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I think you guys misunderstand "constant shield recharge".

 

During Old Live (tm) there was a constant shield recharge.

Example: If your shield said +30/sec then it actually recharged +30/sec. **in or out of combat**....the shield was constantly charging. If a mob hit you for 100 hp your shield got knocked down 100 hp and you shield regained 30 hp a sec later leaving you 70 hp down. This made it impossible for say a L10 mob to kill a player with a L8 shield....

 

Currently EMU Live (tm) there is not a constant shield charge. When you are hit, your shield stops charging and every hit that lands dips into your shield pool, even a pissant L10 mob can eventually kill a L9 shield, this should not be. What possible reason would a shield stop charging? The point of the shield, is to recharge following damage to keep you protected, if the shield isn't going to function and recharge during combat, then call it hull #2...it's not a shield.

 

There are multiple devices that PS's used during Old Live (tm) that were relevant, that kept them and the PW's in the action, they were never going to aprouch a TT's utility, but they were desired for their heals and recoveries as well.

 

Look up the following devices and buffs to see what we mean when we say "constant shield charge"

Binder 7+

Shield recharge BOOST!

ShieldGen

Normandy shield

Refuge device

Refresh device

 

And there are many more...

Currently anything that adds to shield recharge rate is totally useless in combat, that was not intended and shouldn't now either. For any of those recharge rate devices to even be minimally useful you have to wait 10 sec. after combat ends, use the item, then wait for the buff to run its course before entering any other combat....really whats the point of the device/skill under those conditions?they are as useful as a spiderweb device (i.e. not of use)

 

If "constant shield recharge" can't be added back in, then at least half of a PS's combat utility remains inaccesable. Even though there are JS/PP in to have a choice of heals other than a TT, it would simply add to the PS's utility both in a group setting and as a highly soloable class as a PS was intended.

 

On a side note, "constant shield recharge" shouldn't be just a player thing either, mobs did and should have it as well....

 

While  you look up all those PS's devices for player shield recharge buffs, consider all the primarily progen (but a few other not progen) offensive devices to disrupt shield recharge rates, it's even in the PS's menace skill discription, it (high skill) makes them forget to use unique skills and flee in fear and disrupts other functions (shiled and reactor charge is some of that)

Edited by Mattsacre
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"Floating" asteroid and hulk fields instead of static ones that can be camped. Nothing in space is "still", everything is always moving. AFAIK, the roid and hulk objects are mobs that you "attack" with the beam, so it might be possible that entire fields can be set drifting across sectors and despawn at the edge. Even if not, it's likely possible to spawn mobs and make them into faux roids / hulks, creating the same effect. 

 

This means everyone can explore for the fields, but explorers will have a great advantage thanks to their scan ranges and low power engines. Player classes will end up collaborating on finding fields and clearing them to be mined, esp. if the fields have high value ores and are guarded.  This creates a dynamic aspect to gameplay instead of boring old "check this field, check that field" or "park my explorer near the field and set a timer for the repop".

 

Thanks for listening,

M

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I think you guys misunderstand "constant shield recharge".

 

During Old Live (tm) there was a constant shield recharge.

Example: If your shield said +30/sec then it actually recharged +30/sec. **in or out of combat**....the shield was constantly charging. If a mob hit you for 100 hp your shield got knocked down 100 hp and you shield regained 30 hp a sec later leaving you 70 hp down. This made it impossible for say a L10 mob to kill a player with a L8 shield....

 

 

Look up the following devices and buffs to see what we mean when we say "constant shield charge"

Binder 7+

Shield recharge BOOST!

ShieldGen

Normandy shield

Refuge device

Refresh device

 

And there are many more...

