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Lannister

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Posts posted by Lannister

  1. I have a slightly different view - I think a wipe may be exactly what we need to reinvigorate. All these people (myself included) who have several maxed toons, mapped about everything there is, and done all the content are board and not playing, and not funding.

    New content would help of course, but perhaps in parallel to a player wipe to add an extra drive to rebuild.
    • Upvote 1
  2. Hello All,

    A fellow player by the name of "Knix" had an interesting idea in [url="https://forum.enb-emulator.com/index.php?/topic/4791-economy/"]this thread[/url] which basically amounted to a suggestion that many of the ills of our in-game economy could be fixed, or at least properly tested, in advance of a player wipe by simply removing much of the credits currently in the game. I though this reasonable and wanted to bounce it off of you guys.

    Why I like the idea (and yes, I voted for it!): Many players have billions of credits. I myself have over 5Billion spread across my toons and I am probably not even in the top 10%. Many of us got them from a time when some of the loot dropping was way too valuable. Some others may have used some exploits (Spitter Ammo anyone?) to amass their fortune. The net result is that we have very little economy or true circulation of money. Builders build for free, new players are often given massive credits and loose the joy of building it up themselves.

    The thread that spawned this idea is a good one to read and look over the thoughts some of the players have on the problems with our in-game economy.

    I do not know if it is even an option - if the Devs could or would consider doing this even if we had a landslide vote. And I know we need to work out some of the details such as how much to leave in game as dropping to 0 would have some bad side effects (I through $1k per overall level would be fair). I also know of at least one exploit that would need to be closed before we consider pulling the trigger.

    But setting the gory details aside for a moment, what do you think? Good, Bad, indifferent? Vote and then post here why you voted as you did.

    Your Advocate,
    Lannister
  3. [quote name='Knix' timestamp='1302785377' post='39097']
    Actually, there's no need to do an entire wipe to test the economy. All they'd need to do is reset everyones credits.
    [/quote]

    I actually like that idea, and the more I think about it the more I like it. There are people who have billions of credits, a reset of cash to some reasonable lvl (say, 1k per overall level) would sure be a great way to test the economy without resetting the game. I like it.

    I think I may have to start a thread on this idea in the Advocate section to see what everyone thinks.

    Lannister
  4. [quote name='Kenu' timestamp='1302715158' post='39028']
    However! if you are annoyed by ore guardians that are respawning frequently to interrupt your dance, I am working on making them more level balanced and less constant.
    [/quote]

    Special request to look at the Sults at one of the hidden fields in Nif. They are the most cantankerous, aggressive, and fast spawning field guardians I have ever seen. ;)

    Lannister
  5. Magoo,

    The problem with account collisions (Blondie talking through trader) is a side effect of using the local certificate - that and the related opt codes are why it is recommended to only one toon in local cert mode. Is your local certificate checked? If so, uncheck it and you may see considerable improvement.

    Edit: damn you autocorrect
  6. Also,

    Don't forget that the Road Runner (not the plus) gives a respectable boost to shield patch and it is available and in game. Also at higher levels you have various other items to give the same buff all culminating in the Prismatic Dragon Wing - the TTs ultimate shield recharge buff.
  7. I think we are skirting around a fundamental issue here.

    Yet the paradox is that the game is likely more enjoyable if we builders are not quite so helpful. The thing that makes RPG games (in general) and MMOs (specifically) work is the joy of overcoming a challenge or reaching a milestone. It is why we flock to job terminals, mission giving NPCs, and can plug away for hour upon hour trying to get a special item to drop.

    Same with equipment - I remember laboriously looking for ores, finding comp builders who had prints I didn't gathering comps and then stalking specific builders who had a rare print. The end result being an item that I treasured and felt good about getting. I see the same now. I remember a JE who worked hard, very hard, to get all the ores to have me make the Wrath of Kokura for him. He was overjoyed when it all came together.

    So the orriginal question remains. Are we builders who build for free doing a disservice to our fellow players by removing some of the challenge? Are we stealing some of the enjoyment of the game by mitigating one of the elements which is most important to its enjoyment?

