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Mavericksfd

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Posts posted by Mavericksfd

    • Clan Name - Ninjas of Pi
    • Clan Tier - Shadow Clan
    • Members of your Clan - usually hovers at max 30 of actives with inactives purged monthly.  Purged members are welcomed back if in good standing.
    • Warlord - Mavericksfd
    • Steam Name - Mavericksfd
    • Other Info - OIF Veteran 2003 - 2005, so looking to join up with another veteran organization as we have quite a few veterans with us as well.
  1. The fact frames are really limited to Valkyr.....and maybe Valkyr makes this another really crap event to be quite honest.  I really thought this was going to be some great arena thing, but turned out to be total crap due to major balancing problems and frame restrictions.  Just wondering how many players need to be carried through this right now.

  2. I just flat out refused to participate in this event it was so badly put together. If I ever see another event like this one I'll find another game. I get off work then deal with this crap. I want to enjoy my game not go to work after getting home from work. Supposed to be a stress reliever not the opposite.

  3. If killed while securing the target, the target model can dissappear from the game, however does not register as captured.  After reviving you are unable to complete the mission due to this.  I have not been able to test this with other capture missions, however I will assume the same holds true.

     

    If standing against the 2 part see through doors before they open you can fall through the world as they open.

  4. Siege Phase II - PvP Concept

     

    After the siege timer has complete a mission will become available to all members of the holding and attacking clans.  Allies may not participate in this for either side.  Allies may help each other by laying siege to other systems and working together in a fashion to overcome a rival clan or alliance.  This mission will remain up for 20 minutes.  Once 4 players for each participating clan have joined the session the battle will begin.  If 4 players from each participating clan have not joined when the timer expires the battle will begin with the players currently joined in the session.  This process allows for meta-gaming where player may try and infiltrate other clans or betray clans during a battle.  Once the session begins the attacking steam will begin on the battle tower ramparts.  A central spire is where the defending clan will spawn.  During this time team captains will have full use of any upgrades or orbital strikes they have developed.  Within the central spire is a hackable console which triggers the self destruct for the tower.  Once this begins a two minute timer starts.  Defending players may hack the console to stop the timer.  Even if all attacking players are killed the timer may still complete destroying the tower and awarding the system to the attacking clan.  Should all attackers be killed and the self-destruct timer is never activated or deactivated the siege timer stops, the system becomes invulnerable for 72 hours, the attacking clan may not siege the system again for 10 days, and renown points are awarded to the victor.  Resource aquisition, research, and construction resume on the system normally.

  5. Siege Phase I - Mercenaries (PvE Concept)

     

    Any clan may hire mercenaries which come from the various factions already in game to include Corpus & Grineer.  A player may also purchase a Technocyte capsule which when released upon their mercenaries turns them into the infested.  This can only be done after the mercenaries at the location have been upgraded to the maximum level.  Each respective group has it's own unique "Mercenary Captain" which acts as the boss for the level.  Players may upgrade their mercenaries increasing their level throughout the defensive map.  Due to the extra costs involved the Infested "Mercenary Captain" is the toughest.

     

    Map Style - Mobile Defense

     

    Players will be hacking into multiple computers to initiate the siege timer.  Once the 4th computer has been hacked the "Mercenary Captain" will spawn.  After defeating him the last computer becomes hackable and is the last objective before extraction.  Once the team extracts the defense timer begins and is visible on the global map.  This siege phase is PvE only.  No enemy players will be present at any time. There are no rewards for this phase.  Enemies will drop resources based on the resource composition for the sector.

  6. @Nariala  I expected this data collection to take a few weeks and while that is going on I am doing EXACTLY what you just posted there.  By the time time we are refining everything as far as the overall concept is concerned this 200 hour project should be done.  Then we can start putting some numbers up on it.  This is not my first rodeo.  I wanted this up so data is being collected while I do other things.

  7. @Nariala Yes this is for the Badlands concept.  Yes if I knew all the drop rates of all mobs and all the other factors involved I could mathmatically calculate the average drops for any group of missons played in one hour of time.  None of the data is available to me so thankfully I don't have to create a Excell monster pulling the data from whatever database it is currently in.  This project is not to define drop rates of any particular mob.  You said it well enough and we all know what it would actually take to do that.  Kill the same mob 10,000 times, record  all the data, calculate drop rates based on the kills vs drops.  Basically I want to compile the totals, divide by 200, and get a semi-usable baseline to work with.  It is better than having nothing at all even if the data may not be accurate. 

  8. @Nariala  This is not designed to find drop rates at all.  Actually has nothing to do with drop rates period.  I don't need that much data.  What I need to know is just a small average based on casual game play on what players get.  I want a wide variety of maps played for this since casual players will not play the same mission over and over unless it is for an invasion or something.  That type of data would not work for what I am using for and invalidate the experiment.  Lets just see where 200 hours takes us.  If I have to log it all myself, well, so be it.

  9. @Nariala I stated in the OP there are tons of variables and no one's hour is going to be the same.  With 200 hours of random data I can at least create a basline based on those 200 hours.  IF I wanted to do this for real it would need to be more like 2,000 hours, but it would simply take too long to compile that much data from players.  I don;t just want the rare drops people get I want to know everything.  Even the thousands of nano spores.  I'll post up a template once I complete my first hour.

  10. In order to make the resources more in line with what we have planned I need to get some additonal informarmation from the community.Basically for each hour played I need to know the average amount of resources without any bonuses a player obtains.  I'll be doing a few trial runs myself and keep an exact log.  Now this will of course differ due to mission types, locations, class, and other factors, however I should be able to draw a general baseline average with around 200 logged hours with statistics to back it up.  Please post the resources you gathered in a single hour of gameplay.  I look forward to putting this all in a spreadsheet at the end and posting the averages form the data for everyone to see.  Feel free to post screenshots or just type it out in a post.  Thanks!

     

    200 Hours to go!

  11. In order to make the resources more in line with what we have planned I need to get some additonal informarmation from the community.Basically for each hour played I need to know the average amount of resources without any bonuses a player obtains.  I'll be doing a few trial runs myself and keep an exact log.  Now this will of course differ due to mission types, locations, class, and other factors, however I should be able to draw a general baseline average with around 200 logged hours with statistics to back it up..

  12. @Wiegraf Thanks for the constructive feedback.  I am aware of the states, but I was thinking with the mode selection they would easily balance everything for PvP while leaving PvE unchanged.  Standard loadouts is also a good way to go to keep everyone on equal ground, but to be comepetive you should also have to work and grind through upgrading and obtaining mod cards in my opinion.  They should still play an heavy role in PvP.

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