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NysekZePope

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Everything posted by NysekZePope

  1. PVP Zones and Territory Control Increase "No Mount" zone to TC keeps which extend out to the buildings around each keep. Keeps in other zones should roughly extend their no mount zone 120 meters around the keep. Increase size of Lifenet or provide more viable angles to fire at Lifenets. Remove tire stacks in every keep, due to "stuck" glitches which heavily drop FPS, replace with a jersey wall barrier. The "stack of tires" even outside the keep should be replaced with climbable objects, for the same reason as well as giving more angles for attacks to attack from. Move Faction camps in TC to their flag locations directly next to them. Think of a clock so this makes sense... tho most already know. CHOTA : 1 Enforcer : 3 Lightbearer : 5 Traveler : 7 Tech : 9 Vista : 11 All roads in TC should provide a buff until you reach 50m of the "No mount" zone of the keep they are connected to. Currently they do not function 100% of the time leading to much longer rally/attack/defense times. Remove some of the buildings around center in TC to allow more locations to harvest. Now as for PVP materials you can get in S2/S3 yet not in 55 zones... S2 Rewards: Move all materials to Foothills PVP zone. S3 Rewards : Move all materials to Blockade PVP zone. Or find a way of instead of debuffing higher levels from S2/S3 zones, make a buff and remove level limit on flag capture.... but I feel there should be less reason to have the ability to grief lowbes not more.
  2. Helmets Support : Adjusted to 40 gamma and stamina with only 4 Regeneration Lifeline/Medic : 35 gamma and stamina and 3 Regeneration Offensive : Now also grants +10 to melee, rifle, and pistol skill. Precision increased to 20 Deadeye/Deathdealer : Grants +8 to weapon skills and 15 precision Defensive : Melee and Range defense increased to 30 from 25, added health regeneration of 15, and health increased to 30 from 15. Bulwark/Dreadnaught given 10 health regeneration and 20 health Suits All suit procs will now share the same cooldown. Cooldowns increased to 60 seconds. Support/Lifeline/Medic : Healing proc no longer effects group members and now restores health/stamina/gamma by 15/10/10 per second. Regeneration based suits adjusted GT Support increased by 32 Stamina and Gamma Regeneration Lifeline/Medic increased to 26 Stamina and Gamma Regeneration Offensive based suits adjusted :Precision modifier increased Deadeye/Deathdealer : 40 Precision Offensive GT : 50 Precision Resistances Volatile and DT tier 1: Resists normalized to match Pulverizer set for all sets. DT tier 2 : Resists normalized to match Dreadnaught set. Stat mods and procs will match stage 3. Stage 3 : No longer requires Average Mutagenic Enhancers only requires 1 of each GORE drop rather than 3 of the following recipes. Ballistic Plasma Energizer – Shoulder Modification Ballistic Ionizer Cartridge – Torso Modification Permanent Incendiary Device – Thigh Modification Rothium for each of these recipes also reduced by 50% for Stage 3 Suit. Using the recipe to upgrade a Tier 2 DT Suit (EXP : Medic) will be "Upgradeable PVP Suit" "Upgradeable PVP Suit" is used in a recipe to upgrade to stage 3, with no additional material requirements now to allow players to change their look if they choose (and vice versa) Stage 2 Armor : Resists increased to match Dreadnaught – Prefall Tech rewarded for Citadel Defense Mission Faction Armor (720k) : Resists increased to match Dreadnaught set Faction Armor (540k) : Resists increased to match Pulverizer set Costs/Materials Tier 1 DT Weapon cost reduced to 60k Tier 2 DT Weapon cost reduced to 100k after gathering Tier 1 parts. Recipe added to upgrade to AP weapon without requiring "base parts" material. (160k =160k) Tier 1 DT Armor cost reduced to 25k Tier 2 DT Armor cost upgrade reduced to 50k Dome Rewards Dome Tier 3 items for AP weapons moved to tier 2 (Enhancers and Nanite Kit) Dome tier 2 items for AP weapons moved to tier 3 (Weapon Parts) One more change.... Any pre-GT 55 gear will no longer bind on equip nor be blocked from being traded/AH'ed. No reason older players can't give their "hand me down" armor they no longer use to a friend or even be allowed to sell it.
