Lendren2008-06-03 00:24:52
QUOTE(Krellan @ Jun 2 2008, 05:35 PM) 517614
Is this a good thing?
It is if you like being agreed with!
Furien2008-06-03 22:45:12
Idea!
While toying around with my Fathers Day lessons, I got a neat idea that could help with the Empaths being unable to stand up against 3 turret users. It would also go a long way to seperate the power prompts for each module, too. Anyways...
In each of the Aethercraft specs, the very first skill you get allows you to use whatever your specialized module is with better efficiency. In addition to that effect, have it so that the skills also lower the chance for a damaged module to 'fizz out' when you're using it. Even better, have that resistance scale with level. It would go a long way in making module damage far more significant in fights and with settling the whole '3 turrets vs. 1 empath' imbalance that makes aetherfights like 30 seconds tops.
While toying around with my Fathers Day lessons, I got a neat idea that could help with the Empaths being unable to stand up against 3 turret users. It would also go a long way to seperate the power prompts for each module, too. Anyways...
In each of the Aethercraft specs, the very first skill you get allows you to use whatever your specialized module is with better efficiency. In addition to that effect, have it so that the skills also lower the chance for a damaged module to 'fizz out' when you're using it. Even better, have that resistance scale with level. It would go a long way in making module damage far more significant in fights and with settling the whole '3 turrets vs. 1 empath' imbalance that makes aetherfights like 30 seconds tops.
Unknown2008-06-03 22:55:18
QUOTE(Furien @ Jun 3 2008, 03:45 PM) 517856
Idea!
While toying around with my Fathers Day lessons, I got a neat idea that could help with the Empaths being unable to stand up against 3 turret users. It would also go a long way to seperate the power prompts for each module, too. Anyways...
In each of the Aethercraft specs, the very first skill you get allows you to use whatever your specialized module is with better efficiency. In addition to that effect, have it so that the skills also lower the chance for a damaged module to 'fizz out' when you're using it. Even better, have that resistance scale with level. It would go a long way in making module damage far more significant in fights and with settling the whole '3 turrets vs. 1 empath' imbalance that makes aetherfights like 30 seconds tops.
While toying around with my Fathers Day lessons, I got a neat idea that could help with the Empaths being unable to stand up against 3 turret users. It would also go a long way to seperate the power prompts for each module, too. Anyways...
In each of the Aethercraft specs, the very first skill you get allows you to use whatever your specialized module is with better efficiency. In addition to that effect, have it so that the skills also lower the chance for a damaged module to 'fizz out' when you're using it. Even better, have that resistance scale with level. It would go a long way in making module damage far more significant in fights and with settling the whole '3 turrets vs. 1 empath' imbalance that makes aetherfights like 30 seconds tops.
I was with you until you stated you wished to see module damage play a far larger roll. Could you expand on this? Are you saying you would like to see the combat work as a standoff until one side was able to get another sides modules so damaged that even a skilled person could not use them and only then would they be able to take out the hull? I do not disagree necessarily I just would like you to expand on it a bit more if you could.
Furien2008-06-03 23:24:42
Guess I was a bit vague, and I'm honestly not sure how to expand on that. In foresight, now that I'm experiencing some of the new changes to module damage, that might not be necessary at all.
Previously, aetherfights were really just who could bust down the shield of the enemy ship first and whoever had the most accurate gunners. The only module damage that really mattered was the damage being dealt to the grid and shield orb, but at the same time neither mattered because you'd be forced to divert all your healing to the orb or the hull. Anywhere else means you just gave the enemy ship an advantage because they didn't have a freshly healed section of the hull to punch through. Now, though, the damage doesn't hit every module like previously, so it's not too bad.
Previously, aetherfights were really just who could bust down the shield of the enemy ship first and whoever had the most accurate gunners. The only module damage that really mattered was the damage being dealt to the grid and shield orb, but at the same time neither mattered because you'd be forced to divert all your healing to the orb or the hull. Anywhere else means you just gave the enemy ship an advantage because they didn't have a freshly healed section of the hull to punch through. Now, though, the damage doesn't hit every module like previously, so it's not too bad.