    Would the game be better off if we all charged? I think it might.

    Yes, we may be too nice.
  8. I heard from the progen team, and another interesting point on the Privateer:

    He is missing a couple of skill as well. Some ideas for active and passive skills that this class needs?

    One idea would be to include repair equipment. He is a warrior/trader and so that addition would fit well with both and augment his usefullness as a healer.

    Any other ideas? Even new skills or PP specific skills - which are notable lacking.

    Thoughts and suggestions appreciated.
  9. TTs need a JE for power all the time - they are handy to have around. However it is a fair point that a properly equipped group doesn't need a JE as much. Things like the Warriors Heart reactor and the Martyrs Heart really help the power issues.

    Even though the power transfer devices (i.e. Phoenix) don't work the JE still has the SAP skill which work great.
  10. All,

    Last but not least, my favorite class.

    This is the ninth and final post in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Terran Trader
    Skills: Most Skills work as designed.
    Skill to review: Befriend - does it ever work?

    Balance: Good, the ultimate trader.

    Open issues: None that I am aware of.

    The TT is a consumate trader, having the most build skills (everything except reactor) and skills that are in demand for group work (shield and hull repair). This class was probably the most stable and well designed from live. The only drawback is the number of good skills and the difficulty of managing skill points.

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  11. All,

    This is the eighth in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Terran Scout
    Skills: Most Skills work as designed, but two are yet to be added.
    Skill to review: Afterburner & Null Factor are yet to be added skills. Without these the TS lacks a good bit of balance and really has nothing other than HP to make them a consideration for a group over another explorer.

    Balance: Unknown until the missing skills are added.

    Open issues: Missing Skills.

    The TS is not bad to play - his speed makes him fun for solo work and even mining. He flexabilty in using items for both the JS and PS gives him a good bit of flexability. In a group he is seriously lacking. Hopefully the new skills with address this.

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  12. All,

    This is the seventh in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Terran Enforcer
    Skills: Most Skills work as designed.
    Skill to review: BioSupression - I moved out of this skill as it was not working. Is it now?
    Hack seems less usefull with lower success that I remember from live. It is hard to justify putting points in.

    Balance: Good for a Warrior / Trader.

    Open issues: None that I am aware of.

    The TE is a fun class to play, a warrior with a more of along range spin. Overall it seems to be an accurate representation of what was in live. What do you think?

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  13. All,

    This is the sixth in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Progen Warrior
    Skills: Most / Skills work as designed.
    Skill to review: Grav Link dosn't cause aggro as it should.
    Sheild sap was rebalanced slightly a while ago and the result seems good -- maintaining the core functionality without overpowering this already powerfull class.

    Balance: Good for a strait warrior.
    Open issues: None that I am aware of.


    The PW is second to none in combat and can both take a deal the most damamge. Overall the class is working well with only a few minor tweaks needed. At least that is what I think - how about you?

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  14. All,

    This is the fifth in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Progen Sentinel
    Skills: Most / All Skills work as designed.
    Skill to review: None that I am aware of.
    Balance: Good for an Explorer / Warrior - the weakes of the progen race, but stronges of the explorers.

    Open issues: None that I am aware of.

    The PS is a reasonable explorer/warrior, though only excells in firepower. The other explorer races are faster, stealthier, and have some noted abilities.

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  15. All,

    This is the fourth in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Progen Privateer
    Skills: Most / All Skills work as designed.
    Skill to review: None that I know of.
    Balance: Good for a Trader / Warrior

    Open issues: None that I am aware of.

    The PP makes a great combat medic, with the combination of firepower, shield restore, and lvl9 reactors being hard to beat. This is also probably one of the most well laid out of the 3 non-live classes. Overall I cannot think of any balance or skill problems. How about you?

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  16. All,

    This is the third in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    This is the only class I have not played and, I bleieve, is the least played class in the game. I have really no feedback to kick this off with.