  3. Maylin isn't here with the tech/trav rally in TC Condemn isn't here RA/TR isn't here Poker isn't here And yes, in that order those groups kinda vanished from PVP. Not to mention TR was the largest source of income for FE.
  4. Sundancer is king of 1v1, if you can cycle powerblocks/stuns properly and they can't run away from you.
  5. As long as patches are tested and bug reports are reviewed, I'm happy with that alone. I'd rather see Decon in full swing over being a GM... that being said I'm more worried about individuals banning players for "hacking" like Dastard used to. Especially when no anti-hack system is in place, currently the only method to catch hackers to some degree is in self-bust videos. Well unless they hit 100% of the time or 100% headshots... lol
  6. Grenades Now can equip to leg or waist slots. Battle Rifles Damage values adjusted, should now be more competitive with other weapon choices. No higher than 70m range Reload reduced to 2.0 from 2.5 Rifle modifers increased from +2/+4 to +6/+8. Weapon adjustments listed here Assault Rifles Increase modifier to +10 on end-game Assault Rifles +5 to 10+ for rifles prior to end-game. Add Augmentation Assault Rifle Will not go over 60m range Xenofire models will now be competitive with other Assault Rifle choices Example of weapon listing seen here Snipers Reduce delay by .3, reload increased to 3.0, and all Sniper Rifles will now give +10 Rifle modifiers. Only increased the AP sniper to 153.39 DPS Add precision modifer of 5, 10, 15, 20, 25, 30, 35, 40, 45, and 50 based on skill requirements (Scaling every 5 levels) Range increased to 70, 80, 90, and 100 based on previous range values. (+10 compared to previous) All snipers now deal an additional 20% headshot damage. Big Jackal Damage increased by 10 ballistic/electric (The Big Jackal now deals 150 Ballistic/60 Electric damage) Delay reduced to 1.5 and reload increased to 3.0 Clip size increased to 8 Range increased to 100 meters Rifle modifer increased to 20 from 10 while adding 70 Precision Modifier Shotguns Reduce delay of S.I.R./Ye Olde Shotgun to 1.5 from 1.7 Increase modifier of S.I.R./Ye Olde Shotgun to +10 Rifle from +2 SMGs Reducied reload times to 2 seconds Damage values adjusted, should now be more competitive with other weapon choices. (AP weapon added) See examples here Pistol Shotguns Now equips to back slots. Murder of Crows and Revenge of Ravens now give +10 Pistol modifer while equipped. Range values for 180/195 requirements increased to 20 meters from 15/16 Damage, Delay and Reload adjusted : Should now be more competitive with other weapon choices. See examples here Pistols Skill Modifiers Increased by the following numbers, pistols with lower modifiers have increased slightly. +5 from +4 for Light Pistols, +4 from +3 for Medium Pistols, and +3 from +2 for Heavy pistols. Pistol reload time adjusted to 2.5 for Light/Medium Pistols and 3.0 for Heavy Pistols. Heavy Pistol Delay increased to 1.2 and damage adjusted to relate to other heavy damaging weapons. Can now be equipped in leg and waist slots. Pistols will no longer be above 30m/40m/50m range (light/medium/heavy) AP pistol ammo capacity changed to 24 for lights, however Medium/Heavy remain the same. Neverender's Revenge damage increased to 68 from 66. Big B's now deals 110 physical and 20 Sonic damage and range increased to 35m. Little B's will deal 90/10 Ballistic & Sonic and B's will deal 100/15 Ballistic & Soinc damage Gives +5, +8, and +10 pistol skill (Little/Normal/Big) Rather than going through three sheets, I will provide the top-end DPS changes. Lights Max DPS : 132 DPS (262) Mediums Max DPS : 116.47 (232.94) Heavies Max DPS : 92.63 DPS (183.26) Crossbows Delay reduced to 2 seconds rather than 3 seconds Range increased to 50m, 60m, 70m, and 80m Melee AP One Handed reduced to 114 damage before augmentation and faster AP weapons added. "AFFA Blade" variant of AP weapon not finalized, further testing required. Melee listed range increased to 2m for One Handed and 3m for Two Handed 5m bonus range on weapons, abilities, mutations, and otherwise removed to support this change One Handed Melee can now be equipped in leg and waist slots. Lunatic now gives +20 melee skill The two colored require a new weapon and tested to be done, the other two could easily be adjusted now. Heavy Weapons All launchers now have an added modifier of 75 (165) and 150 (180/195) health when equipped. Omega Arms Asclepius requirements reduced to 180 Heavy Weapons and First Aid All Heavy Weapon grenades now have 3 (from 5) second re-use time and will have a 100 target player limit. And just a final touch... Augmentation Health, Gamma, and Stamina modifiers reduced by half, cost doubled. All stat modifiers, besides strength, have been removed. (Unless simply weight limit can be added) Regeneration modifiers reduced to 8 cap from 16, costs have doubled. Armor Use, Dodge, Escape Artist, Power, and Precision removed. If augmentation can be adjusted to allow better scaling as to not waste AP for poor returns I could see a reason keeping it. Power =/= Precision =/= Dodge =/= Armor Use per 5 AP. Weapon Skill modifiers have had their cost reduced by half (10 from 20) Damage types (Slashing, Piercing, Crushing, and Ballistic) that are not primary have been removed. Bonus damage increased to 15% Only certain weapons can proc other damage types allowing higher damage than originally listed in those situations, thus solving this issue. With the augmentation change, all characters should be sent a minimum of 2 nanite cleansers. And adding just one more thing... GORE Crafting Upgrade chance is increase to 100% when using GORE Enhancers. (Should just be removed) Material cost for /craftingupgrading weapons will be reduced considerably. Quest reward for GORE bosses will work in Raid just as it did group and also include a decent sum of Rothium. (To give PVE'ers a better shot at Rothium) Removed GORE specific ammo and repair kits, will be repaired and refilled like normal weapons. (To normalize repair kit and ammo requirements) Removed GORE boss bait and simply replaced with mission NPC with repeatable quest nearby, has a one hour cooldown for turn-in reward. No, this does not including boosting GORE into AP augmentation, thus the adjustments were applied in other methods to keep it "viable".
  7. Concepts are nice... But 1.3 vs 1.2 One Handed Melee... let alone without recommending to pull Shards down on damage as currently they're higher than they should. SMG is subpar on DPS, as is the shotgun... Both of which are easily outclassed by every weapon currently. The rest have their place but probably should post up some things later as a counter-argument. More options are nice but they need their place. Pistol reload is far too long, but that's always been an issue... but that being said all pistol reload times need to drop. AP Venom Fangs?... Would be fun but you should base it off the current scaling of damage. Since shards were boosted to make them an actual upgrade we'll have to consider NE's vs AP Lights. That's a 16.66% upgrade to damage. However, like Volatile Heater clubs you'd have to consider that the 20 Poison damage would be superior to it being converted to physical like the other AP weapons. This is because 20 primary damage is roughly 8 after 60% resists and Fangs deal 14 damage in the same situation unless the target is running Resilience or Ablate. Not to mention Venom Fangs are a level 50 weapon, not a 55. That being said, they will actually "match" the damage of Venom Fangs but have AP augmentation. When in truth they should maybe be boosted to about 70 damage (64 pre-aug and 70 post) giving them a DPS of 100. That being said tho, AP AFFAs should be added while following the rules of say Skathi's Breaker. This would give them 100 listed damage with 110 augmented, giving them 91.66 DPS. But then Shards will need to come down to 114 base because their base damage is far to high currently. No real reason to add an AP shotgun that is faster (let alone with longer delay without it being a burst weapon), the SIR is already a jacked up Coyle ELB 20 Gauge. Maybe if you compared it to the Lemke Arms AS-1, which actually has reasonable reload/delay. The only weapon here that probably would see use without being useless is the Axe/Sword, but those are easy to mesh up with weapons of equal tier since they already had 195 variants.
