Jump to content

Suricata79

Inactive Staff[IS]
  • Posts

    288
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Everything posted by Suricata79

  1. All the raids in live will be recreated as they used to be (possably with tweaks to take into account the lower server population). Right now we have to work on the coding to do this properly (would rather do it properly that a half baked attempt), but before that, all the mobs in the database are been revamped, this includes having thier skills added, been able to use multiple weapons, having the correct shield and hull values etc... Realistcially, it is going to be 1-2 months for the mobs and loot database to recieve the full overhaul, once that is done I should imagine we'll be ready to start working properly on the raids, starting with getting the ones currently ingame working properly. I have quite alot of documention already compiled for most of the raids, there is just quite alot of groundwork that needs doing properly first. For now though, you should see some of the raid bosses ingame becoming significantly harder in the coming month as thier stats are brought inline, so you might need to actually assemble a group to kill some of them soon.
  2. The exact number of players required for each raid has not yet been decided, we have a very versitile mob editor though, so tweaking encounters will be relativly easy. For the time being, I'm setting up the bosses so you should need atleast a full group of players, this is an on going process though, so don't expect all these changes at once. Also there are a few balance issues with some player skills and some items that need ironing out before all of this can be done. Rest assured though, raid bosses will not be soloable for much longer.
  3. Indeed, I much prefer people putting a ticket in when they have issues (or find a bug) and then looking for a GM ingame, just so we have the documentation of the issue. Just remember to let the GM know you have put a ticket in so they can close it once rhey've helped you.
  4. We've made a few breakthoughs the last week or so with mob AI. The days of soloing raid mobs will soon be at an end.... Right now we still have to work out how we are going to to progressive spawns so we can actually have the raid encounters progress like they used to. The RD base is going to be a fun encounter to work out, since there is so much going on in that fight.
  5. Haha, whats really funny is when you look at the picture of the inside of the car, you can see the silouette of the driver in the chicken guts on the drivers seat.
  6. I love my JE, having navigate really helps when going from roid to roid, so to me, JE is the best pure miner. However, the TS is far more versitile, not having restrictions on the devices it can use, like the PS and JE, as well as having 4 weapon slots it can kite with, makes the TS the best versatile miner in my eyes. The PS has alot of similar pro's that the TS has, but the lack of been able to use both Jenquai and Progon devices knocks it down a notch in my eyes, plus Projectiles generally use ammo stacks up quicker than ML's. So I'd say JE -> TS -> PS.
  7. I'm so sorry to hear this, I actually have flown past him on his TT several times :-(
  8. I have to aggree with Riia here, its a very slippery slope to go onto when you start 'improving' items to make the game 'more fun'. Everything in the game has knockon effects, you can't just simply change one thing thinking it will have no major impact. For example, if the Zenshai beams were to get thier damage to be doubled, whilst maintaining thier low energy useage, they would be 'the' beams to use, which they never were in live. This in turn would damage the beam builders market for the levels those beams are in, it would also cause choke points of players trying to get those beams as well, since they are loot only. From an Emulator point of view, it also breaks the memories of how the game was for players who remember using thier ocelots and Orion beams. These all seem like minor points, but these are just from one item change, if you apply lots of these little changes accross the entire emulator, all these little changes can result in pretty major changes to how the game plays out, which can eventualy break the playing experiance. For example players been able to take 12 jobs at once, as opposed to the 2 every 5 minutes in live, upto a total of 6, has caused players to be able to hit lvl 150 in a coupel of weeks, and has even caused the behavior of players to lvl thier entire combat up from spillover XP from jobs. This is one relativly small change, that has had drastic effects on the games balance and the way people play. Ideally, its best to aim to get the game as close to live as possable, once that in achieved, then making minor changes like this can be looked at, but when lots of systems are not properly in place yet, its best to not touch things like this.
  9. Why would players bother gettng PM stuff if all the non-manu stuff you could loot for free was just as good though? PM stuff is meant to be better to encourage people to trade with builders. The only non-manu stuff that should be as good as PM stuff is the raid loot IMHO.
  10. They only aggro all the mobs if they use the 'group' energy leech version, they can always use the solo leech to start with and then kite the mob away from the other ones.
  11. I still think it should only be for non-manu items. I suppose some items that have hard to replace componants, like the DG, could have either a tag that allows it to be repaired, although I'd rather have it so that some componants, like the lens in a DG are garenteed to be returned from a player made item. I still think it may be possable to make a terminal to do it.
  12. You have to remember that alot of weapon stats are balanced out so some excel in different areas, for example, a weapon with a lower dps may have a better range or lower energy consumption, also weapons that are only obtainavle from mobs are usually better than vender ones, so a player that goes out and buys from other players or explores and finds rarer drops effectly gets rewarded for that (especially for builders going out to aquire rarer recipes). I'venot looked at the shard stats lately, but I doubt we'd be altering the stats of weapons from what they were in live anytime soon.
