Legends
Elite
- Joined
- Dec 31, 2006
- Posts
- 3,237
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- Twin Peaks mall, 2nd floor
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- Dirty Dingos
- Avatar Name
- Inherent Marxus Legends
Hunting
1. Roles better defined for each type of gun, i.e. Laser, BLP, Plasma and Gauss
What is the difference between these? What are the advantages and disadvantages of each? I believe that traditionally BLP has always had a higher firing rate than Laser but less range, though this may not be immediately obvious when comparing them. And yet within each segment of guns, this trade-off already exists when choosing between handgun/pistol or rifle/carbine. So this distinction between Laser and BLP is one without much appeal for hunters in general. If instead BLP did slightly more dps and laser was slightly more eco, I think that would make a lot more sense for people when choosing which path to take as a hunter.
And what about Plasma and Gauss? There's a lot of interesting things that could be done with those other gun categories. For example Gauss rifles could be used for high range (taggers), Gauss handguns could have high efficiency but low dpp. Plasma could be low dps but highly efficient...
2. Add a new series of low tt Gauss taggers in the loot pool
I'm not aware of any series of limited taggers (specifically designed to pick (get the aggro of) mobs from far away). There is the JUELZ-MIC Killa from RT which is crafted and seems to sell rather well when available, but it's a very low level tagger. I think the community would welcome a new series of limited taggers of all levels and would buy them and use them. Since these are very useful because they afford a hunter more time to deal a mob damage before they reach them, they would be valuable and just like the new Restoration (L) chips, I'm sure the markup on them would be quite good and if these new taggers were placed in the loot of mobs, this would improve returns for hunters as it would put more ped back in their pockets. The Gauss category of gun is what makes the most sense for this as the technology is useful in increasing the range of weapons.
3. Unlimited level 1000 weapons
I remember when I started playing Entropia back in 2006, we were looking at level 100 guns and thinking "Who the heck is level 100??? It's impossible to reach that!" Just think about it: we had no Codex, no Iron missions, there were no Leviathan or Proterons, the biggest mobs were things like Allophyl/Estophyl and Kingfisher, there was no skill pills or buffs of any kind... Reaching level 100 some day just seemed like a pipe dream; like it would take 10 years at least. Nowadays, almost every soc has some level 100 hunters, it's become a rather common thing. But having these level 100 guns was something to work towards and dream about, it caused players to imagine Entropia persisting far into the future, a future where they are level 100 and have a leg up on everybody else.
Today, if we draw a straight paralel back to those days, we'd have to imagine a level 1000 gun. Who's ever going to be level 1000??? Messi91 isn't even halfway there yet! That's going to be an impossible level to reach! But sure as the sun rises and sets everyday, level 1000 will be reached at some point. It might take another 10 or 15 years but it will happen.
I think it would be great if MA added some level 1000 items, hopefully this time they will start with Melee and/or MindForce, which I think have been neglected for much too long now.
4. Mob kill counter
Self-explanatory. This has been requested multiple times by the community. I believe the code that does this already exists somewhere within the old Iron mission system so it shouldn't be too hard to do.
5. Do something with MindForce above level 60 (great suggestions in Captain Jack's thread here)
6. Change the default Ammo to the correct Ammo type first (i.e. Weapon Cells, BLP Pack and Synthetic Mind Essence)
This is something that has been requested for a long time, probably since the introduction of UA. I'll give you an example of why the current system is cumbersome: Let's say I use a Laser tagger, a BLP handgun and a Regeneration 6 (L) healing tool. They all default to use Universal Ammo FIRST. I start out with a stack of UA so everything works, but I only have 500 ped UA. I don't really know in what proportion to buy the Weapon Cells and the BLP so I just buy 500 ped of each. I go hunting and after 2 hours my UA is gone and I realize I forgot to buy Synthetic ME so now I can't heal myself. I convert the stack of Shrapnel I have to UA so I can heal but once I do that, my guns quickly burn through all the UA and I have the same problem again and can't use my Regeneration (L) chip to heal myself. I have to go find a TT to buy Synthetic ME.
It doesn't make sense for all of the weapons and tools to consume UA first because this makes it impossible to have any control over what Ammo stack each item is going to use. If you didn't want your weapons or tools to consume Ammo from the Trade Terminal, you could just simply not buy any, then the weapon/tool would be forced to use your stack of Universal Ammo. In the example above, upon running out of UA to heal myself with, I could convert my stack of Shrapnel to UA and continue healing myself. My guns would continue to use BLP or Weapon Cells and leave the UA for the Regeneration (L) chip.
7. New Armor professions (and other Armor related suggestions here)
It has been promised again by MA in the last AMA. It's understood that it will come, but timeline is uncertain. I think this will be a good change because it will add a new dimension to defense skills/professions and add value and opportunity for players.
8. Fishing boats (new underwater team instance)
There are docks and harbours throughout Calypso that aren't really being used much. Would love to see MA release Fishing Vessels for players to purchase, which give access to a new endgame type of team instance that occurs underwater and that progresses in waves of mobs (probably Leviathans among others) and ends with a boss. This new team instance would require a key of some sort but would only be able to be entered by "going" to it using one of these Fishing Vessels. This would immediately give the owner of these a stake in this part of the game, but not full ownership. This would work similar to the player owned instances on RT where the "owner" just has the unique BP to make the keys, but doesn't actually own the instance. In the case of this new underwater instance, the key would be available on the open market. There could be 5 or more of these Fishing Vessels; 2 or 3 stationed at PA, 1 at Isle of Troy settlement, 1 at Hestia settlement, 1 at Southern Ithaca settlement. Other contenders could be Nymphtown, Boreas, Atlantis Archipelago, Fort Cayuze, ... You could have as many as 12 of these, which would "go" to similar underwater instances but maybe not all exactly the same.