  8. You should come play when we have 3 groups going at it. Not as good as rolling up on a raid of techs, Travs, or Enforcers.... But it's a start. Edit : PVP numbers went down thanks to people getting 2-3 shot during GORE and 2.6 burst meta.... @Dracio I wish the same people still PVPed, not even a tenth of what we had prior to GORE or even the start of 3.2 (3 months in even)
  9. Auto correct is lame, I blame Shadowbane lol
  10. Funnier when they still get baned for other tools that may not be the "main" hack tool.
  11. Why would faction armor be the strongest when it doesn't cost anything to make?... I do admit armor at 55 should be a bit more scaled towards progression not away from it. But I wouldn't think 720k would need to match GT... Let alone be above it as we already hit cap with cali 7 + 183 AU (59% with 170)
  12. Or simply to place blame where it was not required. But needless to say they definitely need to consider the feeling from a PVE and PVP standpoint. At the same time this is an MMO.... Sucks to suck of a PVE'er can't solo group content inho. (This was an complaint in the past about any group based content being added)
  13. Let's be reasonable, clearly I'm the best GM NA ;D But nah I question the GM option for players, can lead to a lot of negative PR.
  14. But it won't be noticed in the Fallen Earth, recommend posting it in the APB section.
  15. NysekZePope

    #First

    You're all slacking. We are the Enforcers now.
  16. .... You basically said "there will be events now" after the fact they started running them again Maybes Christmas when events were dead for awhile but the rest kind was obvious to happen after the fact xD
  17. Blaming the PVPers when the Devs actually made those choices... that's kinda ignorant. Most content put out since G1 took over was PVE related, only "PVP" changes were numbers to weapons/armors/skills/mutations. Any changes towards factions, F2P, and otherwise was their attempts to make more money. And to be fair, every single game in the MMO market has always given PVP the benefit as "Higher Risk, Higher Reward.", Dome is the only complete update and is purely PVE.
  18. Most members of Decon fought for years to push actual PVE content and fix previous PVE content... yet never happened. And it's not that there's "No PVE", there's no "rewarding" or "worthwhile" PVE that actually can reward group play. This is a huge issue in a game that's meant to be an MMO, yet anytime it was suggested the PVE superstars that want to solo everything get salty because it's content they'd have to team for. They need to do so much.... Mainstream the leveling process but allow "XP Lock" feature. Improve mission rewards (items, chips, and XP) across the board as you're simply better off grinding mobs. Actually scale XP off difficulty of the NPCs so I wouldn't simply kill the highest level NPC with the lowest XP. And that's before considering the group content always being an issue that was never really addressed... and most fun group encountered with overpowered enemies were nerfed into the ground. It's an MMO, it should act as one and provide to groups... we have enough bloody "solo" content.
  19. Well let's correct you there... people do complete Dome, most however I can say for certain are duped when it comes to weapons. Fun fact : Dome records can be tracked just like DT, which is something that was brought up in case Dome had a dupe during closed/open testing. But anyways.... back to Bloodsports. You need 550k for a weapon, another 100k for the book itself. Even with the table above just on base reward... You'd need to win a total of 181 Matches, if you actually at least spent 10$ a month. Otherwise you'll be earning 33% of that toal (1188 per match) which then becomes 547 winning rounds of CTF. Obviously this value will go up with Wastelander (4680) and Commander (4860) while obviously considering other sources of DT gain... TC 4 can give 15% modifier Death Toll Boster can increase this value by 25% GTC I swore was something like 10%... but it's been forever That being said, this means a "F2P" account can only reach 83% Death Toll Gain A premium can only effect Death Toll up to 35%, prior to Commander Aura (which you do not need a sub for anyways, but does add 30% more) And while Dome does not have a booster, Dome Tokens were doubled to where it is a fraction of the total amount of runs required to get Dome Weapons. So as seen above we did ours based on Commander, so we will assume just the Commander's own aura as you cannot bug stacks in bloodsports anyways. This means 5040 per round of Bloodsports and 5580 with TC 4... since GTC won't be commonly owned by anyone unless they actively take zones anyways. And since there's no boosters for Dome, we will leave it here. You are requires to run 117 times with TC4 and 129 times with just Commander. Now the thing with this is you have one of two events... You win the round by capping the flag without being contested. You win the round but have to go secure your flag or battle for the win for anywhere from 5-15 minutes. You capture the flag once and cannot again, thus the game goes on for 15 minutes. So we will be fair and give a 5/10/15 minute stastics... 