Forums » General

News Update / New Release / Fixes

«123»
Aug 19, 2005 Shapenaji link
Guys, the timer is not on the initial jump, it's on repeating the jump, so you can't jump back and forth. There's nothing against jumping in the first place, unless I read that post totally wrong

EDIT: and Arolte, that was me, not spellcast, suggesting the 250 units thing...

So I'll plug it again! make energy jump requirements the same for all ships!
Aug 19, 2005 Will Roberts link
I like it. While it may not be the most elegant solution, it's a good start in the right direction. I still think that jumps should have a fixed quatity of energy, rather than 'full', but this, -imo-, makes more sense than a zero-power jump.
Aug 19, 2005 Spellcast link
Actually the full battery thing isnt such a big issue as everyone makes it out to be. even a heavy batter has to wait a whole (gasp) 12 seconds to fuilly charge at absolute worst case scenario.

traders almost exclusively used the FC anyhow, but i wouldnt object to a few trader only batteries.. something with a good charge and a low storage to make jumping a bit faster for traders. of course it would have to have a high amount of mass (minimum of 10k?) in order to discourage fighters and bombers from taking an all rocket load and using that battery.

EDIT oh and i agree with arolte about the 1 minute thing. it does seem awfully redundant. WH hopping has more or less been fixed by the fact you cna take damage while entering a wormhole. do it too many times in a row and you are gonna be minced up.
Aug 19, 2005 Shapenaji link
eh I disagree, all you need to do it is once, they either get to attack you on entering the wh, or follow, they can't do both.
Aug 19, 2005 BoxCarRacer link
They could do both if they had flares shape.
Aug 20, 2005 Screwball link
First off, I'm glad to see that things are changing regarding jumping between sectors and systems. I also agree with many people that think it's not quite right just yet. Here's my $0.02.

- I strongly agree that jumps should require an amount of energy, such as 250, not a % of battery. Perhaps the energy required should be based on the ship type and/or mass.

- 60 seconds seems to be a very long time to wait if you accidentally jump through a wormhole. (I tend to do this when I'm tired, and I know others do too.) Please eliminate it, or at least make it much shorter.

- I love having ships be vulnerable when entering a wormhole, but not when exiting. When exiting, you initially have no idea what hostiles or asteroids might be waiting to ambush you, and you can't control your ship for several seconds as it flies straight, so it makes sense to have a brief window of safety when exiting.
Aug 20, 2005 yodaofborg link
Im with Screwball, being immune while jumping in is a great move, but it should be removed for jumping out.

Apart from that, I like it. (mainly because the stupid no fire zone bug got fixed at last :P)
Aug 20, 2005 misiorysio link
I agree with Screwball - ships should be invulnerable while exiting from a jump, because there are station sectors where if you jump in from a certain direction you end up warping right into a roid. It used to be funny watching the ship bounce off a roid, but I think watching it blow up when you can't control it won't be too much fun.
Aug 20, 2005 fooz2916 link
Here's a problem: You have a fight with someone, you win, but you end up with around 30% health. Then some idiot comes up and starts attacking you. You want to run, and it's perfectly understandable to do so, but there is no escape. All PvP is now in danger, what's the big deal about winning if you're gonna die anyway?

Also, ifiniboost easily gets around all of this (not that I want to see infiniboost go)

But overall, I'm glad that Guild is doing something about these problems.
Aug 20, 2005 Lin link
I don't know, if i am totally wrong now - being invincible for a few seconds after a warp is removed ... okay. But i have 2 questions.

Question 1: Does this mean for non-us-players with higher pings, that they can be killed while they are still watching the nice wh-animation?
Btw. - this happened to me a while ago, when the so called "invincibility" was around.

Question 2:
What happens, when a player enters a sector and "sits on a roid"? Booooom?
There are a lot of places, where i ram a roid after warping - in stormsectors and very often in latos.

Linda (-:
Aug 20, 2005 yodaofborg link
Lin, yes, you can be killed when coming out of a worm hole now, difference is, so can the US people :) (you cannot be killed while on a loading screen, you do not *spawn* till after load), Infiniboost ships now do get an easy ride, no way you are shooting a trader as he warps at 200ms (or even 180ms) and then warping after him.

