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Allia

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Everything posted by Allia

  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.
  14. For Combat - Body part trade in...all those broken long range array, busted keyboards, other parts of sort. (Of coarse it'd let you know where to find them) Go find XX of them, bring them in to Y station. Example Job: Step 1 - Get 40 debris off infinit corp drones; infi campus, earth sector. Step 2 - Deliever to F7 For Trade - npc trade goods accessible to only trade jobs (tied to negotiate skill maybe?). Go buy XX at this station, bring it to Y station. Know this sounds like just a 'standard' trade run. But the Job would give you a 'bonus' and the goods would not be going to their 'normal' station. Just because Xipe has the high demand for spices doesn't mean OMP might not want some sometimes too. Jobs would be based around 'unusual' trade routes and give job style reward for it. Example Job: Step 1 - Buy 25 Romance Novels from Earth Station, Sol. Step 2 - Sneak them to ABG Prison (prisoners get lonely too you know).
  15. Solution: NPC chat box battle! Imagine the following conversation tree...(you might need to read my earlier post for some of the references). Vrix decoder ring for those its been to long: A=1, E=2, I=3, O=4, U=5, Y=6 ...they don't believe in spacing either. a) Vrix: 1LL645RB1S21R2B2L4NGT456 option 1: /punch (emote if selected go to B ) option 2: /Hire Mr T. Progen to do it for you (-1,000 and go to f) B ) Vrix: 4WWW! option 1: /kick (emote judo/flip then go to c) option 2: Apologize then karate chop (emote bow then judo/flip then go to c) c) Vrix: /SL1P! option 1: evade (emote something evasive looking then go to d) option 2: take the hit like a man! (stager motion and go to d) d) Vrix: 645C1NTW3N! option 1: /stab with lolly pop (emote and go to B ) option 2: Taunt back with '1N6TH3NG645C1ND43C3ND4B2TT2R!' (emote air guitar! and go to e) e) Vrix: 3LLN2V2RS52ND2R! option 1: /gnaw ankles! (emote and go to f) option 2: Tell him his mom wares army boots. (emote and go to c) f) Vrix: 4WW4WW4WWWW!4K3G3V2 option 1: /let him off the hook but take his lunch money (earn 15c, end conversation, earn 10 combat xp!) option 2: /beat him up some more (emote and go to B ) ...hey its at least slightly better than the old black and white text games!
  16. The problem is this isn't the case. Given PvP and a bored person all sorts of issues can arise. I mean we wouldn't be voicing these concerns if they hadn't already happened before in other PvP games. Yes people would camp gates to catch 'victims' if its a trade runner or newb fresh out of the gate doesn't matter. Heck even in PvE, like FFXI, they would have people bring mobs to zone that agro and leave them there for some unexpecting lower lv to zone in and get eaten. Its often enough that its even known as "mpk" (mob player kill). I doubt it would have turned into a handy dandy 3 letter word if it didn't happen often enough to be used. Ever wonder why gates have turrets? They not for show but zone protection on the player. Simple matter of the fact is, if someone is bored enough and want to cause problems for other players they will, short and simple. As it is I think emu's actually done a pretty good job on keeping out the bugs that let people manipulate environment to kill others. PvP just makes this manipulation (or harassment) easier. 'Polite' PvP requires an 'honor code' that normally has no means of enforcing it except by controlled environments. We could make players 'unattackable' for 30seconds after a zone to solve it. But the whole zone/gate attack isn't the only problem PvP presents and would have to be patched. I'd rather not consume all our devs times into fixing the games so people are forced to fight 'fair' when so much other content is yet to be added. EnB community may be small right now but it will probably get bigger as the game gets closer to finish. If there where jerks in live there most certainly can be jerks in emu...more likely actually since its a 'free' game once the news gets out more. Arenas would allow the controlled environments required to eliminate a lot of the PvP issues that would come up. No gating kills (pvp didn't start until 1min after everyone had gated in for field exploration), No one involved that doesn't want to be, No respawn camping (tow in arena took you to a random location inside arena with 30sec of invincibility but unable to attack), so on so forth. I'm in full support of the arena idea, so its not like I'm saying 'no' to all of PvP. I just believe that full open PvP is not for the best of EnB as a game. As far as your example with the explorer goes. Chasing them off isn't the ideal 'EnB way'. Ideally, you'd team up with them instead of chasing them off. You'd both mine faster, get xp faster, deal with pop rocks together, so on. If your not the pairing type, the current xp system is set up to allow you a percent of the field completion bonus so you don't need to chase them off to get your reward. I've seen non partied miners mind fields and get along just fine several times in live. I've also see the massive xp from mining parties to encourage grouping. Most higher lv mining fields can support larger numbers of miners, so only real conflict would be in lower levels. If certain fields are to popular they need to be balanced out, either guardians or roids added. The entire EnB mining system was built around the idea of 'playing nice' with each other. Large fields for lots of miners, guardians for non miner jobs to get in on the action, builders needing ores to build components, so on. The need to 'chase off' someone and 'claim the field' should really be non existent...yet if PvP was added people would do it anyways because by nature we are quite possessive creatures. EnB is constantly described as PvE...it should probably more be described as a P&PvE becuase its very strongly geared to teaming up and doing things together. PvP is really the complete opposite of this idea, thus why it has such a hard time meshing into the game. Its taking one extreme on the PvE side and trying to turn it into an extreme of the other side of PvP. I just don't see it working out well, that's not to say there is no compromise. The arena zones seem to be exactly that, a place where PvP can occur without harming the rest of the game play.
