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Rossdie

Beta Tester [BT]
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Posts posted by Rossdie

  1. Actually it's not an exploit as it's part of the current game metrix, I actually cannot stand the word "exploit" since it's entirely over used,especially in this game. I feel and exploit is using something that is not supposed to be in the game design or using a work around that isn't supposed to happen. The building design the Dev's chose to implement is why this particular issue has occurred, so in my opinion not an exploit just a normal part of the game.

  2. Well there is a solution get rid of he ability to use suits and such to gain cap, that will make you work out how and who you want to be friendly with or "allied to" as far as I know in original live you didn't have things such as suits or the majongg tiles to boost factions or the the gene maps for that matter. The problem right now is there needs to be a revamp of if you kill this faction you gain/lose this faction or multiple faction changes, especially since no faction charts even updated ones from original live, (showing freespacer, net-7, etc. etc) take in account the three new classes being playable, this will have to be factored in along with how new characters start out with faction (which in my opinion needs alot of work). Even in original live it took alot of kill this, kill that to achieve friendly staus with most if not all factions on the lists. If you remember in original live, you could job up most factions in the game (in which this is not properly set-up), I know on my PW in original live, I had both V'rix and RD factions very much in the green, it just took alot of faction balancing to do so and yes I could land at any station, I also was able to get into der-tod without any major faction problems when going after the bosses there. The bottom line its all about how you as an individual wants to play the game and as it sits now without the caps and more factioned mobs there is no way to get that balance as I would like it to be and as it should be. But, to me this is a moot discussion atleast for me as I won't be playing on the play server anyway, I am just sticking to testing if needed.

  3. Well the problem is Crichton, no offense but when you make suggestions like this back it up with hard facts especially when it's a minor portion of the game. There are still plenty of ways to confirm quite a few things from old game archives. This way you won't get what you call 12 year olds posting about it in which they are saying your not quite right. You may have the best memory in the world or something I do not know you so I cannot say you don't but, remembering things like this from 10 years ago from one person isn't going to cut it for changing the DEV's minds on it, or atleast I would hope not without screen shots or some proof.

     

    I remember this being so with a couple issues not to long ago, i.e the Warder drops and the Intent of the Resolute engine threads, one was proven right from proof and the other proven wrong by screen shots. Just a suggestion. ;)

  4. As for group initialization it was always based on the slowest player in the group, not the highest and it was not averaged, as for warp speed itself it was averaged between all group members speeds not just the highest and lowest, this was also averaged out before actiavted buffs. This is a minor issue and no big deal as I see it, since in original live speed was capped at 5k for a long time before they changed it later to 6k, I remember most terrans just using the lvl9 Ursa only to travel since it was and still is the only 5k warp engine in game.

  5. I mean this: you were fighting, then all of a sudden a high level mob spawn on top of you.  If one of the group member has his reactor drained (due to fighting), group free-warp does not work.  The leader have to kick him out in order for the group to warp.

    Sisl is correct if you start out with all group members with full reactors then freewarp, the lower lvl toons in the group say while on a tour, there reactors will drain to 0 and they will still be warping, in original live that player or players would stop warping when there reactor hit 0. Now if the players reactor is 0 before you try to run you are correct that person in group will not warp away as it should be, but the above situation should happen as well if you are already free warping and someones reactor drains to 0 they should stop. They do not here in the EMU.

  6. Hey now Crichton may have a point, nerf it make it so its a 1 hour spool up timer and only does 1 in shield damage to the mob, the do the same for energy leech on the JD, the boost all mobs hit points 500% above what they are now, because we all know non raid boss mobs in original live had 2mil + shields and hulls.

  7. I love how the exploitation card comes out, well wait until the V'rix are in game will it be an exploit to kill those until damn near every faction you have is +50k and all u have is red V'rix since almost every faction is hated by them. This is why the caps need to be in, there should always be a way to repair factions if you so worried about the so called exploit Matt then how about just dumping the suits as a way to get faction just like back in the day when the V'rix were first launched and you could feed them mordanite for faction.

  8. It's funny with all this faction talk, I had brought a few OLD LIVE suggestions that actually went on either deaf ears or werent taken seriously and were decided as not needed. I also brought up the whole faction caps that were in OLD LIVE, as it sits now how is anyone going to fix there Chavez faction if its like -25k or more, these should be capped. I actually read a old post on ebportal archives that stated how this was originally set-up and here it is again.

