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Messages - Graves

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1
Events & Politics / Re: Drones came, V-tech no team killing time gone?
« on: October 08, 2014, 09:25:08 PM »
But several inner conflict incidents happened during last several days. Members of different organizations reported that they have been attacked / killed / looted by Drones. Drones open fire at friendlies in the middle of zone control fights, putting in danger the whole platoons.

Well, I've seen many chat logs with the Drones involved, and I'd have to say I'm not so sure.  The first time I saw them, my immediate urge was whistle blowing, "Multi!"  I shrugged my shoulders and said oh well, I'm sure if it is exploitation it'll be found out without my help.  Afterwards, many vouched for their combat efficiency and there were many times which V-Tec ZC consisted majorily of Drones with a few stringers.  I've seen a few potentially off-putting things such as telling newbies the reroll command is '~deleteself' and a certain hotkey were activated by Alt + F4.  Lmao, I surely hope such subjects of abuse were able to figure out the misinformation without too much negativity.

As far as teamkilling, I haven't witnessed any in-game logs where someone was saying a Drone TKed them.  Perhaps a recent development, but matter of fact I witnessed basically the opposite.  They were victorious in many ZCs and were effectively leading groups as I had mentioned before.  In the many messages (again, most championing the drones) I had noticed the drones began getting aggravated at players intentionally walking into their line of fire.  I'm not saying it's a reason to legitimize team killing at all, but I find it kind of strange that I witnessed this happening just the other day (through log, again) and now this.  Can we get some confirmations or examples if you don't mind?

If it's recent, I may've just missed it, but hopefully you can understand my confusion.  :)

As an addition, since server start playing as a V-Tec player it was basically every day someone was crying out abuse from someone.  Team killing, following players across maps just maiming them to ultimately not kill them but highly inconvenience them, and let's not forget... Spies!!    I will say, after the recent, "migration," that occurred, a lot of the complaints died down.  I'm not saying that points to guilt of any parties involved.  While it may've been a little more scarce and sloped off a little, I certainly wouldn't say V-Tec hasn't been plagued by it consistently just as I'm sure every other faction's been. 

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Wiki creation / Re: Page management
« on: October 08, 2014, 11:47:20 AM »
I did not ask anyone to redo something. Just to keep that in mind for future content creation.
It was a general comment and not something specific about the content you added.
I know how time consuming wiki content creation can be and I thanks (?) multiple time to contributors.

I will made some tweak to the wiki css to improve link and table readability. It should be there at the end of the week with some other minor modifications.

Sorry, I tried not to be too heavy handed.  I thought about editing it afterwards, but I really didn't want to abandon the work in frustration :).  I apologize, I'm usually genuinely a very nice guy. 

Colorizing is a bitch to begin with.  You really can't please everyone.  I'll try to think of any subtle changes if you wouldn't mind taking another look at it.  It looks clean, I'm not sure exactly how you'd go about improving it but I'll think on it and let you know if I come to anything conclusive.

I gave yesterday to myself as a breathe of sorts.  Again, apologies if I went overboard there brother, I just wanted to let you know how I was honestly feeling.  I'm borderline antisocial sometimes so I'm quick to just cut ties and say, "eff that," so I just wanted to explain as well as I could instead of, say, skimming it, assuming a bunch of stuff, and disappearing.  I'm really looking forward to helping get things to a well-documented state towherever editing will only be required at Changelogs or discretion if you have spare time and an idea of how to improve something existing. 

Everyone keep up the good work!  I'm really liking what I've been seeing. 

3
Wiki creation / Re: Page management
« on: October 07, 2014, 08:14:20 AM »
Please STOP USING CUSTOM COLORS.

You should NEVER set custom color in the code of the page.
How will we do the day we update the design of the website ?

If you need I can add some classes to the css to allow you more customization but having color hardcoded in html code is a very bad idea.
By the way, please also use the wiki syntax for table and not create html table directly ;-)

If someone has difficulties to edit the wiki, feel free to pm me with questions and I will answer you precisely.

For one, the class is extremely easy to set.  "Wikitable" is all that needs to be put and it automatically skins to the page.

For two, there's no difference between
|-
|
and <tr.><td.><./td><./tr>

To the browser it's exactly the same thing.  If you'd really like to be bothered when I'm done, you can rewrite the whole thing in wiki syntax if you'd like.  I haven't seen where it's particularly made it easier on anyone anyhow, it's there in case you have no idea what you're doing.  As I said, there's no offense intended, but if you can't be bothered to do it yourself please don't tell me how to do it.  Especially so considering I've already invested several hours in the first project for weapon tables (which was then scrapped) and now I've made it through half the catalog or more.  I feel this is a much more eloquent solution, but I can't help but feel like if you can't look at a simple table and figure out what you need to replace then you shouldn't be messing with it anyways.  :)

I appreciate the direction, but again understand I've already started work and completed much of it.  At what point of a project do you figure templating out?  Yes, that'd basically mean I'd have to start over to say the same thing again which is just being used similar BBCode to be translated to what I'm doing anyways.  Let's not forget, I could've nearly done a whole category of weapons in the time I've taken to respond to this.

