Jump to content

Suricata79

Inactive Staff[IS]
  • Posts

    288
  • Joined

  • Last visited

  • Donations

    0.00 USD 

Posts posted by Suricata79

  1. That's a pretty good idea, and gives the JE an offset to the JT's negotiate skill in building reactors.

    In fact, to 'refine' the idea further. you could require a special type of Gas for engines and reactors, for example, you could have 'Reactor grade' and 'Engine grade' which would be made from refined gases. So lets say 1 Refined Gas = 5 raw gases, 1 Engine Grade/Reactor Grade gas = 5 refined gases, meaning a total of 25 raw gases, you could then have engines or reactors requiring 1-2 of these, this would definatly generate a fairly steady demand on the gas market.

    • Downvote 1
  2. Personal opinion on something I remember from live. The prototype gear used to help my JE a lot, and sadly doesn't seem to be implemented yet. The beams especially we're even useful at endgame due to their incredible range, and the shields were good pre-endgame too due to the respectable capacity on them.

    Any idea where the prototype gear stands on the to-do list?

    Ruined hulks are been worked on atm by one of the other devs, once they are in, then the prototype gear from mining should be in again.

  3. Just to respond to some of the concerns

    Reducing the number of missions you can take (not just job terminal jobs) to a maximum of six, would also force players to clear old missions from NPCs.

    That's exactly how it was in live, generally most players would not have more than a coupel of ongoing missions in thier pog though and due to the 2 jobs every 5 minute cooldown, it meant most players could happily have thier hull upgrade mission and 1 regular mission in thier log whilst doing 4 trade jobs.

    - Some classes are functionally limited by having at least one mission slot more or less permanently tied up until after completing the OL135 Hull Upgrade, for example, TTs have the HU mission throughout most of the HU lifecycle, where TS does not.

    Eventually, all classes should have thier hull upgrade missions in thier logs until lvl 135, just like in live, that should cut down the 'what lvl do I get my next hull upgrade' and 'where do I get my next hull upgrade' questions ingame :-)

    - XP levels gained from jobs should not be nerfed down from current levels if theumber of missions slots are lowered.

    Agreed, the currrent XP per job isn't actually that much different from live, its the fact you can do so many at a time that is breaking the XP gain rates currently

    - Terminal timers should not be re-introduced (as in live).

    Agreed, I'd much rather make higher lvl trade routes take a longer time and balance XP gain that way, rather than have players twiddling thier thumbs at a terminal. The 5 minute cooldown was also there to help prevent the terminal camping issues, such as no jobs been available as they'd all gone so fast, this is something that I'd rather fix by A. Reducing jobs able to be taken and B, Possabling increasing the number of jobs at a terminal.

    - Mining should *NOT* be forced into a best-results-only-by-grouping, nor should the game force non-miners to have to tag along with a miner to get xp.... that said, a Miner's primary source of xp should be from mining and selling the ores; a Trader's primary source of xp from trade runs/jobs and building; and a warrior's best xp from killing things and selling the loot.

    Generally, most activities in the game were better done in groups, although you'd get less XP mining or doing combat in a group per kill or resource harvested, the fact you could do it 2x as fast was where the bonus kicked in, so if both people were pulling thier weight, the XP gain would be greater, however, if one person was afk, the xp gain would actually be slower for the person been active. Currently, as the job terminals are allowing people to level so quickly, its actually diminishing choices of doing combat or mining to lvl up.

    Overall, I hope that we do not see a need to make the level grind any tougher: that said, it should take much longer to get from OL75 to OL150 than it did to get from L0 to OL75.

    Ideally, the level curve just needs tweaking so that you lvl quickly at first and slow down as you progress, its not about making the grind tougher per say, but rather having it smoother, instead of been a rollercoaster, whilst also allowing people to enjoy thier levels, afterall, there is little joy in getting a new shield or reactor when you can currently gain 20-30 levels a day doing jobs and thus actually bypass upgrading items altogether. I know in live I certainly didn't get any of my toons to lvl 100 in a week! :)

    I think alot of people are forgetting that alot of the content that gets added to the game requires testing, that is what the stress test server is for, this inevitably means content will get tweaked after it is added to get it to where it is meant to be, afterall, some impacts on the game can not be seen until the players actually test it. I know some people see any 'nerf' as the end of the world, but sometimes these things genuinly have to be done sometimes to balance the game out. Remember, none of these changes have happened yet, but there is definatly a lvling rate issue at the moment and the job terminals are the main culprit currently.

