to much of one (no clues) and you'll just end up frustrating your miner groups. Also, most pop rock species where not something that required me to bust out my combat gear to be able to take them. Right now I realize some mobs are harder than others the same CL, pop rock mobs seemed to be more towards the squishy side of the difficulty bar. I really didn't have an issue with this aspect in live, so if done properly, we shouldn't have an issue now. I don't see why you say 'don't say lv up beams' because it is a valid option. But I do agree that it should stay an 'option' not forced to deal with poppers. It's quite a nice option for this, but I could definitely see TS and PS wanting something other than points forced here. In live I had enough points that I started putting into it and can say I found it worth it...lv5 beams seemed to handle most things ok (never maxed before close). However, I can't say I found my mining and dealing with pop rocks before hand crippled without it (part of that mob squishy rating). So long as this is kept optional and not required it should be fine.
  12. I've been in the Joves and Fenris disco rooms in emu. So they are there...keep trying~
  13. Well would simply just not tie it to to negotiate then. My suggestions are made with the assumption that all the jobs would be restricted to their specific jobs (explore, warrior, trader). I mean, any job could collect the combat junk asked for by the combat job. As it is a non-miner could just mug a mining buddy for the gasses. If the restriction is it not being allowed to be picked up at the terminal/npc I think that would solve the issue. A special class/race job terminal would be interesting. Could maybe think of 'racial' jobs too. Ex: Terrans running paper work all around for the different leaders becuase it can't be trusted in 'other races' hands. Jenquie spy missions on the progens/terrans...visit a list of places in progen space to scan. Progen could have 'raids' requiring the destruction of x number of mobs of a specific type. We got a lot of room to expand with jobs I believe that we can be creative with yet. Not to sure about the builds idea...although I really like and think it would be neat to get a job asking you to build 10 comps you never normally build. But at higher lv jobs that could get quite expensive and annoying. Honestly I find building much more fun so would love a job that ask me to build something, then deliver to somewhere. Just can't see a way around the expense of the higher lvs components for this though...unless the job 'provided' the ores. However, whats to stop someone from canceling job and keeping ores for parts they actually needed? Having builds specially designed for the jobs seems like a waste too. I'd like to see this more than the 'unusual trade route' job, but can't see how to get it to work.
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