Currently anything that adds to shield recharge rate is totally useless in combat, that was not intended and shouldn't now either. For any of those recharge rate devices to even be minimally useful you have to wait 10 sec. after combat ends, use the item, then wait for the buff to run its course before entering any other combat....really whats the point of the device/skill under those conditions?they are as useful as a spiderweb device (i.e. not of use)

 

First, there was no such thing as constant shield recharge that as you mention back then... Mobs had very low regen back then as well, let alone constant one...You might be confusing with other games. Level 10's were slow enough to fire before your next regen and 10 seconds? Shields starts regen not more than 5 seconds after your shield dropped down via a hit...

 

All of those devices listed works in combat unless mob hits you, shield regeneration stops, 5 seconds later, your shield regen and your buffs power up again (unless your buff is expired), PS power down means mobs does not hit you,  Jenquai has cloak to start recover, progen and terran has their ranges... You know you don't need to sit in a spot and wait mob hitting you during combat...

 

If you are thinking of useless skills, lets start with Structure damage repair skills then...  There was equipment damage and HDC and all other damage controls were based on this...

 

As for spiderweb, I'm sure it will become handy when devs upped some existing mobs such as RD's etc. smartness factor and run away via warp option to mobs...

Edited by SiSL
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I have reviewed most of the ideas up to this point and quite a few are going to be used in the forseeable future.  Not all, some simply are out of scope or too difficult to implement/unable to fit in with what is planned, but you guys are great, seriously.

 

If there are any more feel free to post them, I have a whole list of ideas now =D

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"Floating" asteroid and hulk fields instead of static ones that can be camped. Nothing in space is "still", everything is always moving. AFAIK, the roid and hulk objects are mobs that you "attack" with the beam, so it might be possible that entire fields can be set drifting across sectors and despawn at the edge. Even if not, it's likely possible to spawn mobs and make them into faux roids / hulks, creating the same effect. 

 

This means everyone can explore for the fields, but explorers will have a great advantage thanks to their scan ranges and low power engines. Player classes will end up collaborating on finding fields and clearing them to be mined, esp. if the fields have high value ores and are guarded.  This creates a dynamic aspect to gameplay instead of boring old "check this field, check that field" or "park my explorer near the field and set a timer for the repop".

 

Thanks for listening,

M

Sounds slightly familar. I like the idea of being blind right up untill its to late and you have got to pay extream attention to where your at and what your doing. An NPC can jump out on you at any time.

https://forum.enb-emulator.com/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=1464

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First, there was no such thing as constant shield recharge that as you mention back then... Mobs had very low regen back then as well, let alone constant one...You might be confusing with other games. Level 10's were slow enough to fire before your next regen and 10 seconds? Shields starts regen not more than 5 seconds after your shield dropped down via a hit...

 

All of those devices listed works in combat unless mob hits you, shield regeneration stops, 5 seconds later, your shield regen and your buffs power up again (unless your buff is expired), PS power down means mobs does not hit you,  Jenquai has cloak to start recover, progen and terran has their ranges... You know you don't need to sit in a spot and wait mob hitting you during combat...

 

If you are thinking of useless skills, lets start with Structure damage repair skills then...  There was equipment damage and HDC and all other damage controls were based on this...

 

As for spiderweb, I'm sure it will become handy when devs upped some existing mobs such as RD's etc. smartness factor and run away via warp option to mobs...

I'm sorry SiSL you are wrong. There was always a constant shield recharge, your shield didn't cut out its recharge just because you were in combat, that the very definition of a charging shield, IT REGENERATES, if it don't then its a hull, call it hull #2 if thats how it is going to work.

 

In Old Live (tm) my primary toon was a PS (called mattitude back then). Many is the time I had a shieldGen device on (adds +X recharge rate) and a refuge device (has shield BOOST!) effect, later I saved a slot and had a normandy shield.

 

Many is the time I watched my shield gain pool, while I was in combat, I was taking hits (and damage text generated showing so) but my shield recharge rate exceeded the mobs DPS rate. Many is the time the mob had as fast as 1 sec. ROF. there was no 5 sec. gap thee to gain recharge rate. Many is the time I hit the normandy/refuge buff and watched my shield gain back from 1/4 - 1/2 hp pool WHILE in combat. That single buff, shield BOOST! saved my butt so many times I can't count how many. I would be in combat and be chanting "come on come on come on!" waiting for the cool down to come off, hoping it did before I was into hull, since the mob had grav linked me or knocked my engine off line etc etc.