  17. Ah yes...forgot about that with scan having been broken so long (been lving a TT since before they fixed it haven't gotten any miners to max lv yet). Ty for the update~ just brings the point all that more home I think. Btw, Thank you anyone who actually reads all my big wall o' text. D:
  18. Could make it a new job terminal type thing for explore. Step 1: Go mine XXX amount of (insert gas name here) Step 2: Deliver to (name here) station. Would need a LOOOOOT of them though. Shouldn't be an issue when jobs are expanded to all stations again though. Obviously higher lv job would require more gas mined.
  19. 1. Sounds pretty fair and inline with Live's lv ranges. 2. I remember about 1 in 10 repops of a field having a popper. Chances of a popper seemed to increase if a lower lv was mining extremely high lv roids. Back to that cl1 je vs the balanced miner thing. You could have as many as 2-3 roids per field turn sour on you if the previous miner had been someone way under leveled for the lv of roids. It'd be amusing to have the pop rock chance be partially based off the mining lv of the person(s) who cleared it. Also field guardians (specifically manes) seem attracted to the 'sound' of mining and come to investigate. Frankly in live I found the color/odd ore to be quite subtle enough. If nessicary only use one lv up (aka lv1 green roid is a popper since they normally blue and lv2 are green). This would make it even more challenging at the higher lvs (lv9 blue vs lv1 blue....hard choice). And now that I think about it, I believe my earlier statement of 2 lvs over is wrong. It is probably most likely 1 lv difference. 3. I don't remember them 'moving' just the color and ore differences I posted above. Though I think I slightly remember that they would 'groan' occasionally (the sound it makes when the roid shifts between phases/looks while being minded). Pop rocks in live where not actually 'part' of the field I don't believe. Can set it up so its a chance to spawn a pop rock with the actual field, instead of a chance to spawn as part of the field. If a field spawns 21 rocks instead of 20...whose counting? ^.~ At the lower lv smaller fields it might be noticeable...but newbies deserve the extra warning. 4. I don't see 'cherry pickers' as much as an issue now due to the xp bonus for field/roid clear. Its very much the carrot approach vs the stick...and I say it works quite well. Even if I'm just picking up something for a mission I at least clear the whole roid to get that extra little bonus. I must disagree with the 'if you stop mining it pops!' idea though. There is many times I put down a roid mid way through for buffs (namely shield shunt and reactor recharge) so I can finish the roid. It's not that I have no intention of finishing it...just that I need to buff to be able too. A way to stop 'cherry picking' I think would be more along the lines of 'if you mine more than x roids only partially before completing one full roid, then you get a -buff on you that doubles or even triples the cost of mining'. If you got hit by the buff, you'd have to mine as many roids as you left unfinished to start mining normally again. A low number like 5 roids would allow mission goes to quickly pick what they need and move on, while significantly putting the stop on money maker cherry picker types. Those that need to stop and buff mid roid wouldn't be affected either. Obviously the buff would be removed when zoning or logging out, but I think it'd be annoying to log/zone every 5 roids just to cherry pick. 5. This is pretty much what happened in live. I'd come to a field and need to clean up after a je. (No offense JEs.) And if it had names on it like the job mobs did, I think would encourage the popper to kill it themselves instead of leaving it up for others. After all nothing says 'I'm the guilty one who left that lv45 up' like your name in its name. 6. This actually isn't that bad of an idea, although instead of 'following a player around' why not just have it roam the field and fight the local guardians. Of coarse its lv would need to be inline with the mobs/guardians of the area. Like say the claim jumpers cl20 in Carp, a friendly pop would result in a cl25. Something you'd have to help out a little if you wanted to keep your body guard. My only concern with this is the possibility to replace player body guards...thus why the level would need to be more in line with mobs of the area and not god like 60-66s. Warriors like their miner buddies too you know~. (Bonus points if you make it a bogeril...I can see them getting stuck in rocks.)