  4. The Cygni Express is arguably one of the best engines in the game for a TT. Yes, there is the prismatic dragon wing... but hello you only heave to be there for a controller kill and be awarded it, then analyze, pray for a crit analyze (cuz if you lose the Warlock Fortress component your screwed), then pray for a 200% build with the most expensive compone... well you get my drift...

    Terrans are the king of engines... we are the king of the crappiest thing in the game and the one jewel, the cygni express gets taken away... any chance of getting it back? or was it put back in somewhere else for us to get and I am missing it...

    also I am gonna start another thread with a general engines sux rant later... so stay tuned... I am collecting data so I can put some facts in it :)

    ***note its saturday and the wife wants to paint or have me do death ugly chores... so that is adding to my fire here :)

    I think this is more a matter of the missions just not currently been in game yet, it's certianly not a deliberate decision to screw over the Terrens :)

  5. I am currently going though the Tengu in the mob database and require any information regarding hitpioints and damage done by the Tengu bosses and regular Tengu, so if anyone has any screenshots of thier mouse hovered over the mobs shields, or has screenshots of incoming damage from them (also to get the correct firing effects set) it would be greatly appriciated!

  6. To be honest, I'd say making gas required in more item builds would be the way to go. For example, I could easily imagine a reactor or engine requiring some type of chemical reactant to be required to make it work, much like a nuclear reactor needs Plutonium or Uranium. So having a few engines and reactors requiring a gas (of the relevant level) would probably be the best way to get gases to be more useful whilst as the same time not really effecting the game experiance for most users.

  7. Progens have had the CFB shield and Ballista added in through a HU mission chain, which otherwise drop from the Mordana and Bogeril respectively, though correct me if I'm wrong. It's not a lot, but it's nice. Are the device issues easier to fix? I'd give up one of my kidneys for a working Coma... ;)

    My apologies, I was unaware Progons were getting raid loot from missions.

    Have to agree that we don't have some of our important equpment. Some examples are Veiled Oyoroi, Sharim Prototype Shield, Defender's Doumaru, Ghost's Edge Energy Laser, & Defender's Pride Plasma Laser all of which are Mordana drops. Would be nice if there was a few TTs on the server could have those prints fall off a truck, and into their build lists, at least until the server is ready for Live.

    I'm fully aware Jenquai are missing pretty important items, afterall, my mains were Jenquai in live. However, I persoanly don't think its a good idea to spend time writing new mission chains or altering current mob loot tables to add content that will have to be removed once the raids are back again. I'd much rather work on the raid and get the loot into the game the proper way. Remember, if it gets added to a mission chain or the way of attaining them is altered, once it gets changed back to how it should be people will cry nerf and complain about why its been changed to require groups, so its not always as simple as just adding them though other means.

  8. yeah there's a lot of work still to be done balancing things!

    Any suggestions to what can be done?

    Yes I do have a suggestion, the L6 shield (Normandy) seems to be my biggest hold back right now. Even with a Ward of Living Stone equipped I find the shield sap can't recharge soon enough on my PW, then the shield gives way to hull, then I'm running for my life. I'm sure you guys did your home work and the stats are correct but the effectiveness seems to be weak. Never thought I would say this about a PW but the L6 reactor(Warriors Heart) can pull it's weight much better then the shield. Along with the WOLS I have a L6 Pavis, combined with Combat Trance this gives me 50% resistance to explosive and still the shield drains like water running down a mountain trail. At first I thought there may have been some reverse effect action going on like with my L9 Model Z shield on Frissbee (the engineering equip buff doubles the equip time instead of reducing it by half) but, on versus off equip, bears out the correct stats for anything I have in use on the PW. All this stuff is PM of course to 200%.

    There is the possibility I am using my gear wrong, or my tactics are frelled, not the sharpest tool in the shed here. Let me know what you think, and thanks for listening. 10ga.

    The WOLS is an inbalanced item that basically makes most peoples shields 3-4x what they should be, the sacrifice is that your recharge is dismal, the plus, is that you can take on mobs many levels above you which you normaly wouldn't. Basically low-mid level shieilds can not be balanced arounda device that is meant to be pretty rare, otherwise people without the device would have shields that recharge insanely fast. Also remember that on live, shield sap was not what a PW used as a primary killing method like some PW's are doing now, the pro of shield sap was extra burst damage, the con was it took your shields away, thus you are meant to use it spareingly. Your gear setup is fine, you just have to bare in mind that the slow recharge is the negative effect of having a shield cap far higher than it should be :-)

  9. The raid stuff will be worked on, right there is code needing to be written for progressive mob spawns, which really should be done first, afterall, just having the bosses ingame without all the right mechanics kind of ruins the reward aspect of fighting for your gear :-) Besides, all the classes are missing the items from the unimplemented raid bosses, the Progons arnt getting the mordana or bogeral loot either afterall are they?