 

Simply put, what would be the use of a <Disrupt Shield Recharge> device if you weren't disrupting shield recharge? If a mobs shield didn't recharge during combat, why would you need to disrupt their shield recharge? What would be the use of a shieldGEN? What use a dragonflight engine? What use a normandy shield? How about a PW's CT skill discription of shield recharge rate increase while remaining still? How about that discription in a PS's menace skill? Why would a binder 7+ even have that buff if it didnt' work that way?

 

Old Live (tm) there were a limited set of actions a PS could do while powerdowned, activating a refuge wasn't one of them, (I know, to my detriment I was knocked out of PD by doing so).

 

Many is the time I was included in a combat group just to spam grav link/menace and shieldBOOST! folks that took dmg outside tanking, by my doing that it took pressure off the TT, allowing them to concentrate on the tank, how would that work if shield recharge rate stopped during combat? I could hit shieldBOOST! effect while they were taking a plasma dmg tick and my/their shield would still zoom up for 10 sec. If, as you described the buff was stopped for that 5 sec. then resumed, how would they gain any shield back? It was applied during a plasma tick...so there  goes 2 sec.of buff time and then the 5 sec. wait = -7 sec. of a 10 sec. buff, and yet they would get a full 10 sec worth of shield recharge @500% not 3 sec.

 

I understand if they don't want to, or can't,  add constant shield charge here in New Live (tm) it is what it is, but that don't stop some of us wishing for it anyway :). If they could add that back in it would truely go a long ways to adding to a PS's utility, PS are truely the red headed step child were groups are concerned.

Edited by Mattsacre
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Now we have server sterbility i would like to see things how they was in old live.

 

All items that's listed in the old databases should now be dropping, in my opinion....The loot tables really need adressing and items added asap.

 

Some mobs are still overpowered like the griss patrol, seems that the reactor and shield is the wrong way around, needs checking tbh, and is it right that you can only kill the lvl 50 griss patrol by useing impact ammo ?

 

The TT's role is now useless in my opinion, as soon as you heal others, you become the tank, and the real tanks, cant get the agro back, it seems.

 

Theres not enough lvl 9 ore fields about.

 

I love some of the changes the devs have made, but theres still things that need to be looked into.

 

Let this game be fun again please, help us to have fun, by making it more enjoyable to play, either solo or in a group.

 

Before i get flamed, this is not a moan, it is just my opinion into what i would like to see changed, or at least looked into.

 

I love this game, was in beta all them years ago, and i'm so greatfull to the devs for bringing it back, i just feel it's going in the wrong direction atm

 

Thanks

 

Nearly forgot.....I would like to see a npc in Antares 1, or make the loot stackable please, think we had a npc in ST4 ?

Edited by Mik
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First, there was no such thing as constant shield recharge that as you mention back then... Mobs had very low regen back then as well, let alone constant one...You might be confusing with other games. Level 10's were slow enough to fire before your next regen and 10 seconds? Shields starts regen not more than 5 seconds after your shield dropped down via a hit...

 

All of those devices listed works in combat unless mob hits you, shield regeneration stops, 5 seconds later, your shield regen and your buffs power up again (unless your buff is expired), PS power down means mobs does not hit you,  Jenquai has cloak to start recover, progen and terran has their ranges... You know you don't need to sit in a spot and wait mob hitting you during combat...

 

If you are thinking of useless skills, lets start with Structure damage repair skills then...  There was equipment damage and HDC and all other damage controls were based on this...

 

As for spiderweb, I'm sure it will become handy when devs upped some existing mobs such as RD's etc. smartness factor and run away via warp option to mobs...