  20. Honestly can't say I find the idea appealing. When I think of 'my char' I think of the ship first...char later. I like spending time in my shiny pimped out space ship with rear spoiler and dual wielded cup holders. My char on the other hand...she's ~ok~ looking. Bit of a midget. Low polly...necks a bit odd...runs funny...like her shoes though. I honestly can't imagine her with guns strapped to her hands...she looks more fit to be wielding a lolly pop with the color scheme I chose. Star bases for the most part are rather unexciting layout...though sniping people from the disco room in Joves would be funny. I realize these things can be changed....but only with a MAJOR redo on the client. That being said...it's probably impossible for things like this. ;; Essentially, all the pretty graphics went into space and the char is more of just an interface to act with vendors. It would be nice to see more things to involve the char aspect more, but honestly speaking...I'd rather see development in the 'pretty places' than with the 'bleh' stations at least for now. Char's did have more interactions during live due to the community and missing content though (dance contests, gambling stations, guild parties, Simon says emote contests, so on). Wouldn't mind to see some mini games npc run... like Simon says...party talks to npc, npc commands, people in party try to perform in 10s or less, winner gets small cash price. Would probably be hell to program though so I prefer the effort to go towards something more meaningful then 'just amusement'. However...I the one thing that does appeal to me about this idea is the fact I'd be able to get into a fist fight with vrix for taking over our star bases. Well...once they added I mean. Oh one thing I've always wanted to see added to star bases is seeing other ships in that empty dock next to you. Just randomly select a ship from a player landed and display it...chance to oogle other peoples rides up close. I'm beginning to think I have a ship fetish.
  21. O.o there is a maximum? I'm thinking this thread has gotten a bit to nasty if I'm getting that. This has some semblance of being more reasonable (not sure all of what you mean by this other than lv restrictions on who you can attack). It would definitely solve the issue of cl50 pw camping the je noob section because he's bored. However, I still feel that people would feel its to forced still. Even though you'd be limiting people to similar lvs that wouldn't stop some of the potential conflicts I see coming in this situation. Since combat isn't everything, we should look at how combat would effect the non combat areas. Explore I'd see taking a major hit from it. Like miners fighting over prime roid fields. JE is supposed to be tops in mining, that's what its designed for, but it most certainly wouldn't be able to compete against another miner class (of same lv) if it came in and decided it wanted the JE's field. Yes JE are well equipped to deal with mobs in ore fields...but lets face it, players are smarter than your average manes. JE uses cloak to escape...manes goes away, player just sits and waits till JE tries mining again and simply repeats till JE gets upset and leaves. JE's only defense against this? Keep your cl low so higher cls couldn't shoot you out of a field...not exactly a balance promoter or fun sounding. It would definitely cripple the JE's ability for certain skills and gear and force them to limit their play (no combat). Mining would be completely destroyed in my opinion if open pvp (even level limited) was allowed. Most find mining currently as nice calming stress relaxer after hard day's work. Worrying if your going to be chased off of your ore field would be a major stress maker. Also keep in mind most people have different combat equip then mining equip...a miner would have to start optimizing for combat in the ore field instead of mining. Anything that stops a class from doing what is is highly and specially designed for or enjoying that activity shouldn't be added. Trade runs I don't see getting too bad of hit from this, but I still think it would be affected. Luckily, traders spend 80% of their time in warp so are generally safe (unless its a JD with summon enemy). However, they are subject to a LOT of gating...and load lag after gating is a major vulnerability time. Though with the limit of being only able to attack those in your lv range should make it so they don't come out dead already...just a good part of the way there. Again, people normally gear up for trade runs (namely not keeping ammo in the hold for ammo users). They'd have to start losing trade space to ammo stock. Also keep in mind if you take hull damage, items in your hull can lose quality. Quality affects trade xp earned and money earned. Which brings me to the other aspect that I don't think anyone has considered when