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Trapt

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Posts posted by Trapt


  1. (Copy and pasted from Magoo's post regarding Static) I wanted to get it here so if any of the Dev's happen to over look it in that drama infested post.  

     

     

    What we need are lockout timers.  If there was some way to create lockout timers and flag people from an encounter that they already participated in, it would make spawn timers a thing of the past.  Then everyone could have the opportunity to do the encounters and end game content this emulator has to offer.  

     

    How about creating a "dummy" faction that all encounters are factionally aligned with and the only way you can trigger them is if you have positive faction.  Everyone in the raid that engages in the raid, including the person that triggered the encounter, takes an extreme negative faction hit, making it to where they could only trigger a spawn or raid encounter once a week.  Then, each Tuesday when the server resets, add a code that resets the "dummy faction" for each player.  Spawn timers wouldn't matter at that point, make them instantly spawn and regardless of how often they are up, a player could only trigger the encounter spawn one time per week, due to the faction hit.  In essence, you created lockout timers for a game that you probably can't create without modifying the client, which I know can't be done.  

     

    Then, decrease the drop rate of ubers to account for all of us with 4-5 lvl 150 characters so over populating the server with item drops doesn't become an issue.  

     

    To sum this idea up, basically the "dummy" faction becomes a lockout timer for each player for the week.  Leave the spawn timers up all the time, leave the encounter triggers up all the time, and let people burn their lockouts for the week. 


  2. What we need are lockout timers.  If there was some way to create lockout timers and flag people from an encounter that they already participated in, it would make spawn timers a thing of the past.  Then everyone could have the opportunity to do the encounters and end game content this emulator has to offer.  

     

    How about creating a "dummy" faction that all encounters are factionally aligned with and the only way you can trigger them is if you have positive faction.  Everyone in the raid that engages in the raid, including the person that triggered the encounter, takes an extreme negative faction hit, making it to where they could only trigger a spawn or raid encounter once a week.  Then, each Tuesday when the server resets, add a code that resets the "dummy faction" for each player.  Spawn timers wouldn't matter at that point, make them instantly spawn and regardless of how often they are up, a player could only trigger the encounter spawn one time per week, due to the faction hit.  In essence, you created lockout timers for a game that you probably can't create without modifying the client, which I know can't be done.  

     

    Then, decrease the drop rate of ubers to account for all of us with 4-5 lvl 150 characters so over populating the server with item drops doesn't become an issue.  

     

    To sum this idea up, basically the "dummy" faction becomes a lockout timer for each player for the week.  Leave the spawn timers up all the time, leave the encounter triggers up all the time, and let people burn their lockouts for the week. 


  3. Basically the world has evolved to where children get trophies in sports even if they lose every game, are told its ok to lose and fail, have a huge sense of entitlement and honestly it's trickling to every aspect of our society, including video games. What I see here is a bunch of people, regardless of age, intelligence, nationality, that feel its ok to say what they want, treat people how they want all while long, not taking into consideration they have a gift that has been handed to them. You know something else? We(the community) have the ability to influence and evolve this game (no its not retail, EA, get over it) to whatever we want, while preserving the aspects of the game that has kept us here all these years. If people truly put as much heart and soul into creating productive, helpful, realistic suggestions to the Devs vs constantly kicking the Devs in the nuts, Lord knows where we would be and what type of cool things we would have. The majority of the suggestions that make sense and are able to be added without modifing the client end up in the game, which is awesome. Few current games evolutions are influenced by there players as much as this game is. Fact of the matter is you have two choices, be a part of the solution, give constructive feedback, offer viable suggestions or create the poisoned well that ends up killing something we have already lost once. Right now I see way more people posioning the well.


  4. My point was "ammo" comps aren't exclusively "ammo" comps, some of what is considered only for ammo is in some rare recipes also for things other than ammo. For building ammo as you say, as long as it's superior output ammo it makes no difference, but in the case of that comp used in a non-ammo build, you want it @200% to boost the superior chances of the item you are building. Those times you would need to have comp at 200% and the vendor build trade idea wouldn't work in that instance, but would have to be self built.


    All player made ammo is superior. I know some of it is used in builds also but the majority of the "builders" on the server can build lvl 9 at 200% even with 100% comps.


  5. Small problem with that, not a shoot down though. Some ammo comps are used in other things, not just ammo. Those comps being @200% would be real desirous when building to buff the terminal odds....npc for ores would be @ 100%, that could be a problem.



    As long as the end result is the ability to make "superior" ammo, it won't matter the percent of the comps/ore. As soon as the ammo itself is made, it would be superior.

  6. I could have sworn this was an option in the "retail" version of the game - I may be wrong, but I could remember being able to mass produce stacks of 10, one of the drawbacks was that you did not get exp for mass producing.  The reason being was a few people decided to power level their trade using the mass produce option.  


  7. I would give my left big toe if there was a "mass produce" option when making ammo comps.  It is a huge time sink and a huge pain in the rear when you're one of 2 builders in a large guild that makes ammo comps.  The last thing I want to do is spend 5 hours a day making ammo comps.  I'd even give up the ability to gain exp from making them in mass production just for the ability to get them made in a timely manner.    I think miners would feel the same way if they had to push the button 600x when refining ore.  

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