  10. I honestly blame the job terminals, the lvl 50 and 75 terminals have very easy routes and since you can take 12 at a time (currently) you can level up at an insane pace, the lvl 105 jobs are harder and take longer time, this results in a slow down, which frustrates people that have gotten used to lvling so quickly. The other issue is people are using jobs so much ( as they are so good) that some are not bothering with mining or combat as the xp gain from those activities is not as quick. The solution I believe is reducing the mission log to 6 jobs, this will halve the lvling speed of the lower lvl jobs so players arn't getting to lvl 100 in a few days and make other content in the game more appealing again. The other issue is the trend in newer MMO's for people to race to the end lvl as though theirs a pot of gold there! Its also worth taking into account that the last 5-10 lvls of each xp type was hard in live, these lvl's arn't meant to be grinable in 1 job session :-)

    EnB was all about the journey, hitting lvl 150 wasn't something alot of people did on live, moreso as you didn't have to be lvl 150 to do the endgame content.

  11. It was a slash command that the PS would use on its target ( whilst grouped with themt, the target would need a 'card' of the same lvl as that of the skill been reset. They would then get a popup window asking for confirmation.

  12. Totally off-topic, but looking at Suricata's sig graphic:

    JW with almost 170k hull and 84k shield?

    JE with 140k hull...?

    That's doing better than any PW (L135 hull for a PW is 82k) I've ever seen. Are these toons from Live™ or are these dev toons with gear that us normal players will likely never see?

    They were my effective hull values with HDC like Terrell pointed out. I didn't work out the deflects though. I spent alot of time fighting on my hull with my J:(:)

  13. I'm not overlly against it, but it was disheartening after the sunset announcement to see most ships that were mining or doing trade jobs been run by afk players. As long as a feature like this doesn't encourage botting then I'm fine with it.

  14. It's on the list, but its a very big list! We were talking about it a few days ago so it is on our minds, but we do have a few critical things been worked on right now, like the new mob database, along with the alterations to factions (also tied into the database).

  15. Consider also making trade jobs that have to be done along multiple points (in a particular order) -

    For example:

    TRADE JOB from Prasad Station -----

    Deliver 8 passengers to Mercury Station Glory's Orbit; receive from (%some_NPC%) an order of 5 units of Weapons Technology to be delivered to Arx Ymir (%another_NPC%) who will want you to deliver 10 sets of Progen Battle Armour to the %Grissom_Space_Patrol_Agent% on Orsini Mining Platform.

    Trade XP: 12,500

    Explore XP: 7,500

    (or whatever the previous settings for these values were for the L135 jobs)

    That could be a possability actually, making trade jobs that require multiple stops. That would certianly keep people moving and give people teh choice between doing short runs for small XP (but at a faster rate) or long runs for more XP (but at a slower rate).

    Also, I'm pretty sure that just reducing the number of missions you can take to 6 will fix the XP rate gain atm to a more reasonable level.

    • Upvote 1
  16. Its all about the rate of xp gain. Sure you can have 10 missions, but then their xp needs reducing. At the end of the day it Doesn't matter if you have 1 job or 10, as long as the xp gain per time spent is the same. I have a few idea's for job distribution to help remove the grind feeling, I'll get them written up, but basically the idea revolves around the timer and limited jobs, but encourages players to keep moving, rather than doing the same route back and forth.

  17. In live it used to be if you were on the mobs aggro table, this meant that evev if you didn't do anything in the fight, but the mob aggrod on you, then you would take a faction hit. This is how people ended exploiting the Chavez in Freya for RD faction. I don't recall how they fixed it, it may well of been if a player was on the aggro list and performed an aggressive action or helped a player doing an aggressive action. I'm pretty sure they explained how it worked in the patch notes, I'll try and dig though them when I get home.