 

Sorry man but its you that is mistaken. Its exactly how it was in live and Mat knew exactly what i was talking about and elaborated perfectly, Thanks Mat ;)

Ofcourse i know that it will be a whole new game, tons of rebalancing and that it would be out of the question for now.

But this thread is about which direction we would like to see the game going and i just added mine. Maybe further down the road it could be considered.

As it is especially the PS has lost a significant amount of its playing appeal. Pls make changes that motivate players to use the class.

It was this exact mechanic that would allow a terran enforcer with the Intent engine (remember that increase shield recharge buff?) to somewhat match the fighting prowess of his progen counterpart.

 

And please don't let just anyone see the contents of roids and hulks. If you wanna do that play a miner.

Only the ones that put the time and effort into being a true explorer should be rewarded with their contents.

That knowledge should come with a price.

Fly around for hours...discover out of warp path fields and find that rare AA. Share your info with others or not.....up to you.

 

And please remove the NOS device from game....like i said before its a game changer, a greatly unbalancing act.

https://forum.enb-emulator.com/index.php?/topic/7887-afterburner-waste-of-skill-points/#entry67143

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just a thought.....

how about a daily/weekly event like a "sector boss". a mob so bada** , it would require ,say, 5-10  full groups to take him out. he could drop various loots or reward some cxp to all involved. this might promote mass grouping (ack! even between guilds). perhaps 1 mil creds to every player who gets a hit in.

the spawn location could be varied each time and schuedled or announced say 1 day ahead.

 

suggestions/feedback?????

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just a thought.....

how about a daily/weekly event like a "sector boss". a mob so bada** , it would require ,say, 5-10  full groups to take him out. he could drop various loots or reward some cxp to all involved. this might promote mass grouping (ack! even between guilds). perhaps 1 mil creds to every player who gets a hit in.

the spawn location could be varied each time and schuedled or announced say 1 day ahead.

 

suggestions/feedback?????

Not bad idea. Just one idea to it...boss needs neutrality set to it. Stop potential future grief and tickets etc. if that boss isn't a KOSer, you got to do something to get on its aggro matrix. That lets noobs not get capped traveling through, or those not wanting such action to get involved, they might be involved in some mission that would flub up if they got ambushed.

 

If it isn't to be a agro to get in type thing, then at least have it be no offense action from player to escape. Rememeber the V'rix busting folks out of warp to "scan" them? It WAS annoying as heck when you were busy, but if you didn't pop off a round at them they didn't do more than stop you for a bit. Could play to story line that such and such npc calls all to arms to free up space lanes of X menace, said  menace "harrassing" people and stealing vital secret intel or resources etc.

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just a thought.....

how about a daily/weekly event like a "sector boss". a mob so bada** , it would require ,say, 5-10  full groups to take him out. he could drop various loots or reward some cxp to all involved. this might promote mass grouping (ack! even between guilds). perhaps 1 mil creds to every player who gets a hit in.

the spawn location could be varied each time and schuedled or announced say 1 day ahead.

 

suggestions/feedback?????

Yea I'll add to it.

Lets make the Bosses be Class/Race leaders, Herrara, Var and Silva they have got to travel sometime right?

They can have the appropriate escorts and AI (skills) in formation traveling from sector to sector, Jupiter to Swooping Eagle, Mars to Jotuheim and Earth to Glenn etc etc..

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Shields stopped recharging for a short time after being HIT. That was true.

Sorry, no. Shields stopped when a SKILL disrupted them from bio. Any "hit" you took from nonbio that disrupted shield recharge was considered their version of device. Just like the devices player could enable on mobs stopped shield charge on mobs. Some SKILLS that players could use also disrupted shield recharge (some not included in skill discription like the explosive/impact debuff for grav link wasn't listed) high end biorepess was one, high end menace was another, enrage had some chance of it as well (the odds were never made clear but it did happen now and then).