considering PvP. Quality damage, its very much a part of the game. How you going to feel about someone that takes off 10% of your 200% lv9 guns you spent hours and millions trying to get for yourself? I doubt someone can walk away from that thinking it was just a 'fun bout'. Yes it can be exempted off so that player kills don't cause quality loss, but I see this as a possible cheat. If it looks like your going to die, have your buddy kill you quick so you don't lose your gear. I don't remember hearing of anyone losing quality in the arenas in live, which leads me to believe the zones where 'quality damage' exempt. You could still lose structure though. If anyone remembers losing quality in arenas please correct me, I didn't spend too much time in them. I believe open pvp is too radical of a game play change. It would drastically change everything we know and love about how the game currently works. There would be no 'safe' place in EnB and I think a lot of people see this game as their 'safe' place to relax so I'd like to preserve that aspect. However, I know PvP is something that some people do enjoy, so I have no objections to specially designed PvP zones. Like I said before once PvP is under development we can talk about making adjustments to it to make it more exciting for PvPers. But where and when PvP occurs needs to be limited as outlined in my earlier post (in arenas, with nothing in it a non-pvper would want, controlled entry for anti party crashers...so on...see above for more). Keeping PvP to the arenas seems like the best of both worlds type things. I truly believe we can make those arena zones into something PvPers will actually enjoy so they won't be complaining that they only get 'arena' areas to play.
  22. I believe they where also put in as sort of a 'control' to who could mine. A cl1 je could easily out mine someone who could actually handle the pop rocks due to being cl appropriate, but should they be able too? I think the favor should go to the person who bothered to be able to time to be able to deal with the mobs in the field they are mining. Live really focused on getting players to balance out their lvs...much more than emu. I'd like to see play elements that required people to balance out a little bit more....with 10 lvs of it type thing. The whole tl50 cl/el under 20 think kinda seems strongly unbalanced at the moment (errr...no offense Avani...just noticed...). I feel that pop rocks was one of those things that encouraged miners to try and keep the cl at least somewhat lagging behind.
  23. I'm not Merlin I know, I loved pop rocks in live (PS...go figure) so couldn't resist commenting. I spent a lot of time purposely popping them for the free combat xp inside~ so remember a lot about them. I can verify that they should be able to, its subtle but someone paying attention should have no issues. Roids that where 'popppers' always looked 'funny' to the field. Example - lv 1 roid field is normally all blue...but then there would be a lv1 roid that looked yellow (aka looks lv3). That's your popper. Good miners in live could avoid them pretty easy. Not sure what all the colors of popers looked like, but a good rule of thumb seemed to be +2 lvs. Aka lv1 popper looked lv3, lv7 poper looked lv 9, lv9 popper cycled back to start and looked lv2. Of coarse since lv1 feilds can be mixed with lv2 ore lv3 fields...that's where the challenge comes it. The roid looks perfectly at home...just the lv is off...have to pay attention. Also, there where more 'hints' that it was a dud roid by looking at its ores in it. Would be something extremely off about it, like a lv9 in a lv5 roid or a lv2 in a lv9 roid. Essentially the ores would not match the roid lv. I don't believe the difference was something as static as the roid colors (2 lvs over), but more random that you didn't get 'used' to it and it could sometimes be convincing . Like a lv 8 that had a lv6 in it...almost looks right. Keep in mind in live roids could contain only ores from its lv, one above, and one below...so a lv8 could have lv7s or lv9 in it although was majority lv8 stuff. Also I do believe that Westwood had a bit of twisted mind for the higher lv pop rocks....there was always be a tempting high value ore (like ammo ores) in the ore list that just screamed come pop me! If your where a miner just cherry picking the the 'good stuff' and not paying attention to the lv/names of other ores in the roid you'd get got pretty easy. PS - I also believe level of the field had something to do with the CL of the mob spawned. Like lv9 popers I never saw spawn anything under a cl45 even if the je mining it had neglected their cl18. I'm guessing each lv of popper had a 'mob minimum lv'...a lv9 roid popping a cl20 for the cl18 je would be kinda silly. In summery.....YAY Pop Rocks!
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