  18. I'm not sure if i am remembering this correctly, but some stations had multiple levels of jobs as well. However, some jobs locations were more desirable than others XP wise, since the reward was tied into the distance the job would take you, thus the VT-N7 were very popular, as were the Fenris?-ABG runs. Also, IIRC, Net7 also had lvl 75 missions, so you would get 2 at VT, then head to Net7 and pick up 2 there since there was the 5 minute timer preventing you taking more than 2 jobs every 5 minutes.

  19. I've started playing my JE and noticed that currenty jumpstart is not working as it was inlive, as it stands at this time, you have to have a certain level of jumpstart to get a player up again, which is quite a pain when you see someone down and can not res them. The way jumpstart 'should work:-

    The lvl of hull upgrade you are jumpstarting requires more reactor power (preventing low lvl players resing high lvl players).

    The higher the lvl of Jumpstart the higher the chance of a successful res (This ties into power again, as the more failures you have, the more power you are using).

    The higher the lvl of jumpstart the more hull you res with (making higher lvl res more desireable).

    The higher the lvl of jumpstart the less xp debt you have (making higher lvl res more desireable).

    On live many JE's only used lvl 1 JS even at the high levels, especially since JE's have so many useful skills to put points into as it is! Currently, the emulator is putting the jumpstart restriction on the actual jumpstart level, this should not be the case. Due to the ammount of reactor power a high level hull needs to jumpstart, a low lvl player could not rex a high lvl player, thus stopping people abusing low lvl alt JE's for this purpose.

    I really think this change would increase the number of jumpstarts available on the server (which is important with low server population) whilst at the same time free up skill points for explorers, which are in short supply already.

    Hope all of that made sence?

    • Upvote 2
  20. This maybe an emulator, but it still has rules and those include discussing illegal activities. Sure, smoking pot may seem like a trivial thing to talk about, but where do you draw the line on what illegal activities are ok to discuss and what is not? Remember, this isn't a game you are paying for where you can claim to be paying for the right to play and have access to the servers, more so the dev team has done all this work on thier own free time, so throwing any types of insults or insinuations at them isn't ever going to end well for the offending party...

    Power Trip:-

    An action undertaken chiefly for the gratification associated with the exercise of power over another or others

    On this occasion, I'd say he was not on a power trip, you mentioned you asked if he wasa school hall monitor? That implies he asked you to stop talking about pot and you decided to insult him? Kind of means you asked for it to be honest, sorry.

    • Upvote 1
  21. Hi

    You are correct.

    In live you could take two jobs every 5 mins up to a max of 5 jobs total.

    Job terminals have just been added and when a tool has been created to edit them I'm sure we will tweak jobs to be more like live.

    Riia

    Cool, just wanted to make sure you were aware that they needed twaeking, including the time taken to complete some of them :)

  22. Howdy all.

    I've been back for about a week now and started doing job runs a few days ago. I have noted that currently the jobs ar far to easy for gaining XP for the time involved to do them, thus I propose a couple of changes:-

    • No more than 6 jobs should able to be taken at a time, the XP gain from 12 jobs is too much, also it makes getting jobs from terminals very difficult when there are more than 2 players there as they can take so many.
    • Jobs should be further away from the terminals, the lvl 50 jobs are only 1 jump away from Net 7 and the lvl 75 ones are 2 (with 1 jump not really been that great a distance). I'd recommend moving the distance to atleast 1 more jump. The best way would be to actually time the time it takes to do a mission with an average engine equipped, preferably aiming at 10 minutes to get to the location and back again (so thats 5 minutes for a Satalite mission).

    Currently, trade runs are defunct once you can do jobs due to the high XP gain from them, also, its worth pointing out that peopel are doing trade and explore jobs to level out there combat, now I'm aware this was a valid option when the game was live, however, you have to ask yourself, would you earn as much Trade or Exploration XP doing Combat (at CL 50) as you do Combat XP doing Trade and exploration jobs (at TL 50 & EL 50). Those numbers have to be fairly close for time taken to keep the speed XP is earnt balanced. I'm pretty sure that limiting the number of jobs you can take (I belive live only let you take 2 every few minutes to a maximum of 6) as well as putting some jobs to further locations would help slow down the XP gain.

    I'm pretty sure some people will hate the suggestions, since it is nerfing XP gain from job runs, but I genuinely feel that it is currently too easy to lvl, I gained 20 levels yesterday doing lvl 75 jobs runsm which although awesome, was a tad too much since I am skipping item upgrades from not needing them.

    Please leave feedback on this these ideas and this is a pretty core part of the leveling process.

    • Upvote 2
    • Downvote 1
×
×
  • Create New...