Roid warping isnt an issue with the current jump effect (when its replaced, i hope they consider this) as your ship will only be travelling around 50 to 75 ms when you come out of warp (unlike before - the *jump* animation is the same as *worm hole* right now).
Aug 20, 2005 mr_spuck link
Yeah .. and I just tried it out. Warped into a roid and didn'T blew up.
But I entered within the roid so it might be different if you come out right infront of one.
Aug 20, 2005 Big Mike85 link
Ok so far I only have one problem with this recent update but there are some good points as well.

Good stuff:
-NFZ bug fixed
-invulnerability removed while warping
-full batt required for in-system jumps

Ok now I said the full batt thing was a good idea and I stick to that however I dont believe that in-system jumps should totally drain your battery. Maybe leave it at half or 3/4 or something. A system to system jump is finally just about right. You can be shot while jumping and you have to have a full battery to do so. Im not too sure the 1min wait before jumping back in is that bad of an idea. Seems to me like it wouldnt bother most people on a regular basis.

Anyway other than that..... good job so far!

-Seta Solenk
Aug 20, 2005 jexkerome link
Grrrr... why do these upadtes always go live when I'm at work?!

I like what I've read, but I'll reserve final judgment until I've hopped into the game and gone for a spin.
Aug 20, 2005 xava link
looks like a very good update to me, i like the full batt for in system jumps thing it may make trading a little slower but it will fix a lot of problams and shuddent slow traders up any large ammount of time.

so yeah i realy like this.
Aug 20, 2005 Big Mike85 link
Its not so much a "problem" as its just a pain in the ass. I agree something needed to be done for those people who like to run from fights they started and that this is a good solution. However as a trader this is nothing more than a royal pain. Yes Im complaining but rightfully so. Maybe something should be installed so that the in system batt thing only applies to people whove been in combat in the past 60sec. Or maybe my other idea could be used (see post above). All Im saying is that although something needed to be done, Im not sure this is it.

-Seta Solenk
Aug 20, 2005 Black Omega link
/me prods Incarnate.
Whats this "stealthly addon" bussiness then ???
Aug 20, 2005 Rhalmas link
Well, I tried out the update with trading a bit last night. I took a Moth through B8, and picked up Lecter. Luckily, he had energy weaps onboard. He followed me through two jumps, and got my ship to around 60% (I was also doing a bit of duck and weave to avoid his fire). I did make it to my destination with cargo intact, because I don't think his heart was in it. It was not easy - and I don't think it should be. And it was fun!

Long bulk runs were a bit boring, though - and they may have gotten even more so.

I want to try out more of the changes before I comment further, but I am interested to see if the no XP loss on lower-rated players will provide anything positive. It was designed to protect them, but was being exploited in the reverse. I understand that. The exploit is gone, but so is the protection.

[edit]hehe... just reviewed the log... Lecter's heart was in it - until the new and improved SF caught wind of him. :)
Aug 20, 2005 yodaofborg link
/me prods incarnate further, hows about some EMP stuff to go with that. :P

OK, after playing with the new changes I find theres a few things I dont like, but a few things I do.

I did say earlier that warping out of a worm hole you should be invincible, but im now thinking nope :P at least for worm holes. <-- Really like, cos it makes sense, why have a sheild then if no other time?

Getting into Serco space while Serco hated is damn hard(as it should be IMHO), getting past Deneb while Itani hated is damn hard, and getting in via Edras is close to suicide(as it should be, again) - getting into UiT space is easy, heh, pirate fodder(sorry, read the manual and char description - as it should be.) <-- Loving this.

Doesnt really stop a *attack and run guy* though, wheres my grapple hook/tractor beam! :D http://www.vendetta-online.com/x/msgboard/3/11302#133089 <- for more attention, sorry, I think its a blinding idea :P
Aug 20, 2005 Harry Seldon link
Rhalmas: it already did for me, some n00b tried taking me down in B8 last night...hehee.