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Team: Imperium
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Joined: Tue Dec 20, 2005 5:16 pm
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This new aggro system has screwed over slavemasters like nothing you have ever done before.

This basically nullifies all aggro management efforts and makes it unplayable when there are more then 1 AI around.

And with the shitty slave bonus we are given it's not a viable class for higher lvls or anyone who is serious about the game.

Thanks for this new feature... just as I had made a specialised ship to help me deal with the old system... you come along and make it impossible.

Been searching for a viable counter or some tactic that would work but there is absolutely nothing you can do against AI with tractors.

All the micromanagment work is lost every time there is either an AI with a traction aug, or enough of them to push you faster then they are...

Basically any other class can kite out, we can't.

Also every time there is a lagspike it all goes to hell. And with the current state SS is in it's like every 5 minutes. And even fixing this isn't gonna solve it since it's still an online game and there will always be some lag

So how exactly do you expect people to play with weakass stupid slaves that are more bugged then windows vista.

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Fri Jan 25, 2008 9:21 am
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Exactly.

I dont see why the admins cant understand that slaves are BUGGED TO HELL!!

The bonuses they get also suck so much, its not even funny.

If i were to get the best tech 16 slaves i could get at level 600, and went up against a well gear MF or Gunner or SD of my level, my slaves would get flat out owned.

I say give slaves an inhumane tracking and range bonus, and deal with the other things aswell.

At the moment slaves are just Fighters with Stasis Gens and customisable gear.


Fri Jan 25, 2008 2:18 pm
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giving slaves a range bonus would just make them miss with any non-tracking projectile weapon.

But yeah they need... something.

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Fri Jan 25, 2008 2:42 pm
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What they need is to get the pre-new skills stats back. They were ok back then when you had slave tweak and such. 3% per radX and 3% per slave master lvl... now it's 2% per 1 skill... woots!!!!!

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Fri Jan 25, 2008 3:25 pm
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Holycannoli wrote:

Yeah, if death debt from pvp were eliminated it might help. If you didn't drop credits it would help. No GG loss would help. None of that has to be part of pvp.


Your looking for no loss when you die from players bud...You want to remove pvp totally.


Sun Feb 03, 2008 9:26 pm
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JeffL wrote:
A couple other ideas:

A) Instead of getting one glory per level if you have less than 10 glory as proposed earlier, a player simply gets one glory when they reach levels 25, 50, 100, 200, 300, 400, 500, ... That way, for someone not interested in PvP, they will have very little overall glory for others to steal. Basically you could only be killed once per 100 levels at a profit to anyone else.

B) If an aggressor kills a victim that the aggressor's team has not declared war against, has less than half the glory of the aggressor, and the aggressor has no (or very little proportionally) hate towards the victim (the victim did not effectively fight back), the aggressor gains 1 infamy.

A player with more infamy than glory can only attack other players with more glory than himself (outside of war) and past 10 infamy will be attacked by police and certain AI's like Vigilante. Players lose 1 infamy per week. In addition, attacking players with 10+ infamy does not generate hate.

For every 5 levels more of infamy that a defeated foe has, glory losses are increased by 1. For example, Tobal goes on a mad rampage killing many players and accumulates 15 infamy. The only slightly infamous DeathWarmedOver with 5 infamy slays the mighty Tobal and instead of stealing 1 glory from Tobal, DWO steals 3 glory from Tobal. Thus the infamous who also have glory will be sought after by many for the greater glory obtainable.



Just implement it..Damn...


Sun Feb 03, 2008 9:30 pm
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Team: HAL
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Joined: Mon Dec 13, 2004 11:00 pm
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Bubonic Plague wrote:
Just implement it..Damn...


I'm working on it... in fact, most of the new PvP stuff is done, but due to the severity of the recent lag and the urgency of getting that patched, I haven't uploaded the changes to the test so that we can get that fixed ASAP.


Sun Feb 03, 2008 11:17 pm
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HAL wrote:
Bubonic Plague wrote:
Just implement it..Damn...


I'm working on it... in fact, most of the new PvP stuff is done, but due to the severity of the recent lag and the urgency of getting that patched, I haven't uploaded the changes to the test so that we can get that fixed ASAP.


okies :)

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Sun Feb 03, 2008 11:34 pm
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I was being sarcastic, but GOOD JOB!!! :P :P :P :P


Mon Feb 04, 2008 11:55 am
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But is there anything being done about slave masters?? Next patch maybe? Cause this is just not right...

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Mon Feb 04, 2008 2:10 pm
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Quantum and Admins, read my Aggro Suggestion and tell me what yah think..Its how it should be...


Mon Feb 04, 2008 2:17 pm
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cool so we have progress with the new agro system....umm...any chance we can get an update on micron? we keep hearing "its almost done" "we are almost finished" "not much left" for MONTHS... can we at least get a truthfull progress report on it? somthing..anything just throw us a bone and tell us why it isnt out and why we are waiting. last time we got a progress report we were told "its allmost done" and most of the stuff was finished...why cant we start at least testing it? engines 20 has been in the works for a large chunk of a year damnit! how much longer is it going to take when the engines are allready balenced and all we are waiting for is the damn skill.

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Mon Feb 04, 2008 2:39 pm
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A bit off topic, but HAL, can you look at some of my recent support tickets, there are a few pretty major exploits that have not been answered (or looked at to my knowledge).

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Mon Feb 04, 2008 5:55 pm
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When is the next patch? Im waiting for something to be fixed, but i heard that the next patch is next month, is that true?


Mon Feb 04, 2008 6:40 pm
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Jeff was planning on patching the DB lag fix to the live server sometime this week, whether or not that actually goes through remains to be seen though, as there may still be some bugs that need to be fixed. It contains some other minor updates as well, but I forget what.

I don't really want to give a time line beyond that, but the next major patch after that will probably be ready by the end of February/early march.


Mon Feb 04, 2008 6:47 pm
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