Feffox Mayhem Feedback!

ingame event timer is something what a lot would apreciate


I would like the job of coding a pretty one. (Lua/MSDN high - level language or somesuch). It would be a challenge.
Strictly speaking, it's against the EULA to fit one (a timer) to the user interface, I presume. That would be using a tool that is not official. Therefore, technically an exploit?

On reflection - it would be a real fun challenge, the first option I would add would be a "Dead man's brake" or a setting to force the game to shut down if the player falls asleep for fifteen minutes.
 
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Those planned new features -including the much needed event timer suggested by many of you here- will greatly improve your experience in and enjoyment of future events.

Your feedback is very valuable in the post-event review and future event planning processes, so please keep the suggestions rolling in!

Thanks! :)
Oh well. Maybe next time, but I wonder if there are any vacancies in the programming department? For a volunteer :p
 
I wish we had MF chips with competitive DPS to be able to participate.
As is now is chips at 42-48 DPS versus 200+ DPS of some tiered and amped weapons.
Killing process on big HP mobs using chips is frustrating slow.

Brawlers are probably in same situations too...



:wise::wise::wise::wise:


Please take note of this Mindark, it is very unfair as it is atm.... Or should we simply not even bother leveling some professions because of this? Should we only skill brawling and MF for our total skills?
 
Please take note of this Mindark, it is very unfair as it is atm.... Or should we simply not even bother leveling some professions because of this? Should we only skill brawling and MF for our total skills?

Well, playing devil's-advocate, should a brawler really be able to do as much damage as someone wielding a gun?

I'm all for developing and balancing professions, but if you skilled a profession that was low dps only, hoping for it to one day have high dps alternatives then you were taking a gamble*. When I first started there were some interesting choices to be made regarding your profession choice. Laser weapons tended to be a bit more eco than BLP, but BLP ones a bit higher dps. Rifles and Carbines had longer range and higher damage compared to handguns, at the expense slower reload. etc. Nowadays some of those distinctions are fading away, making a bit of a mockery of the choices we made 5+ years ago. That's a risk too, so fair enough, but at the same time there should remain meaningful differences between the professions otherwise there's no point having the choice at all.

* My opinions on the taming debacle are similar. Yes, the people who skilled taming a lot have the right to be disappointed taming was never re-implemented. Taming disappearing completely wasn't a risk they could have been expected to foresee. But taming was essentially dull and useless anyway, so they were always gambling on it getting better one day (of which there was no guarantee - as we already knew from scanning). If taming was reimplemented as it was back then, would anyone really be satisfied? I doubt it. So in terms of development time, it's not worth bringing it back as it was. It should either remain dead, saving development time for something else, or come back much much better.
 
Well, playing devil's-advocate, should a brawler really be able to do as much damage as someone wielding a gun?I'm all for developing and balancing professions, but if you skilled a profession that was low dps only, hoping for it to one day have high dps alternatives then you were taking a gamble*. When I first started there were some interesting choices to be made regarding your profession choice. Laser weapons tended to be a bit more eco than BLP, but BLP ones a bit higher dps. Rifles and Carbines had longer range and higher damage compared to handguns, at the expense slower reload. etc. Nowadays some of those distinctions are fading away, making a bit of a mockery of the choices we made 5+ years ago. That's a risk too, so fair enough, but at the same time there should remain meaningful differences between the professions otherwise there's no point having the choice at all.

* My opinions on the taming debacle are similar. Yes, the people who skilled taming a lot have the right to be disappointed taming was never re-implemented. Taming disappearing completely wasn't a risk they could have been expected to foresee. But taming was essentially dull and useless anyway, so they were always gambling on it getting better one day (of which there was no guarantee - as we already knew from scanning). If taming was reimplemented as it was back then, would anyone really be satisfied? I doubt it. So in terms of development time, it's not worth bringing it back as it was. It should either remain dead, saving development time for something else, or come back much much better.