 

Some mobs like the tengu had a active debuff on you, you saw when they did something nasty to you, same with ardus mobs. Some of the nasty tricks from the v'rix were seen some not, but it was a skill/"device" that disrupted shield constant recharge. There were mobs that had "stun" like hits, pehaps you meant those HIT(s)? Those were really a "skill" not a shot. The only HIT that disrupted shield recharge was* equiptment damage-shield* , shield disabled once they was into your hull.

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Sorry, no. Shields stopped when a SKILL disrupted them from bio. Any "hit" you took from nonbio that disrupted shield recharge was considered their version of device. Just like the devices player could enable on mobs stopped shield charge on mobs. Some SKILLS that players could use also disrupted shield recharge (some not included in skill discription like the explosive/impact debuff for grav link wasn't listed) high end biorepess was one, high end menace was another, enrage had some chance of it as well (the odds were never made clear but it did happen now and then).

 

Some mobs like the tengu had a active debuff on you, you saw when they did something nasty to you, same with ardus mobs. Some of the nasty tricks from the v'rix were seen some not, but it was a skill/"device" that disrupted shield constant recharge. There were mobs that had "stun" like hits, pehaps you meant those HIT(s)? Those were really a "skill" not a shot. The only HIT that disrupted shield recharge was* equiptment damage-shield* , shield disabled once they was into your hull.

You are still confusing about your big shields was not getting interrupted by lowbie creatures fires...

 

I played TE whole my adventure, I remember clearly sending missiles 1 by 1 in order for mobs shields not to regenerate was a tactic back then and still is... Sorry to confuse your memories but lowbie creatures not being able to kill you in Old Live because they used to MISS a lot due to CL difference, which gave your shields ability to restore during all those misses.

 

Now creatures miss less for some reason, if it is, it is a bug... Debuffs were stopping your shields more than it used to, instead of 10 seconds like now, it was over 30 seconds of no shield recharge... 

 

And I repeat again, you always use the term "in-combat" and it means different than "taking hit" , shields only pause 10 seconds when you TAKE hit (currently and in old live), it regens naturally if you don't take hit in combat... 

Edited by SiSL
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You are still confusing about your big shields was not getting interrupted by lowbie creatures fires...

 

I played TE whole my adventure, I remember clearly sending missiles 1 by 1 in order for mobs shields not to regenerate was a tactic back then and still is... Sorry to confuse your memories but lowbie creatures not being able to kill you in Old Live because they used to MISS a lot due to CL difference, which gave your shields ability to restore during all those misses.

 

Now creatures miss less for some reason, if it is, it is a bug... Debuffs were stopping your shields more than it used to, instead of 10 seconds like now, it was over 30 seconds of no shield recharge... 

 

And I repeat again, you always use the term "in-combat" and it means different than "taking hit" , shields only pause 10 seconds when you TAKE hit (currently and in old live), it regens naturally if you don't take hit in combat... 

I'm not misunderstanding you, your shield STILL constantly recharged even as you say "took a hit" on Old Live (tm), I am understanding you completely about low mobs hitting you to disrupt charge and thusly being able to eventually be able to take down even a L9 shield. I'm pointing out that you are incorrect...even if your toon "took a hit" from a pissant mob or a "massive hit" from a mega mob it did not stop your shield from CONSTANTLY charging at its "adjusted" recharge rate. *

 

I am saying "in combat" meaning that the player was actively fighting and actively taking damage and actively doing damage...thats combat. The way the PS devices worked is they calculated your "adjusted recharge rate" * and then for a very short time buffed that rate for a massive amount. Currently since the CONSTANT SHIELD RECHARGE doesn't constantly recharge, those devices can't work. The CONSTANT SHIELD RECHARGE is integral to thier function....if there wasn't a CONSTANT SHIELD RECHARGE in Old Live (tm) then how would they have functioned then...as opposed to them not working now?

