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Suricata79

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Everything posted by Suricata79

  1. I multi-boxed accounts in live, so I'm fully aware of the subject matter. As mob skills are added (which is slowly happening) you will start to find some mobs more challenging to fight if you multi-box (just like live). Just bare in mind that any changes done to mob AI will have nothing to do with multi-boxing though and more to the point, multi-boxing will not be factored into mob AI to make mobs specifically multi-box friendly. So mobs with menace and summon will be tougher to multi-box for example.
  2. Did negociate increase XP gain in live? I thoght it just increased credit gain? There is nothing in the games master design documents about it applying to xp, only credits? (Just a query before people go crazy!)
  3. The fact that you don't have to pay a subscription on extra accounts like in live makes it way more viable too. Althoigh it does seem odd when you see full groups of ships with just 1 player (more so when we've stated a few times the max number a player should use is 3)
  4. You would probably just use the same multiplier on the base XP and price (kind of). This would mean players would not run the exact same traderun to level up, the dynamic routes could then be applied to lvl 9 trade goods for high level traders. You could maybe even restrict lvl 9 trade goods for the trading classes even, to give them an edge, like explorers have with mining and warriers have with combat.
  5. Another possabilty, is to have XP tied into your TL, so you have a 'sweet spot' lvl, for example a tl 25 would get best xp from lvl 5 trade goods, this would mean as a player lvl's they'd change trade routes/goods to match their TL. This would be similar to how mining was set up in live, so mining ores around your own lvl gave more xp than mining below or above it.
  6. If I remember correctly, pop rock mobs were nearly always organic, since the mobs were living in the rocks and attacked you for trying to mine their homes! It wouldn't make sence for a regular mob ship to attack you. I'll have a look at the loot tables on this reactor. Just remember that lvl 9 items usually have lower drop rates.
  7. It's a bit hard to tell until we actually get the raids in the game properly. Assuming a group is having no major issues with reactor power, I could imagine having a TS along to do damage and give a JS when needed would be better than a JE, but it does depend on how power hungry the group is. The fact the TS has an extra weapon slot than it was designed to have give it a good DPS advantage and the fact that it can fire at long range means it can actually help with DPS as opposed to beam using classes than are sometimes out of range. Overall, the TS is a pretty good class to bring for debuffing mobs and helping out with the DPs, but its like i said, it all depends on if the group has reactor issues, in which case I'd imagine they'd bring along a JE instead (If they are been strict about only having 1 Explorer class in the group that is). It will be interesting to see how group's organise once the raid mechanics are more refined. I suppose until that happen,s we won't really know what class combinations will be the norm.
  8. I've just been sorting out the loot tables for the Mordana, Cruiser wise, I knew 2 of them, but couldn't remember the other 2, so took a guess on what I think it was:- Veiled Oyoroi, Vulture Mk. VIII (Lilo spawn) - Mordana Cruiser Avenger Defender's Doumaru, Juggernaught Mk. VIII (Listening Post spawn) - Mordana Cruiser Justicar Crimson Force Barrier, Defender's Pride (Jushai spawn) - Mordana Cruiser Redeemer Sting of the Mordana, Ghost's Edge (Tabernacle spawn) - Mordana Cruiser Rapture Each Cruiser will drop atleast 1 of those items, it may sometimes drop both if you are lucky. The way I have them set up currently, is that there are 3 types of mob, those been normal, guardians and bosses. So, a CL 58 Normal mob has CL 58 stats, a CL 58 guardian (like Vicious Tengu for example) have CL 59 stats, and CL 58 bosses has CL 60 stats. This will apply for most mobs in the new schema, so that when you see a boss mob, you will know it is going to be a harder fight than usual. I'll be testing the cruisers on the dev server over the coming weeks. We have pushed a minor fix onto the live server as well regarding mob damage, mobs were having thier damage multiplied when it shouldn't of been, thus cl 50+ mobs were doing 175% more damage than they should of been. So players fighting the high level drones in BBW should get a vague idea of what strength the Mordana ships will have. You will need a full group to be able to kill them at an effective kill rate.
  9. Right now the manufacture terminals show all the sub-menus, as opposed to only the menu's you had recipes in. This is something on the rather substancial 'things to fix' list. There are no drones in the game that players can make.
  10. I'll be honest, I don't prefer or dislike any of the races or classes when it comes to the development of the emulator, ideally I want all the content to be accessable to everyone (althoguh some may require a little hoop jumping ofcourse). No class should ever be able to solo every mob though, as this prevents the non-combat classes from finding groups to help combat classes. This is why it is so important that a player can never run with infinate reactor or shields, because thats what the non-combat classes are there to privide for the combat classes.
  11. To give you an idea, I played a JD and JE as my mains in live, but I did also have a fully kitted out PW as well. The mobs right now are hitting a little bit to hard, which I'm looking into. As for what a damage a player should walk away with after a fiight? Well, we have all that information in the games master design documents, which is what 'm currently using to help balance the mobs out. It's a very delicate process though! As a rule of thumb, when you start hitting the late cl50 mobs, it starts getting more beneficial to group up. I'm hoping to get some of my tweaks on the PTR next week for testing.
  12. When I use the terms Soon = Is been worked on, no definitive date set Very soon = Is been tested, due for release on server in near future.