Off topic and do not belong in feedback thread but important so i answer to your question.
No, brawler and so all melee users shud not be able to do as much damage as one ranged weapon.
Mellee user shud do a lot MORE damage than that to compensate for range.
Shud we compare this with RL situations known to us also here in game?
Then we shud ask what revival termianls are doing in game - we shud have permadeath here then.
Its a game.
Its what Mindark offer to customers to spend money on.
So your questiuon cud be a bit different like:
Game is full of uneco items and choices and developers claiming that eco is the key.
Why Mindark offer possibility of bad choices to customers?
Why Mindark offer to customers misleading and fake professions to spend money on without possibility to progress on higher lvl?
Like melee professions.
Like investigator professions.
Like some professions wich are advertised as "advanced"...
So more than basic ranged - like MF and Taming?
Claiming bad choice as own fault of player is not enought good excuse for non development.
If those choices didnt exist nobody cud take wrong path and take wrong profession not knowing that is future blind street.
 
Simple timer where you manualy start and stop it, and automatically stops when crashing
 
I quite liked the event when I could play, which means over all the event was poor. Main reason I say this is because on high (not even very high) settings and a PC that would beat most PC's up in tear-up, I had crashes every 5 minutes or so. Knowing the numbers of people on during events and those on at quiet times, maybe hiring more servers to the same multiple as there are event player numbers to regular times. Iunno, I don't compooting, but it seems like shooting yourself in the foot a bit, I don't want to play on medium or low settings, the game looks pre VU-10 when I do and I was willing to put the peds into the event but I couldn't ><;

Also by far the bigger and most annoying problem of all was the lack of Turps in the event.
 
Change the loot system so it dont rewards people who have been inactive for a long time.

We stand no chance towards the inactive people when they do events.
 
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Shud we compare this with RL situations known to us also here in game?
Then we shud ask what revival termianls are doing in game - we shud have permadeath here then.
Its a game.

OK, I accept that point. I shouldn't have included the comparison to RL. But I do think there should be differences between professions, and I do think there should be bad choices available to make (and sufficient information should be provided to enable the thinking player to infer good items from bad items). If there are no bad choices, there are also no good choices, and EU is just a glorified roulette wheel. I also think choosing to follow a profession in the hope it later becomes a more powerful profession is a risky choice to make. Even for those where MA have expressed an intention to develop the profession, there are no guarantees.
 
Most folks have touched on the major issues, but I'll add my 2 PEC.

  • It can't be said enough. There needs to be a freakin' TIMER!!!!! It's not right to ask people to keep track when CTD's are excessive.
  • The difficulty of the Feffox needs to be toned down some, not a bunch but some.
  • The Feffox should drop weapons of some sort. Loot was just plain awful markup-wise. Adding high level Regeneration Chips L and UL would have been nice too.
  • While the cave art was pretty, the terrain with regards to the floor and vine wall needs to be smoothed out/eliminated. People shouldn't have to jump over eggs and crag to move around. Both of these obstacles were used for exploits and they created line of sight issues.
  • The Feffox could really benefit with an Iron Mission.
  • Entrance to the instances should have been prevented while avatars were in a team, and joining a team should have been impossible while inside the instances. If people have to be in a team to enter Arkadian instances, then the opposite should be easy to code. This was a disappointing oversight.

I did enjoy the event otherwise. I think a running scoreboard is a bad idea. The mystery will keep more people participating. The wave-like drop of sacs was noticeable. The sac drop should be completely random with and the higher maturity mobs should drop more points worth of sacs on an increasingly porportional scale.
 
Most folks have touched on the major issues, but I'll add my 2 PEC.

  • The Feffox should drop weapons of some sort. Loot was just plain awful markup-wise. Adding high level Regeneration Chips L and UL would have been nice too.

It would have been plain awful markup-wise no matter what they dropped -- that's what happens when the majority go grind the same mob (You can look at history of price of CB24 for example--that's the longtooth drop). By leaving out most items they avoid completely destroying the markup for those items and similar ones over a longer period of time, which is IMO a much better approach. I actually think they should have limited them to dropping just one kind of oil or component, too...

The wave-like drop of sacs was noticeable. The sac drop should be completely random with and the higher maturity mobs should drop more points worth of sacs on an increasingly porportional scale.