 

A PS device  called---Restore-- has a buff that takes your "adjusted shield charge" rate and increases it by massive amounts for 10 sec. then has a cool down for (I think) of a minute..perhaps it was 2 minutes. This was usable during combat....NOTE: thats while "taking hits" i.e. combat and it recovered you for a portion of your shield. The L8 device of that player made had just over 500%/adjusted shield rate @ 10 sec. That got you when you hit it (depending on your adjusted rate) between 1/3- 2/3 of your shield back..this was usable even during combat..the only time it didn't work is if you were hacked and device was knocked offline.

 

This was one of the reasons PS were chosen for a group, pair the restore device buff with a refresh buff on a PW and it was like getting a shield sap between  their sap cooldown time. With care and fast ingagements this was the way groups could function without a otherwise manditory TT. This, paired with other deviceage, (debuffs/buffs) let a PS with their 4 wep slots be able to take on solo what only a PW and their 6 slots would be able to otherwise solo.

 

*Adjusted rate= what your shield says on its recharge rate+ the highest equipt buff (like a shieldGen device or a dragonflight engine for instance)+ the highest active buff (like a refuge/refresh device).

 

 

Do us both a favor, go to the data base, look up the device RESTORE it starts at 5-9, look up shield type SUMTER it starts 5-8..read the buff. That functioned while "taking hits" Old Live (tm). Constant recharge is integral to it doing so. 1/3 of PS devices are shield buff or manipulations..they were the shield manipulators of the game, TT were the healers. If they won't or can't bring constant recharge back, that eliminates 1/3 of all deviceage intended for PS use only, this deminishes their role and something else will have to be done with them, right now they are relegated to being a gimped miner with the call forward ability....other that call forward what would make one really choose one as thier primary toon?

Edited by Mattsacre
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I'm not misunderstanding you, your shield STILL constantly recharged even as you say "took a hit" on Old Live (tm), I am understanding you completely about low mobs hitting you to disrupt charge and thusly being able to eventually be able to take down even a L9 shield. I'm pointing out that you are incorrect...even if your toon "took a hit" from a pissant mob or a "massive hit" from a mega mob it did not stop your shield from CONSTANTLY charging at its "adjusted" recharge rate. *

 

I am saying "in combat" meaning that the player was actively fighting and actively taking damage and actively doing damage...thats combat. The way the PS devices worked is they calculated your "adjusted recharge rate" * and then for a very short time buffed that rate for a massive amount. Currently since the CONSTANT SHIELD RECHARGE doesn't constantly recharge, those devices can't work. The CONSTANT SHIELD RECHARGE is integral to thier function....if there wasn't a CONSTANT SHIELD RECHARGE in Old Live (tm) then how would they have functioned then...as opposed to them not working now?

 

A PS device  called---Restore-- has a buff that takes your "adjusted shield charge" rate and increases it by massive amounts for 10 sec. then has a cool down for (I think) of a minute..perhaps it was 2 minutes. This was usable during combat....NOTE: thats while "taking hits" i.e. combat and it recovered you for a portion of your shield. The L8 device of that player made had just over 500%/adjusted shield rate @ 10 sec. That got you when you hit it (depending on your adjusted rate) between 1/3- 2/3 of your shield back..this was usable even during combat..the only time it didn't work is if you were hacked and device was knocked offline.

 

This was one of the reasons PS were chosen for a group, pair the restore device buff with a refresh buff on a PW and it was like getting a shield sap between  their sap cooldown time. With care and fast ingagements this was the way groups could function without a otherwise manditory TT. This, paired with other deviceage, (debuffs/buffs) let a PS with their 4 wep slots be able to take on solo what only a PW and their 6 slots would be able to otherwise solo.

 

*Adjusted rate= what your shield says on its recharge rate+ the highest equipt buff (like a shieldGen device or a dragonflight engine for instance)+ the highest active buff (like a refuge/refresh device).