Raguel2008-06-04 00:57:48
A few points:
1) Need to fix covey so that you can talk on it if you're the one offship as opposed to only hearing.
2) Need to fix communicating with other ships so you see thier name not your own.
3) Should totally be able to activate the cloak from the command chair like the anchor OR allow anyone to use the cloak - not just the ship owner. Can't be doing with unlocking, running to the cloak, locking in, cloaking, unlocking, running back and locking in each time i want to cloak.
4) Everyone on your ship should hear when your empath talks to another ship - otherwise the conversation sounds a bit one sided
5) If someone dies to monsters in parallax then the other team should be declared winners - at the moment it just waits to time out.
6) Perhaps put a vortex in parallax to hide in.
7) Artie to stop a collector from pulling the ship into vortexes?
8) Has anyone or will anyone ever use sluice?
1) Need to fix covey so that you can talk on it if you're the one offship as opposed to only hearing.
2) Need to fix communicating with other ships so you see thier name not your own.
3) Should totally be able to activate the cloak from the command chair like the anchor OR allow anyone to use the cloak - not just the ship owner. Can't be doing with unlocking, running to the cloak, locking in, cloaking, unlocking, running back and locking in each time i want to cloak.
4) Everyone on your ship should hear when your empath talks to another ship - otherwise the conversation sounds a bit one sided
5) If someone dies to monsters in parallax then the other team should be declared winners - at the moment it just waits to time out.
6) Perhaps put a vortex in parallax to hide in.
7) Artie to stop a collector from pulling the ship into vortexes?
8) Has anyone or will anyone ever use sluice?
Dysolis2008-06-04 03:00:05
it'd be great to have the ship able to funnel energy into your own reserves, conisidering that it's already a part of you when locked in.
Revan2008-06-04 03:03:10
go to collector... module lock... siphon x energy into me
Dysolis2008-06-04 03:19:35
meeeh. thanks.
Unknown2008-06-04 08:02:44
QUOTE(Raguel @ Jun 4 2008, 12:57 AM) 517898
8) Has anyone or will anyone ever use sluice?
Probably not cuz it's so power costly.
Reduce the power cost of sluice to 1 for direction.
Revan2008-06-10 03:32:57
There's a huge, glaring problem with Aetherspace combat:
There's a problem that arises with targetting where you have to be in the same room as the monster to target and shoot it. This is a problem for obvious reasons: Ships can never tank aetherbeasts, unless they're big and slow... and even IF they're big and slow, creatures such as Dragons would tear them apart no matter what their hull, because they do insne damage at a high speed, and ONE empath cannot possibly account for that damage.
I don't know what happened, but ranged targetting needs to be brought back.
There's a problem that arises with targetting where you have to be in the same room as the monster to target and shoot it. This is a problem for obvious reasons: Ships can never tank aetherbeasts, unless they're big and slow... and even IF they're big and slow, creatures such as Dragons would tear them apart no matter what their hull, because they do insne damage at a high speed, and ONE empath cannot possibly account for that damage.
I don't know what happened, but ranged targetting needs to be brought back.
Shiri2008-06-10 03:35:32
I think that's just a persistent bug because of how inconsistent it is. You should report it with as much detail as you can.
Krellan2008-06-10 04:16:35
Could we get confirmation on whether this is a bug or whether it's more of a permanent change? If it is the latter, I can guarantee that aetherspace hunting's popularity will plummet. It would plummet so far that you could actually stop coding anything else for it because it wouldn't get used.
Anyways, I'll keep trying aetherspace out and seeing if there are any more targetting changes and we'll see what other creatures have been affected by this.
Anyways, I'll keep trying aetherspace out and seeing if there are any more targetting changes and we'll see what other creatures have been affected by this.
Fain2008-06-10 11:50:08
Issue and ask.
Krellan2008-06-15 06:00:29
Can we seriously address the issue of aetherspace commerce? The dust trading is extremely tedious. There must be 9 ships or more out scattered. which means to do things thoroughly, you fly to all 9 ships, buy all the cheapest products, then you go to each ship to sell them off at the highest available prices.