9. Upgrade missions that destroy a wider variety of UL items at once, in exchange for 1 item
I think we need the next series of upgrade missions to require a wider variety of items in trade, as a way of example, a new weapon upgrade mission could ask for all of the following: a full set of UL armor (example: Adjusted Jaguar), a set of armor plates (example: Mk. 5B Imp), a tier 5 UL gun (example: EP-41 Military Adjusted), an UL fap or heal chip (example: Adjusted Restoration chip), a Ring (example: Ares Ring Modified) and a level 7 pet (example: a Ruby Kanin). All of this adds up to a value of approximately 35k ped. The item you get for trading in all this stuff could be a really cool level 55 weapon with an efficiency above 63%. The effect that this would have on the economy would be really amazing; for the creation of 1 cool item, you have raised the demand for a very wide variety of looted items such as looted Jaguar armor parts, all of the Jaguar armor part upgrade materials, Mk. 5B plates and Mutated Aurli bones, EP-41 handguns and all their upgrade materials, all of the mats involved with the Galactica mission, and nutrio, all of this to get 1 cool, mid-level weapon.
Armor upgrade missions would be very similar; in order to upgrade your Nemesis from Adjusted to Improved for example, you could have to trade in a bunch of stuff like a FAP (example Ek-2600 Mod), an UL weapon (example: Adj Maddox 4), a set of Adj Nemesis, a set of UL plates like for example Mk. 6A Adjusted, etc... This would restore a balance in the UL item economy if worked out carefuly. Removing only 1 set of Adjusted from the game to create one set of Improved is not sustainable. Same goes for UL weapons; you can't just remove 1 UL weapon when adding a new one.
It may seem at first glance that this would result in making UL items very scarce if done to a large extent, but the idea is to use this mecanism as a way to re-supply the loot pool with fresh items to start the cycle again, allowing for perhaps more regular drops of UL items, which would help hunters' returns. In other words, increasing the rate at which UL items are removed from the economy could hopefully help to increase the rate at which UL items can be looted in the game.
--PvP (Planetside and in Space):
1. New low tt limited PvP armor in Combat vendor (example armor design here)
Right now if I want to go to lootable PvP I'll have to either a) go without (adequate) protection and take a big risk, or b) spend over 2k ped to buy a set of Infiltrator (L) or Pegasus (L) with high Burn or Shrapnel armor plates. This isn't very realistic for everyone who might want to take part in PvP. The idea with this new low tt limited armor set is to make PvP more accessible to everyone. If you were to add a nice set in the Combat vendor with a TT of 30 ped, I guarantee you people would use it. I know because I get a lot of requests for low tt parts of Pegasus and I just can't fill the demand.
2. System message listing items lost in PvP when killed & looted
EVE Online has the 'Kill mail' which does this. In an RCE such as Entropia, I'm amazed we still don't have something like this. I want to know if I've been looted in PvP if I lost something. The system should tell me.
3. Hall of Fame section for PK'ers (Player Killers)
Again EVE Online has the 'Kill mail' and keeps track of how many battles each player has won or lost. We should have this, otherwise there is no ranking among PvPers and no 'fame' or 'high score' to strive for.
4. Make it more rewarding to Hunt/Mine in lootable PvP
I don't really see any reason for hunters or miners to spend time in lootable PvP atm..
--Mayhem:
2. New line of high(er) dps crafted limited guns that are already maxed upon entering a new Category
I'd love to see a new line of craftable Improved GeoTrek guns that have slightly better efficiency than ArMatrix and more dps for their level (the traditional crafted GeoTrek guns had a lot of dps for their level). This would be valued by many hunters who need more dps or are looking for better efficiency. Crafters would benefit too by having something new to make since the prices of ArMatrix weapons has now tanked to where on most guns it's hard to make a profit.
3. New 2500 PED ESI (L) from Mayhem vendor with 20% skill loss, one time use (if you don't fill it, you lose the remaining tt)
Before every Mayhem there are posts on this forum of hunters trying to give away their skills for free in order to drop down to a lower Category. And I also know of some 'ubers' that just don't participate in Mayhem at all because they feel that they have absolutely no chance at winning in their Category, but if they could lower their skills would probably participate in a lower Category. There is a common thread here which is that it is very difficult right now to 'lower' or get rid of skills, even if you are offering them for free. Small ESIs are expensive and just don't take away enough skills to make a difference really. What is need is something that can take away more skill faster (at a cost). A new supply of large ESIs is needed in order to allow more people to play the game at the level that they choose to play it at. However in order not to disrupt the market of looted ESIs, these should have some disadvantages.
These disadvantages I mentioned are just some ideas and could be different but I thought that making them good for only one extraction could be appropriate. This in effect would probably have the end result of stimulating the looted ESI market because for example, you could extract Laser weaponry or BLP weaponry using one of these 1 time 2500 ped ESIs and although that would drop you down several levels, ultimately, you'd still have to keep your (hit) and your (dmg) balanced and for that you'd need to also extract some Rifle and/or Handgun as well which you'd most likely want to do using some smaller ESIs.
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