    Class: Jenquai Seeker

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  17. All,

    This is the second in a series of feedback requests specific to a class. The goal of these posts is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Jenquai Explorer
    Skills: Most Skills working as designed.
    Skill to Review: Compulsory Contemplation is not working.
    Skill to Review: Group SAP skills do not give energy to the JE, only to the group members. Should give power to the enitre group including the JE.
    Ballance: The perfect pure explorer.

    Open issues: Looting while cloaked as been discussed a lot and has also seemed to slip in and out of the game. I believe the dev view is that looting while cloaked was not available in Live - but I tend to disagree. I do think looting while cloaked was an option.

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
    • Upvote 2
  18. All,

    This is the first in a series of feedback requests specific to a class. The goal of these classes is to consolidate clear feedback on what works and doesn’t for the individual classes. I will kick of the thread with my feedback (personal and garnered from other players) and then turn the thread over to you for expansion and addition.

    Class: Jenquai Defender
    Skills: Most Skills work as designed.
    Skill to review: SAP doesn’t work correctly. No energy transfer to team, many levels doesn’t work at all, Mobs have unlimited energy.
    Balance: Good for a Warrior / Explorer.

    Open issues: Looting while cloaked as been discussed a lot and has also seemed to slip in and out of the game. I believe the dev view is that looting while cloaked was not available in Live - but I tend to disagree. I do think looting while cloaked was an option.

    What is your view? What works well, doesn’t work. What do the Dev’s need to pay attention or focus on to get them class to 100%?
  19. Cdel, Slayer:

    I think there may be an error in the SQL call which generates these lists.

    Specifically I think Ammo is being counted twice - once alone and once as part of weapons. It is the only way I get the numbers to align.

    The overall numbers are correct - ammo is not double counted there. So the call for weapons needs to either exclude Ammo, or (if that is to much work) ammo as a stand alone category could be removed.

    Can you confirm and perhaps re-run the list for us?
  20. [quote name='Alyseria' timestamp='1301986523' post='38265']
    Static have been having a horrible time in the Fish Bowl recently. Some of us have found disabling sound in the game config seems to help a bit, but lots of lag and disconnections are making us less enthusiastic to risk our activation devices when we can't guarantee raid completion.
    [/quote]

    Alyseria,

    We have been running several raids a day with no issue in the FB. The buffer fix the TB put in did seem to help a lot. One thing to check: In the FB you really must have the packet optimization and prototype reorder enabled on the launcher. The catch is that one of the last several updates unchecked them so many people did not notice and plaid right through. Checking those should improve your FB experience greatly.

    Lannister
  21. All,

    Once again the time for the monthly update draws near. The content should be pushed in the next couple of days. As always a preview of what you will see follows. There are still a couple items kicking arround and if they do make it in I will try and update this thread to let you know.

    Enjoy!



    [list]

    [*]Increased Asteroid field count in Antares Frontier.
    [*]Adjusted Asteroid Belt Beta asteroid field densities.
    [*]Changed various Jenquai asteroid field levels.
    [*]Increased cost of level 5 jenquai hull upgrade
    [*]Replaced low-level fields in Jupiter at asteroid navs with higher level fields.
    [*]Added several more fields to Swooping Eagle asteroid navs
    [*]Changed Mordana Tabernacle asset
    [*]Fixed some debris-filled asteroid fields
    [*]Moved Prasad vendor to not clip with another vendor's booth.
    [*]Improved Jenkin Knapp talktree.
    [*]Fixed Zinzu Nez typo in talktree.
    [*]Improved "Patrolling the Line" initial talktree.
    [*]Improved Shou Shen talktree
    [*]Fixed "Radiation Testing" typo in mission talktree.
    [*]Clarified Geusau talktree.
    [*]Fixed buckler MKIII being displayed twice in ES vendor.
    [*]Improved Master Ayam's talk tree
    [*]Fixed Inner Fire asset (was blue earthcorps ship)
    [*]Fixed "Learning About Coordinates" typo in mission talktree.
    [*]Improved Masaaki Rosanjin's talktree.
    [*]Collegia Faction Requirement added to Agrippa Technology Stage II and Stage III missions.
    [*]Imperator Agrippa is on Arx Emporos (Formerly Imperator Frank).
    [*]Agrippa Technology Projectiles no longer have activated buffs, this has been moved to other Agrippa Technology item(s).
    [/list]

    Feel free to use this thread to discuss. As always I know very little behind these notes.