  13. I think some people are missing what I'm trying to portray. I fully believe a player should be able to level up in ways they enjoy, however, the moment one form of XP is 4-5 times more effective than another, then the system becomes unbalanced. This then makes it unfair for people who don't like that type of content. For example, if someone who does trade runs can hit lvl 150 in a week, but someone doing combat or mining thats 5-6 weeks, then the system favours the player that does trade runs. Ideally, you want players to level up at the similar rates with all 3 XP types, this is something that is not currently happening because some XP types are genuinely giving too much XP. A player doing trade runs should not be earning more combat XP, even after the 50% reduction than someone doing combat, becuase that is quite onviously broken. I'm more than aware some people are more casual than they were during live, and I'm aware a fair few people believe that since there is no subscriptions now, the grind should be pretty much removed, however, the entire point of an MMO is to get you hooked, this was achieved very successfully with EnB as it had so many ways to hook a player, such as splitting the XP so you had more chance of been close to getting the 'next level', as well as having lvl restrictions on items, hull upgrades, rare items, etc,... It's all part of the 'Carrot on the stick' philosphy to keep players going. This is quite an important thing to remember, because when you remove these 'carrots', you remove some of the magic that made EnB the addictive game it was. This is quite relevant when it comes to leveling, since most item upgrades came every 10 levels or so, if a player can grinf away 10-12 levels a day, then getting the next new item isn't quite as magical, since you barely have time to enjoy your gear before it needs replacing again. The same goes with people wanting drop rates increasing so rare items are easier to get, the moment this is done, the items are no longer rare and again loose the 'specialness' they had. I know some people probably hate my opinions on these things, but I genuinly think that althoghu some ideas of removing XP reduction, increasing drop rates and genuinely letting players level much quicker than live, although sounding fun, are actually quite dangerous for the games balance.
  14. The way the FB is been altered is that the boss spawns will be merged into 2, with the bosses on 2 tables, this will stop the issue with players been ganked by multiple bosses. Tge trash mobs will be placed so a small group can farm them. Remember, the reason ammo comps only came from the FB in live was to ensure players that got all their items came back to help others get theres. Just hold tight for the revisions, it'll all work out :-)
  15. Or, have the hidden fields on the regular slow respawn, then have fields at regular navs (the ones with field guardians) on a race against time system, this would encourage players to group up to get the bonus and kill the guardians.
  16. Not to be a stickler, but the system we have now is not how it was in live. In live there was no field clearing bonus like we use now. Fields slowly repopulated like mob spawns. Otherwise you wouldn't of had people mining gas in Glenn like they did in live if it was how we do it now.
  17. Just to add, I'm fine with the emu allowing people to level a bit faster than live, but it has to be balnced carefully so all 3 xp types are viable, otherwise you get a situation where one xp type gives more than another even after spillover reduction, which messes up the games flow.
  18. The FB is been tweaked atm so players arn't insta killed when they zone in.
  19. Just to give a vague idea of how fast players can get XP now, if you compare the numbers from the emu to the games design documents from live, players earn XP at a 600% more rate on jobs, trade runs are giving XP at about 300-400% more than live, and spillover XP was giving 30% more than live. This are pretty huge numbers and litterally equate to months worth of leveling condensed into a few weeks. Although I'm sure some people are very happy with been able to cap multiple charactors with every skill, its not a very healthy thing long term for the game, more so when the game still hasn't got proper endgame content yet, so there really is no need to race to 150! (I blame WoW for peoples obsession with having to get capped ASAP) To give a vague idea, the ETA of getting 100 in the design documents was 217 hours, right now players can get to lvl 100 in a few days (I did it over a weekend). I hope that puts into perspective the fact that although spillover XP has been adjusted back to how it was in live, players are still leveling at insane rates. *Dons flame suit*
  20. *Bump* This is quite an important task guys, so feel free to help if you can. I really want to verify that damage is been calculated correctly and I need screenshots from live to achieve this. Right now, the mobs that were adjusted to our new system follow all the trends of the design documents from live in the database, but I need to verify the damage multipliers are been calculated correctly.
  21. We have alk the mobs already, if people could post screenshots of the mobs in combat though, or with the mouse over thier shield/hull, it would be helpful.
  22. Yup, leaving trash loot helped alot, what I usually did was just have the TT looting, as they didn't effect the killrate (unless they were too busy looking at loot and not healing!)
  23. Sounds about right, it was a progressive spawn based on kill rate, So if you didn't kill the mobs fast enough, the chance for it to progress was slimmer. There was usually 2 groups at each of the 4 boss spawn locations, so you had to make sure you were only attacking 1 spawn, otherwise you'd mess your killrate up. 'If' you had a good group, you could actually fight both spawns and get multiple cruisers to spawn, but it was pretty tough to maintain the kill rate with 2 spawn groups.
  24. Right, just to address a few concerns:- Trash loot on Tengu and Drones is getting its value increased, to take into account that rare items no longer have 90% drop rates :-) The spawns in the Fishbowl are been adjusted so player won't have to fight all the bosses at once, the trash mobs should be easier for groups to farm for ammo comps Prototype Alpha has been added to the BBW spawn tables These changes will not go in until I've tested them on our test server though, they will require a server restart as well, so it maybe a few days atleast until all these changes are ready. I'm looking into mob damage and scan ranges, I 'think' I may of figured out the scan ranges on mobs, where they can see you from large distance, I need to do more tests on it still. I actually require some assistance in figuring out the mob damage issues, I need screenshots of mobs doing damage from live so I can double check the system I'm using, see the following thread:- https://enb-emulator.com/index.php?/topic/2623-help-required-screenshots-of-mobs-doing-damage/
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