     

    Faction caps should be as follows:

     

    Home class faction +15,000 max, -10,000 max

    All other playable races +12,000 max, -10,000

    All other races +10,000 max and -10,000

     

     

    This way you can more easily fix factions that you mangle due to trying to either get a certain faction high enough or do missions for that specific race or races. Just my opinion and yes I know this is your LIVE and not EA's live, but there were reasons for doing this.

  9. Actually unless it was changed again, you shouldn't have to alt tab while gating in formation while multi-boxing, that is if you have mapped the sector gate on the other side, all toons should just follow and be formed on the other side. If it's a new toon you haven't toured then yes you will have to gate them seperately.

  10. I for one agree to an extent what Uban said, whinning over someone not building you an item is just plain dumb and yes the a builder of said item has no obligation to build any specific person or people said item. But, may I suggest you not announce you can build such hard to get item especially raid items, if you don't intend on the onslaught of people wanting the item. I suggest keeping it to yourself or within your guild and hiding your build status on net-7.org, that way you won't be bothered. I have seen way to many bragging in game about getting a rare item and that can just stop also, that to me is just a slap in the face of others that may no be able to obtain certain items.

    • Upvote 1
  11. Just to add an idea to the convo, what would you guys think if...

     

    Area heal only affected members you were grouped with, but you could still use the "direct targeted" to heal one other player outside of your group at a time.

     

    Example:  TT in group heals a PW in another group, the PW gets the full big heal but only the members of the TTs group get the AOE splash.

    I don't care for that idea, especially raiding when you don't want the healers in the main fighting group. The thing is there needs to be a way to limit the timer to switch back to the warriors since they are doing the damage to the mobs, right now it's hard to pull aggro off of a healer and yes I know some DEV;s hate multi-boxers but it affects everyone not just us hated multi-boxers. The only other way would be to make every skill that warriors have hit every time. And no I don't need the game to be totally safe as in never die, but right now in the big raid your going to die alot as a healer.

  12. Perhaps using the L5 version of the heal, and healing the tank solo would get less agro, but that also means that the L5 heal, on a maxed and buffed trader, heal enough shields to be worth lowering the level, as to not draw as much agro.  If a Trader uses L5 heal, and it's supposed to give X amount of healing multiplied by level, does it multiply X amount of healing by 5, on a maxed trader, or by 7?  Or by more if the trader has maxed skill and buffs to heal skill?

     

    The problem with using the lvl5 heal as oppsed to the max multi heal is the lvl 5 only give 1440 per skill level so even if it does register at lvl7 thats 1440x7 and using the lvl7 heal is 5760x7 plus your other shield recharge buffs gives a max of 57600 to your target and 19200 to others in range, so it is a big difference. The problem I see isnt the base 57600 you give I believe it may be adding all your heals together for everyone in range in which you would never get aggro back off the healer unless u use Sap, enrage or some other skill to pull it off the healer in which the only skill I know of that lands all the time is SAP.

  13. The thing is the harder the game is made the more it will be present. If the DEV's didn't want it then go to one account per email instead 9 or go back to the 3 it used to be, personally I won't answer a question like this because I feel it's none of the anyones business how I play a game. If this was back in EA live days I would just pay fro the amount of accounts I want to run as I did in EVE.

  14. My only suggestion would be to tone down Gobb's attacks a bit, atleast to the point where you can even get a heal off before the warriors are dead. I do understand the needing 4 groups but that really wouldn't matter how many groups you have if he switches targets and kills every warrior before you can heal any of them. Or another suggestion would be to shorten his range as in a shorter leash on him so we can do the raid like the old EA Live FB and have a JD pull the warriors back for heals.

  15. Ok that may have been how old LIVE was, which to me means nothing here. The thing is I was attacking a Wisp. and a 2 wafts were doing the stare down feature on my toons, as soon as I popped a TT heal both wafts started firing on my TT and did not aggro any other chars until I of course started firing on them. The problem even in Gonzo's case had nothing to do with how it worked in old LIVE as the voltoi in question are just attacking teh healer and no other chars in the group. I am guessing this was implemented because if you were neutral or friends with the Mordana, the healer would never get aggro from the mobs, to me that is the reason you have good faction with certain NPC's to not get attacked by them until you lose such faction. So, I am guessing when other factions are added to the game at some point, there really is no point in being friendly with them unless you plan on doing missions for that specific faction or docking at there stations etc. etc.

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