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  1. At the end of the game you could net everything for GT suits in Outpost. Dome was actually faster than Bloodsports and PVP (unless trading kills) for end-game weapons. Most materials were mid-range in terms of "best in slot" buffs or otherwise. That being said, yes harvesters/farms helped considerably and you could easily ghost-harvest or simply not place a farm in a PVP zone. Hell you could place harvesters/farms in TC just outside of the PVP zone and safely harvest. "PVE" players left because of F2P nerf, node changes (which made no sense), lack of FINISHED CONTENT, the fact time was invested into Dome as "PVE content" which was a 2 player instance, and I could probably go on for another 20 paragraphs but we'll stop there as it will derail and be toxic as hell.
  2. Opinions =/= objectively anything Big yikes my dude
  3. I mean... they had the ability to adjust abilities to do additional effects to NPCs. (Or simply NPC-only flagged abilities) Also GORE, originally, could 1-2 shot without any real effort and could bypass equalizer debuffs (re-equip derp) set in place to keep high levels from camping lowbes in S2/S3 zones. And in those situations lowbes were always one shot. A lot was cut as honestly the previous team(s) didn't know how to fix the boggled mess they provided previously... which is a travesty as many older effects could've easily been toned down to acceptable levels. Well that and a tiny bit of trial/error.
  4. Yikes, but fair as opinions differ from person to person
  5. Or someone running the client's patcher which still counts even if it isn't actually in-game which is the more realistic situation.
  6. I'm on a 95%/5% scale of agreement here, most players here can/would/will fuck it up without contest. And hell, even if somehow they were using the previous tools, they'd probably still not figure it out.... which is a big yikes.
  7. Most unbans were not checked, or rather couldn't be as most records were probably missing or otherwise. There were plenty of scumbags who got unbanned that did indeed harm both the economy and the PVP experience.
  8. PVP doesn't even effect PVE until you either A.) Use the command to flag up or B.) Enter a PVP zone. The only other counter argument to this would be "harvesters", conflict towns (when PVP zones are owned by a faction), and "PVP zone nodes". And to that I say "Reward for the risk, in truth it's minimal as you could easily make alts for any contested zone."
  9. Well we already had the fun of Stage 3, which was a bust. If anything progression should apply to previous suits making them considerably easier to get, thus making them stepping stones until GT.
  10. Willpower doesn't give gamma... it gave mind saves. Which after 1.9 did nothing as no "Mind Save" check mutations could ever be resisted. The only time willpower worked was if you went 4 mutations which all had different main stats up to 144 or to unlock the tier of choice there-of to slightly save overall AP.
  11. Actually the fact a male is roughly 15% larger than a female is kinda a big deal when pistols/snipers are involved. Melee/shotgun, not so much but it is still a major factor. The option is there to allow males to be made smaller via slider at creation, which originally could be exploited (and was not detected unless someone reported it, which obviously was harshly punished) but Tiggs running around on a toon that was always super tiny was a good example. Tho, that was a manual input... if the client and server allow the scaling then a male can be closer to a female's hitbox. Not saying a female toon should get larger, simply the male slider should have a wider range to allow them to be smaller. That being said, a female toon should also be allowed to scale up to the size of a large male toon. Why? Because sometimes I want a big patootie wall of a toon with 1.6k HP bodyblocking furballs
  12. I mean I'd say one way or the other, or simply have the higher tier ones as the new model as it makes very little sense that NPCs use our old Zip Guns only for ours to be different?... Don't get me wrong if we are speaking of weapon wardrobe (as long as it's tied to the weapon itself (Heavy Pistol can only be used on a heavy pistol) I'm game, tho I'm not getting my hopes up just yet for that.
  13. Willpower would actually be removed, perception was simply suggested to be adjusted to promote viability of the stat as a whole. Minus that it wouldn't be required for trade-skill specifically. Perception effects the following Dodge (50%) - Nerfed to dust beside dodge passive. First Aid (25%) - 186 unlock at least. Heavy Weapons (50%) - Strength is a superior option here, obviously can unlock 195 tho the gain is minimal vs 165. Rifle & Pistol (50%) - Same as above, tho at least if you go this route you can use Attack Posture and maybe apply some use in suppression. Tho on a 186 FA build it's already reasonable. Social (25%) - I mean if you want to waste AP past 160. Suppression (75%) - Vastly under-rated mutation and only mutation scaling this way. Tradeskill (25%) Thus why nothing was suggestion besides numerical value adjustments (which take less than 30 seconds, well ok maybe 45 seconds if we could reloading the database after as seen during G1 PTS testing.) While I admit it is indeed more work for them, it's like adjusting a value in an excel sheet which already has a formula in place to apply. I mean realistically speaking the only real change is mutations scaling to 196 without Willpower (as it isn't needed to begin with) thus saving overall AP investment in most builds. Beyond that simply adjusting perception to limit a "crafter" less. The only other big change is obviously Enhancement tho it gives an aura for ranged characters to spec into rather than having no option besides Group Tactics.
  14. I've been an advocate of this for some time, and I apologize in advance but I'll attempt to keep this short and sweet. Willpower : Remove Has no function beyond boosting mutations from 180 to 196 (Nobody in their right mind would unless the unlocks at this tier was broken) It does improve mind saves, which is a botched system that has not been properly functional (No proper scaling between abilities/effects) for quite some time. Can trick players into spending into it wasting valuable AP. If removed, move alpha mutation to scale based on player's level or Endurance. As well as having mutations scale at 100% of their main (75% scaling) stat. "Saves" - Reflex, Mind, & Body : Remove System has been scraped long before LO took over with inconsistencies all over the place making no two abilities be resisted as the same rates. Some not even working at all or simply do not have the "intended" save check The system itself makes sense, if functional, you have a percent chance to resist an effect of that effect type... if there are no plans to fix it then simply remove it. Obviously if removed, remove all save scaling from stats and any armor/consumes which buff them. Perception : Ajust I know this may leave some scratching their heads, but let me explain. This is the single most inefficient stats, that still has value, yet is underused for plenty of reasons. Tied to tradeskill, when paired with 98 Intelligence at 95 perception you will fall into some poor breakpoints. First Aid : 194 (You don't need above 186, ever) Suppression : 176 (While 174 can work, it's still big poo in terms of AP efficiency) Heavy Weapons : 160 (Besides the healing launcher, you should never go above 165, even then strength would be the superior stat for HP) Social : 146 (Seeing as it's mostly used for it's healing boost aura, chances are you'll invest into charisma for decent empathic to maximize it.) Dodge : 160 (You shouldn't be investing anything besides extra AP here, stance was nerfed to piss.) Rifle/Pistol : 160 (Only if you are going non-weapon stanced builds such as Attack Posture & Ablate) Even before considering the above, the only benefit of this stat is to effectively see users with Escape Artist & Reflex Saves. Thus why most will sooner invest into Dexterity as they will at least net some stamina/regen. So some pretty simple suggestions here when it comes to Perception. Remove 1 stamina scaling from Dexterity (2 stamina rather than 3 stamina per point), moving it to perception (making it 1 statmina per point). Giving it a bit more value when focusing on scaling. This way ranged characters still net a decent sum of stamina but aren't crazy above non-ranged builds. Remove perception from Tradeskill scaling, instead having it scale 100% on intelligence (98 intelligence would net 196 tradeskill) Greatly improved viability of craft focused characters in all weapon lines, rather than forcing them into a ranged role. Move Enhancement to scale with Perception, not Charisma, to give ranged weapons an aura line. Remove scaling of perception on Social, making it's scaling 100% on Charisma.
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