  13. Yeah, a harpy would be much better :-)
  14. Just responded to that thread, I highly recommend that 'everyone' else does too, since this is a prime opertunity for our voices to be heard!
  15. I remember in live there was a discussion about having a terminal, like the build terminal, that could repair item quality on 'non-manu' items. The premise would be that you could only repair an item upto 125% (The maximum for a non-manu item), with each % costing more than the previous (ie 98-99% is more expensive that 97-98%), thus adding a good credit sink to the game, whilst preventing people needing to go out and loot some items twice due to quailty loss, which is more relevant on items that dropped rarely, like Controller loot. It 'should' be possable to add a terminal, where you add an item and then pay money for each % you upgrade, not sure if it would get added or not and if it does, it wouldn't be for a while, but it would solve the annoyance of having to go out and replace non-manu items, whilst providing a good credit sink. It would have to only be for 'non-manu' items though, otherwise you start breaking the trading part of the game for builders!
  16. There are a few things i'd love to change on the UI, but yeah, editing the client is a bit of a dodgy area sadly. I really wanted to add debuff icons on mobs as well so you can see when a buff has ran out, as per below mockup:-
  17. STO had potential, but yeah, I killed more people in STO in my progression to Rear Admiral than I dare to think, not to mention all the accolades (achievements) in that game are all about doing damage or killing different factions, which doesn't really seem fitting for a Trek game, I still chuckle inside when I think about the 'kill the unborn babies' mission, I mean seriously, a mission to kill unborn babies in a Trek game? ROFL
  18. The idea itself is fine, its kind of what Star Trek Online has done, however, it would need extensive modification of the client, to the point that we'd be making almost an enire new game, out of the EnB client, which is something thats trying to be avoided when possable. It probably could be done, but I don't think its something that would be in the near future.
  19. Ideally, the lvl of job should determine the number of jumps you have to make, so lvl 50 1-2 jumps, lvl 75 2-3 jumps, lvl 105 4-5 jumps and lvl 135 5-6 jumps. Benefits like wefts and shortcuts though BBW should only really effect the higher level jobs, as players will have had time to earn thier factions by this point (If they choose to) or have found a JE friend or 2. I'm pretty fond of the idea of having some trade jobs requiring multiple statiosn to dock at (like 2 or 3) but having a greater XP reward, since they would take longer to do. That way player can choose to do lots of quick jobs, or a few long ones. I also like the idea of of having the higher lvl missions further out from the core systems. Regarding terminals having multiple job levels, I'm all for this, but I'd probably want to tweak it so that lets say you have Net 7 with lvl 50 and lvl 75 jobs, but, Margesi would have lvl 75 and 105 jobs, where the lvl 75 jobs are 'slightly' better, this would be the lure to get players to actualy not stay at one terminal all the time and get them to move further out from the core, if you get what I mean? Ideally I'd love to see all job terminals in the game with some jobs present and with some nice variation in routes as well, just got to get around to it! :-)
  20. I wouldn't take the fact a dev hasn't wieghed in on this thread as 'absolute' proof we've decided to add PvP. If PvP is added, to the best of my knowledge, it will be restricted to new sectors out on the rim and not all out war like it is in Eve. It certainly won't be anything that is forced on players, thats not what EnB was ever about afterall, that doesn't mean that PvP should be written off entirely though, it was in the live game in the Arena's afterall. Personally I'm not that fond of PvP, but I know some people enjoy it, at the end of the day, it's all about giving people the options. Right now though, there is no difinitive decision on PvP yet, there is more than enough work to do with other systems in the game before moving onto additional systems like PvP. So keep the ideas flowing, this is just a think tank afterall, if you dislike PvP, then suggest ways that PvP could be added in a way that you wouldn't mind, for example arena's or warzones.
  21. Wouldn't the better option to have beam optic comonants (of which most are already in the game) just require a gas to replace one of the ores in thier manufacture? This would keep any drastic changes from the game, whilst making gas more useful. I'm pretty sure any new items that get added could use 'weapon/reactor/engine' grade gases, but i don't think it's a good idea making changes that are too drastic, like adding ammo for beams, lol
  22. 'If' there were to be any changes, I would rather have the RD gates closed, but lower the faction requirement to open them, maybe to neutral, this would mean a grind still, but not as horrid as in live, this would mean low levels couldn't abuse the shortcut and opening the sector is rewarding to players that put the effort in. QAR however, would need decent faction to board, so if a player really puts the effort in, they can get on the station and buy those hard to get items there. I'm not sure if that would be a decent compromise? NB: This is just an idea been thrown around, it isn't nessacerily something that is going to be done or happen.
  23. Yup, there was a gap once you handed it in, you had to finish the maelstrom mission, then you got the AA after (as she needed the time to study the device).
  24. The mission is not currently set up to award the Ancient Artifact, it just awards XP and faction atm, I'll pass this onto the guy that is handling these missions.
  25. Gonna go though some of my videos and see if I can verify some of the more obscure damage types Criticals did show as red, but not the damage, just the text 'Critical' would appear in red amongst the damage numbers.
×
×
  • Create New...