5 minute games (all) should give you a DT weapon as a new player in 9.75 hours to 10.75 hours 10 minute games (all) should give you a DT weapon as a new player in 19.5 hours to 21.5 hours 15 minute games (all) should give you a DT weapon as a new player in 29.25 hours to 32.25 hours Now this doesn't look bad until you consider the following... Dome only requires 2 players, unlike Bloodsports which requires at least 5. Even in the best situation, you will never win 100% of the time before enemies ragequit for a few hours. (Unless your friends are going into bloodsports, even then they'll probably want to win) Dome will always take roughly 22 minutes at most to complete a round, you are rewarded instantly for each round.... bloodsports can actually kick you mid-match resulting in no DT earned or even get put into a game about to end (even if 8 minutes are remaining) and it claim you did not qualify for a reward. Players can, and will, ragequit or attempt to stack teams which will hinder your chances at winning. Some toxic players will heal the "enemy" team or use mutations/DoT's on allied members to help a "friend" or "clan member", which causes quite a bit of issues in and of itself. And yes, you could assault and speed up this process and actually "not PVP", but even in that situation you still have to do around 5 minutes of play even in the fastest run time. Dome should be rewarding, obviously, as it's a 2 man instance... but you can control the environment and always win what you're expected to. Bloodsports is an unstable monster, let alone is frustrating due to heavy amounts of lag/warp when it open world you'd normally might not have any at all. You can lose which will give you maybe a third of the possible earning or a tie which results in half. And you have to hope there's enough people considering to join. Obviously bloodsports should be considerably more rewarding... but then we have to consider open world. You spend ammo You lose consumes on death You take durability damage on death Yet open world is a "you win or you lose", unlike the two methods mentioned above which will at least reward you "somewhat" even if you can't "win" entirely. But the problem with open world is players who trade kills, which some have had their DT reset or have been banned for it. Needless to say... long story short. Deathtoll needs a buff, period, more-so in open world than anything else but Bloodsports is a good start for players that aren't able to fight the more experienced PVPers.
  20. Honestly anything to give peeps a reason to do a short daily mission would not be a bad thing. Especially if the reward was a booster they could use later at their own free time.
  21. I just like the fact that afterwards we get to rip it off afterward
  22. Also forgot to bring this up... Doubling of Dome tokens which is already modified by subscription level, while the same is true with DT... we're going to do a breakdown. Each tier's completion reward 1-3 : (50/100/150) 300 possible reward and 40% modifier via Commy Sub bringing the total to 70/140/210 420 Round 10 completion : 100 (140 with commy) If you can complete every round you will have 420/420/420/140 (1-4) which doesn't sound like a lot... and hell most can't even do round 10. One might even argue if it's worth it due to the time to do so. Tier 4 can translate to at least 600 tier 3 seconds if you can complete it even with commander Tier 3 for 50 points converts to 200 tier 2. (1200 to 1600 depending on sub level) Tier 2 for 50 points converts to 150 tier 1. (900 to 1200 depending on sub level) Just for the sake of argument we will simply give the example of 1-9. The most expensive farm is tier 3 at 39k Dome Tokens, before counting round 10 this requires a total of 130 to 93 runs. These runs should last maybe a total of 18-22 minutes regardless of weapon type unless they refuse to use Assault Rifles as Rifle builds. This means the average timeframe to make a Dome weapon under these conditions is 34.1 hours to 47.66 hours of play. Once Tier 4 is considered, you can look at it as 6300 every 5 rounds for tier 3. So we need 32 runs to finish the tier 3 reward. But if you wish to do the math, you'll find you need 40 runs to get the book AND weapon completed on a new character. So we will use that as an example. This means less than 15 hours of play. Will edit this later to add the run-down of DT, but to make it simple the fastest method is CTF with wins giving 3600 per win, 1200 for a loss, and 1600 for a tie. Since this also requires me to speak of subscription level as well as buffs, this is more of an annoying breakdown... but I'll do this later.
  23. We don't need 20 more levels which would require months of work to adjust everything with 210/225/240/255 increase to skills, mutations, passives, and weapons. Just no bro xD
  24. Because prior to applying, if you're speaking of that, it doesn't finalize. As for fluctuating every so often (like 1 point off) it for some reason will randomly not round up... you can relog to fix this but it's very frustrating. +1
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