A listing of the prices at the facility would be nice.
Alternatively, make it so the Merchant's Ledger artifact can LEDGER to show their current prices.
Question: when do prices change? (every month or weave?)
Lastly, if there is a refusal to budge on changes to aetherspace commerce and making it easier. at the very least allow it so that the dust doesn't decay in aetherholds or something? Why press us with time as well, especially when this is a very time consuming process.
A listing of the prices at the facility would be nice.
Alternatively, make it so the Merchant's Ledger artifact can LEDGER
Question: when do prices change? (every month or weave?)
Lastly, if there is a refusal to budge on changes to aetherspace commerce and making it easier. at the very least allow it so that the dust doesn't decay in aetherholds or something? Why press us with time as well, especially when this is a very time consuming process.
Revan2008-06-15 06:17:25
takes a good 2 hours to trade dust
Furien2008-06-15 06:19:15
I have to agree. I could be actually healing the ship because we're fighting aetherbeasts, but instead I'm half-asleep because we've spent the past 30 minutes looking for a new ship.
Vesar2008-06-15 06:50:49
I hate dust trading.
It's the reason I never hunt in aetherspace.
It's the reason I never hunt in aetherspace.
Unknown2008-06-15 06:54:59
It's realy annoying to get a crew together that has all the proper skills for even basic aetherhunting. I'd like to suggest the following skill changes to make it a bit easier.
* Change AB Aethercraft Empathy heal all the modules and the hull for a small amount. This allows a person to hop into a ship and start empathing without needing to fiddle with triggers. This also makes combat more balanced, as you don't need to choose between "Make sure the ship doesn't blow up" and "Get the grid to stop malfuctioning all the time"
* Change AB Aetherfact Modules to allow you to heal specific modules or just the hull for a larger amount. This works the same as healing does now.
* Move AB Aetherfact Siphon, AB Aetherfact Scoop and AB Aetherfact Trade downward while moving AB Aetherfact Armada, AB Aetherfact Interlink and AB Aetherfact Ram up in ths skillset. This moves all the bashing skills to low levels and the PvP skills higher.
* Add a new skill for siphoners. AB Aetherfact Tether. This skill limits the range you can be flung while siphoning to within 25 squares of the vortex but also prevents you from going more that 25 squares away in the event that you need to run away. Immersion is simply not a viable solution. The number 25 is a bit arbitrary.
* Change AB Aethercraft Empathy heal all the modules and the hull for a small amount. This allows a person to hop into a ship and start empathing without needing to fiddle with triggers. This also makes combat more balanced, as you don't need to choose between "Make sure the ship doesn't blow up" and "Get the grid to stop malfuctioning all the time"
* Change AB Aetherfact Modules to allow you to heal specific modules or just the hull for a larger amount. This works the same as healing does now.
* Move AB Aetherfact Siphon, AB Aetherfact Scoop and AB Aetherfact Trade downward while moving AB Aetherfact Armada, AB Aetherfact Interlink and AB Aetherfact Ram up in ths skillset. This moves all the bashing skills to low levels and the PvP skills higher.
* Add a new skill for siphoners. AB Aetherfact Tether. This skill limits the range you can be flung while siphoning to within 25 squares of the vortex but also prevents you from going more that 25 squares away in the event that you need to run away. Immersion is simply not a viable solution. The number 25 is a bit arbitrary.
Kiradawea2008-06-15 08:15:01
Also, go with my suggestion and comb over the Aetherbubbles. I made some suggestions earlier, and I'd like to see some things fixed.
Such as the bug that makes Xion impossible to complete.
Such as the bug that makes Xion impossible to complete.
Krellan2008-06-15 21:26:51
@Greleag Morgfyre has actually alraedy changed the attacks of beasts. They ahve variable attacks now. I believe it's 3
1) Strong hull attack and module damage.
2) damage module attack
3) weak hull attack
I don't really remember but it isn't always both now.
1) Strong hull attack and module damage.
2) damage module attack
3) weak hull attack
I don't really remember but it isn't always both now.