Heartily agree. :)
 
Entrance to the instances should have been prevented while avatars were in a team, and joining a team should have been impossible while inside the instances. If people have to be in a team to enter Arkadian instances, then the opposite should be easy to code.

Doesn't that type of code exist already when you enter an event area? The times I've entered an event (1 hour hunting event) if I had a team that team is disbanded.

Maybe there are other ways to solve it but more "boring". Either make the sacks counters in mission window, or by making them "mission objects" that doesn't go into inventory at all (maybe mission window doesn't work well though if there are >20 or so mission objects. The dull part is of course that you don't get any sack to keep as "decoration" if it's just mission objects.

Too bad this item wasn't real - that is was only a mission object: ,(



One of those would had been cool to keep!
 
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OK, I accept that point. I shouldn't have included the comparison to RL. But I do think there should be differences between professions, and I do think there should be bad choices available to make (and sufficient information should be provided to enable the thinking player to infer good items from bad items). If there are no bad choices, there are also no good choices, and EU is just a glorified roulette wheel. I also think choosing to follow a profession in the hope it later becomes a more powerful profession is a risky choice to make. Even for those where MA have expressed an intention to develop the profession, there are no guarantees.

If we forget bussines habits, customer managment and rule that customer have sometimes right then - hehe ok, lol at my next event suggestion then - it will not be a nerf but bad players choice for taking ranged profession.

Suggestion
-Implement creature weakness and resistance depend on damage type.
-Make Feffox wery strong against Burn damage as they do Cold damage - is natural that they resist to burn type of damage.
 
If we forget bussines habits, customer managment and rule that customer have sometimes right then - hehe ok, lol at my next event suggestion then - it will not be a nerf but bad players choice for taking ranged profession.

Suggestion
-Implement creature weakness and resistance depend on damage type.
-Make Feffox wery strong against Burn damage as they do Cold damage - is natural that they resist to burn type of damage.

Actually, it's traditionally the opposite elemental damage that is the bane of an elemental creature.

Just sayin'.
 
Timer or Keys as per the last MM

Repair and TT

Creature unreachable as with all others!

Item drops werent very good
 
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[*]Entrance to the instances should have been prevented while avatars were in a team, and joining a team should have been impossible while inside the instances. If people have to be in a team to enter Arkadian instances, then the opposite should be easy to code. This was a disappointing oversight.

Agree, that should be reasonable easy to code.

The sac drop should be completely random with and the higher maturity mobs should drop more points worth of sacs on an increasingly porportional scale.

This is a bad idea.
Didn't we wanted an event where 'everybody stands a chance to win' ?
If more points would drop on higher maturity, the usual suspects would get all prizes.
But yeah on random, non-wave drops.
 
By leaving out most items they avoid completely destroying the markup for those items and similar ones over a longer period of time, which is IMO a much better approach. I actually think they should have limited them to dropping just one kind of oil or component, too...

I think MA could reasonably argue that the competition prizes make up for the lack of markup too. And, for those that choose to do other stuff during these big events, markup opportunities can spring up elsewhere due to the change in playstyles of the majority.

That said, I do think they could solve the issue of destroying the markup for the items that event mobs drop. All that is needed is a much broader loot table (e.g. instead of one or two L guns, twenty or thirty different L guns, etc).

If we forget bussines habits, customer managment and rule that customer have sometimes right then

Do all the customers just want a pretty casino? Personally I like to think a bit, if I don't have to think the game gets boring to me.

Suggestion
-Implement creature weakness and resistance depend on damage type.
-Make Feffox wery strong against Burn damage as they do Cold damage - is natural that they resist to burn type of damage.

I quite like that idea, although I did think the same thing as Doer immediately after reading it ;)
 
Actually, it's traditionally the opposite elemental damage that is the bane of an elemental creature.

Just sayin'.

Well i come from idea that you cant extinguish fire with fire, hot with hot, burn with burn but that is more difficult to burn something what is wery cold and produce cold to fight back hot caused with burn. Also creature cud have weakness in another type of damage.
 
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