 

 

Do us both a favor, go to the data base, look up the device RESTORE it starts at 5-9, look up shield type SUMTER it starts 5-8..read the buff. That functioned while "taking hits" Old Live (tm). Constant recharge is integral to it doing so. 1/3 of PS devices are shield buff or manipulations..they were the shield manipulators of the game, TT were the healers. If they won't or can't bring constant recharge back, that eliminates 1/3 of all deviceage intended for PS use only, this deminishes their role and something else will have to be done with them, right now they are relegated to being a gimped miner with the call forward ability....other that call forward what would make one really choose one as thier primary toon?

As much as I want to agree with your theory on shield recharge, I don't think that's how it was in live..... I don't remember my shield ever recharging during combat. Sure, it sounds logical that it should be constantly recharging due to having a "recharge rate of x per second"....if your shield is recharging, it should be using reactor power to do so, because where does all the power used in weapon systems and the engine come from? The reactor. 

The PS role in combat was support and a damage dealer. The purpose of all those "boost shield recharge" buffs was for tank switching. TTs would focus on whoever was main tainking, aggro was exchanged using enrage abilities, and the PS would boost the offtank to help reduce the amount of healers needed. 

 

That's how I remember it anyway, I could be wrong, but that sounds more like the intended class roles in combat.

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As much as I want to agree with your theory on shield recharge, I don't think that's how it was in live..... I don't remember my shield ever recharging during combat. Sure, it sounds logical that it should be constantly recharging due to having a "recharge rate of x per second"....if your shield is recharging, it should be using reactor power to do so, because where does all the power used in weapon systems and the engine come from? The reactor.
The PS role in combat was support and a damage dealer. The purpose of all those "boost shield recharge" buffs was for tank switching. TTs would focus on whoever was main tainking, aggro was exchanged using enrage abilities, and the PS would boost the offtank to help reduce the amount of healers needed.

That's how I remember it anyway, I could be wrong, but that sounds more like the intended class roles in combat.

Ok let me conceed something, I'm older...and with age sometimes memory fades. But about this...I must insist i'm not forgetting or misremembering :), and quite simply, logic backs me up. READ THE BUFFS on the items, logic it out. How could the items function if there was no constant shield recharge?

My Old Live (tm) my primary toon was a PS named Mattitude (Matt+attitude...big whoop want to fight about it? :) ...everyone is entitled to my attitude...:) the jokes were multiple hehe)

I soloed extensively and grouped as well, was in Manus Ignota. The combination of Restore/shieldGen/refuge buffs saved my butt time and time and time again, as well as my guilders. I could count on getting 1/2 my shield back DURING combat using the restore device..I took on mobs well over my level solo on a day to day basis for that simple reason that I-got-shield-back-while-taking-hits, it was more reliable than a PW's shield sap since sap had a miss rate, restore never missed, the only time a restore could "miss" was if i took on a mob that hacked me, (I avoided hacking mobs like the plague because of that risk)

I, and my guilder JE all the time camped the volts, we killed the named bosses between just us 2 on a regular basis (the bosses summon was a booger btw). a PS's 4 weap slots could never solo bust through the L60s shields to its death if you tried to escape and come back (it would recharge it shields faster than you could and more often than not summon you back before you could get away anyway), with restore/shieldGen/refuge mix you could out charge their shield recharge rate..you could get through their shields by hitting them nonstop. With the JE along to teleport them away if it was getting hairy and to battery my reactor killing the boss was a lock.

Explain how my memory must be off: How would a L60 boss with summon, gravlink, massive scan rate, massive shields be soloable by a PS without being able to kite or use escape and return tactics? There wasn't a TT there to get me a shield charge....how did i get 1/2 my shield back during combat? JE's (when he was with me) didn't have a mystery shield charge....how did I turn 130kish of shield into 200kish worth of shield without a TT or some buff to recharge my shield while I was getting hit?

Could the memory of you not having your shield not recharge during combat, be more attributed to your constant recharge rate not keeping up with the damage you were sustaining? If your constant recharge was +400/sec and you were taking +500/sec you aren't going to see that recharge, you're going to see a steady dmg.

