Best Of
Re: Scoundrel Combat fixes
Currently: Toolkits. Wielded.
Kind of annoying cause if we get hit with myopathy the only options we have are to constantly reequip our weapons until we cure it or to start throwing haymakers and glaring at the person who put the scoundrel unjustifiably in a position we'd rather not be in.
Solution: Toolkits. Worn.
This means we'll be able to throw hands and bombs.
Kind of annoying cause if we get hit with myopathy the only options we have are to constantly reequip our weapons until we cure it or to start throwing haymakers and glaring at the person who put the scoundrel unjustifiably in a position we'd rather not be in.
Solution: Toolkits. Worn.
This means we'll be able to throw hands and bombs.
Ikchor
2
Re: Scoundrel Combat fixes
Pusher -> QOL improvement for Pusher would be that it doesn't trigger the FOLLOW mechanic and truly throws everyone in the room in random directions. Currently in a piercer/cache if you throw a pusher at a group ONE person will be pushed and all the others will just follow them to their new room.
- Pusher
Also pusher should throw from room on frozen ground. It's a bomb and frozen ground isn't glue. Currently it just triggers movement and people either leave or fall over.
Jaidyn
2
Re: Scoundrel Combat fixes
The biggest changes that can be made to help scoundrels be more defined are really just things that should already exist.
Scoundrel bullets should smart afflict, Why does rapidfire have a chance of doubling up an affliction? This hurts scoundrel so much.
Encroachment: As said before It really just needs to do a check on delivery if the person is in cover and knock from cover, Encroachment is scoundrels only way to remove someone from cover.
Staggering: Why is this a part of scoundrel kit anymore, It needs replaced with an affliction that will do something, It used to be that scoundrel gun shots were considered arm attacks and would proc the staggering, but as they dont anymore why does scoundrel have this affliction as one of their main afflictions in their internal route, id say push this onto a diffrent ability that will fit thematically, and replace it with a lesser form of Haemotoxin so scoundrel can actually have some health pressure even with their minuscule amounts of damage.
Scoundrel bullets should smart afflict, Why does rapidfire have a chance of doubling up an affliction? This hurts scoundrel so much.
Encroachment: As said before It really just needs to do a check on delivery if the person is in cover and knock from cover, Encroachment is scoundrels only way to remove someone from cover.
Staggering: Why is this a part of scoundrel kit anymore, It needs replaced with an affliction that will do something, It used to be that scoundrel gun shots were considered arm attacks and would proc the staggering, but as they dont anymore why does scoundrel have this affliction as one of their main afflictions in their internal route, id say push this onto a diffrent ability that will fit thematically, and replace it with a lesser form of Haemotoxin so scoundrel can actually have some health pressure even with their minuscule amounts of damage.
Soza
1
Re: Cosmpiercers and ship PvP
After some talk on the discord, I realized I didn't mention trade commodities (transteel, sensors, etc, as well as raw materials).
I think they should be treated the same as junk (as in things you get from incursions) - if your ship is destroyed, they get dropped. That way there is possibility for conflict in pirate refinery zones - even if one player grabs the refinery's cargo, another can still shoot them down and take it.
All I'm asking is that player ships don't lose ammo, repairkits and bots upon death.
Cubey
2
Re: Cosmpiercers and ship PvP
I want to start by saying I don't PvP at all, so there may be some facets of how it all works that I am missing.
That said, the way I think it should be handled is via ship insurance packages instead of ship just being insured or not. An example might be something like this:
Tier 1 - Costs 1000 Marks - Covers recovery of the ship hull/superstructure but no mods, cargo, etc.
Tier 2 - Costs 2000 Marks - Covers recovery of the ship hull/superstructure, no mods, and 50% cargo value.
Tier 3 - Costs 3000 Marks - Covers recovery of the ship hull/superstructure, no mods, and 100% cargo value.
The cost would still increase/decrease dependent on ship superstructure size. It gives players a choice with taking a risk or being risk averse.
The insurance would have to expire regularly in order to make an idea like this work, of course.
That said, the way I think it should be handled is via ship insurance packages instead of ship just being insured or not. An example might be something like this:
Tier 1 - Costs 1000 Marks - Covers recovery of the ship hull/superstructure but no mods, cargo, etc.
Tier 2 - Costs 2000 Marks - Covers recovery of the ship hull/superstructure, no mods, and 50% cargo value.
Tier 3 - Costs 3000 Marks - Covers recovery of the ship hull/superstructure, no mods, and 100% cargo value.
The cost would still increase/decrease dependent on ship superstructure size. It gives players a choice with taking a risk or being risk averse.
The insurance would have to expire regularly in order to make an idea like this work, of course.
Bandus
3
Re: Announcements post #123: Welcome to July 2020!
Just to add to Raccoon's point, another way of de-Nope-ing this is to also provide a direct purchase option for some of this new stuff (either for RL money or IG credits). But loot boxes that can only be acquired via RL purchase, and that contain things that can only be gotten through loot boxes, are one of the blights on modern day gaming. "Free artefact with every $230 dollars spent" also made me wtf out loud.
To be clear, this isn't a shot at the Devs; my understanding is that promos are now decided at IRE level.
To be clear, this isn't a shot at the Devs; my understanding is that promos are now decided at IRE level.
Re: Announcements post #123: Welcome to July 2020!
Sounds like gamble boxes... come on guys, you can do better than this. Will the boxes fall out of mobs, like missile batteries did with a rare rate? If yes, then I bet many would appreciate that, if only for $$, then thanks but no thanks. You should better be looking into increasing the bonuses received from Elite Membership than introducing this kind of gamble box into a MUD... I still want to get a membership, but not the way it is now. That's just my opinion though, thanks.
Raccoon
1
Re: Quality of Life Wishlist
Group all junk on death into "a bundle of junk" so that dying in PvE or PvP doesn't bring the game to its knees. Even with no handling of the GMCP room events in Nexus someone dying is often 5-10 seconds of the game being totally frozen.
Poet
2