    See ya in game,
    Lannister
    • Upvote 2
  22. Like or loath his work, I think Byakhee missions are exactly what we need going forward. There is an extra dimension, required cooperation, and a non-liner "screwed by your own bad choices" line here which can bring another dimension to the game.

    Yes, we need to get some dedicated progen Beta testers to take Byakhee's work and smooth it out, but I cannot fault what he is trying to do. We need more like this not less.

    When you come out of the other end of one of these missions, you know you earned that item, print, or upgrade.

    I would also point out that the real departure from live style missions has taken place has been around the building/manufacturing lines (i.e. Agrippa). Seeing as the Privateer was not even in live this seems understandable. He could not have used Live content as there was none.

    The above are my opinions at the time - seeing as I have finished Agrippa with all my eligible toons. A week ago I probably would have been passing out torches and leading the mob. ;)
    • Upvote 2
    • Downvote 1
  23. Hello E&Bers,

    I know many of us have been talking in game and that remains my primary method of gathering information and communicating with you. Getting feedback while in the thick of it seems to be the best and most sure communication method. I know most of our players are not active on the forums. Keep reaching out to me that way if you have something you want to discuss or have fed back to the Devs.

    By way of an update I wanted to cover two main areas. Feel free to pick up on any of these in this thread and we can drive them forward that way.

    I. Consolidated Feedback to the Developers: During the Dev meeting yesterday I provided some specific feedback based on in-game communication of the top discussion points. I know I did not get everything that has been bouncing around but rather focused on consistent themes. Those points are as follows:

    [list]
    [*]Analyzing Terminals: Analyzing has suddenly gotten more difficult especially for mid level items. Failure of multiple/several low level items is becoming common even with a 90% success chance. While how easy something should be to analyze is a separate topic I did ask that the Dev's look at this issue with an eye to aligning reality of the process with the success chances displayed in the terminal. I did reiterate that this seems to be a new change.
    [*]Items not dropping: There are numerous items that are not dropping that should. Specifically items that were at one time and are not otherwise out of sync with the story line (i.e. no Vrix or Bogi items should be dropping yet). This is especially seen in some of the mid lvl Red Dragon items.
    [*]Agrippa Missions: The Agrippa missions remain a source of questions and commentary from those few brave souls willing to take up the challenge. While the Progen team has done a great job of making some challenging stretching missions there are some mechanics issues that may need considered. I suggested that someone from the Beta team run through the mission in the live instance and see if some enhancements can be made. This is not to suggest the missions should be made easier or even need substantial changes - just a fresh set of eyes.
    [*]Unfortunately the latest round of connectivity issues we all saw yesterday and today did not fully manifest in time for me to add this to the discussion points.
    [/list]

    II. Feedback from the Development Team: A couple items came back from the Devs that I wanted to share with you.

    [list]

    [*]Server Update: In addition to the move to the new servers which we already know about, a coupe of new servers are being added as well. This will separate the dev and forum servers and provided some much needed resiliency. I am sure most of you saw that the donation goal has been updated to reflect the new architecture. I just made a donation and encourage you to do the same.
    [*]TS Skills update: The adding of the two missing Terran Scout skills, remains in process. While Nullfactor shield is a little further away, it looks like Afterburner is not far off. Some of the infrastructure for Afterburner went into the last content update and it is mostly working on the Dev server.
    [*]March Content Update: I have seen some of the items that have made it into the March updates. As stated previously the focus remains on bug fixes and overall tuning of the game and this patch is not exception. However I do think you will all be pleased with the updates. More on that to follow.
    [/list]

    As I have more to report I will certainly do so. I have a couple other things I am about to kick off as well, so stay tuned. As always if you have anything that you feel I should be paying attention to please reach out to me. Post in this forum, message me in game, send me a private message here, etc.

    See ya in game,
    Lannister
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