The only way you could see the constant recharge in effect is if you used a device that had it playing off it (as all PS devices did) or sat in front of a mob that was hitting you with less dmg per shot than your charge rate was. I showed this effect, and why a shieldGen was so good for a PS to bother equiping, to a guilder Old Live (tm) at Arx Ymir, I had them park their low lvl PS toon just outside the Ymir turret range, and let the chavez L11-15 mob him. Any one of them would singly miss and not stop his recharge, but with 9+ shooting at him 1 or more would tickle his shield every sec or so, and yet his shield never dropped more than 100 hp after doing that for near hr. If his constant recharge wasn't in effect, those hits every couple of seconds should have kept the charge from flowing again and the culmulive would have gotten through his shield eventually...right?

Old Live (tm) it was known that there were chavez that could mob you at Ymir and bandits at TF that the turrets wouldn't clear, if you parked a toon @ Ymir with less than L5 shield or L4 shield at TF for a long time, on your return you might find your toon incapped (they pecked you to death). If you had a higher shield or a shieldGen type buff (that made it like the shield charge of a higher tier shield) that you didn't run that risk.

And here I've taken over a thread with my rants over constant shield recharge thats intended for content we want to see :) Let me leave it at I want that content to make the PS relevant again....I'll leave the subject alone here and if we wish to discuss it further start some other thread on the subject, Mod feel free to move my posts if you wish :) Edited by Mattsacre
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I wouldn't minding seeing a 'jackpot' style 'boss' mob spawn  

 

'boss' can spawn between 80-99 kills of mob Y but will definitely spawn on the 100 kill (numbers are arbitrary)

(someone high up in the ranks must be going why aren't the minions reporting in.. and sends in the cavalry so to speak )

 

- envisaging the boss spawn to be quite superior to the mobs that have been killed, intention here is to kill or get the 'farmer' to leave the area with their tail between their legs.

- boss mob(s) too despawn after awhile. - basically their goal is as above or get slaughtered by the waiting ambush..

 

The overall idea here is to get an element of danger into the game.. all well and good turning up to a spawn point and slaughtering away with no fear of anything majorly bad turning up. 

 

edit: thinking some of these spawns would have warp-field inhibitors / grav well generators just so you can't escape..

Edited by dgvol
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Interesting, sounds good if the boss, is a few levels higher than the mobs being spawned normally, and has interesting loot.  Many underbosses exist in various parts of the game that do that.  As long as they're of a similar nature to the mobs being farmed, but noticeably tougher, it's a good idea.  With the right loot tables, it will be quite fun for warriors, and rewarding as well.  Give him a couple of buddies with group agro as an alternative to him being of higher level. 

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Was also thinking of alternate terminal override devices.. 

 

(type ie weapon / device / reactor) Decryptor 9.0 - basically disregards the fact the item is non-manuf or player made (also analyse chance wouldn't be particularly great either)

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Was also thinking of alternate terminal override devices.. 

 

(type ie weapon / device / reactor) Decryptor 9.0 - basically disregards the fact the item is non-manuf or player made (also analyse chance wouldn't be particularly great either)

Like so you could anny a PMed item or some raid drop? Or so you could improve it? Don't quite understand...

 

Maybe a rare drop override item that lets you improve some non-manu thats got dinged up? Elaborate please.

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Yeah pretty much an 'override' that lets you analyse player made or non-manu items. - unbalanced against non-builders though..

 

but a single shot rare item that could improve the quality of an item say 5-10% per shot would probably be less "broken" and more balanced to all classes

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  • 2 weeks later...

Additional content suggestion:

 

How about putting in the asteroid fields to the hidden areas (Zweilhander, Earth, Yokan, etc). Resources need improvement.

 

While you are at it, put the roid fields back to lvl 8 & 9 in the hidden areas in ABB, as they were in live.

 

Thanks!

 

-Overt.

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