P.S., it doesn't matter what colorizing someone may do.  Simply attaching class="Wikitable" forces it regardless of what's inside of it.  For the record, though, that does look pretty atrocious after you look at it for a while.  It'd be nice if you'd tweak the main CSS files towhere there wasn't quite such a significant difference between a link and text.  Seems kind of odd having Oswald right there with Helvetica to begin with, I don't see the need for such a large increase.

P.P.S., Again, I'm not trying to be a dick.  I've put a lot of hard work into what I'm doing and willingly so.  If you want people to follow your guiding, take initiative and make some template files.  It's ridiculous to either have to scheme behind you (AKA figure out how you accomplished what you have) or copy/paste everything over which, to me, is as tedious or more as editing a table.  Either that, y'know, or pay me.  Then I'll redo it every day if I need to.  Sorry if I'm trying too hard to make my point, but the Wiki's in a state of constant updating and I think your time would be much better spent elsewhere especially if the only gripe you have is syntax.  Also, it would be different if there were any kind of management.  The Wiki requires folks that'll step up, go in the game, pull out the data, and put it up.  I don't mind doing that, but I've done made a revision to this once and I've posted about doing it for several days.

Not just that, but:

Quote from: Ender
No problem.

For the weapons I think a big table could help but I my opinion individual pages should still exist as there is the ingredients for crafting, ect.. on it. Do you agree ?

Been talking weapon table for over two weeks now.  That would've been the place and point to specify.  :)  Thanks for understanding.

4
Wiki creation / Re: Page management
« on: October 06, 2014, 08:21:53 PM »
Lol.  Well, I've since scrapped everything after reading some of the comments here, I appreciate the inspiration.  I agree the tables need more information, so I've began an even bigger task.  Wikitables are awesome, but I'm much more fluent in what they're making easier to accomplish and doing in the background anyways.  As an example, see attachment.  I thought about adding Tier to the table somewhere.  I would've loved to have had the weapon graphic, but I think this should prove more than adequate.  Thoughts?

5
Wiki creation / Re: Page management
« on: October 05, 2014, 11:13:16 AM »
I looked over all perks and traits pages and made sure they were tabled up and lists removed where appropriate.  Looks like everything's pretty close to tidied up there.  I've begun an exhaustive process of tabling weapons.  All the information is important, but I've decided to focus on the 5 following parameters where appropriate:  strength required, range, damage, ap cost, reload cost.  Ammunition barely missed the cut as all the others were just barely more important at a glance.  A short legend will follow, since certain things will be abbreviated and certain liberties are taken.  In order to fully properly compare two weapons, you'll have to really look at both and consider modes and their different costs and effects. 

As such, I tried to pick the most basic means of attack.  For Big Guns that require deploying, the attack cost after deploying is shown.  Bleed values aren't taken into consideration, though notation will be made where appropriate.  For instance, the category of Flamers, Launchers, etc in Big Guns could be prefaced that all explosions cause knockbacks and Sniper Rifles in Small Guns could be prefaced that they cause bleed.  I've done most of the work on everything but Small Guns.  Further editing will be required, but when I'm done it should be pretty indicative of what's missing information while providing in my opinion the most relevant information.

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General Discussions / Re: Most OP build/weapon
« on: October 03, 2014, 11:03:40 AM »
Yes but that probability becomes reality very often when you have high luck.

Most certainly.  It can mean the difference between a 50HP crit and a 100+HP crit from the same weapon, same ammunition.  A player with lesser luck can find themselves getting lucky, but it's just far more often. 

That said, I'm inclined to agree with the poster a few back that 8 is more than acceptable to get the best criticals at a better rate without gimping yourself.   There's definitely cause to add more if you can, but it's a lot more diminishing in value from 8-9 than from say 8-10.  Completely removing that initial first slot in the table could prove worth it, but not necessarily at the cost of potentially 5'ing everything else or worse. 

7
General Discussions / Re: Mining
« on: October 03, 2014, 10:26:22 AM »
Yep.  I want to say despite the lack of a 'Use On' on the Pickaxe, I'm pretty sure you can still click it to get a targeting cursor and use it like so, but I always just found it easier to carry a knife (if bluesuiting) or something of similar lightweight.  If you can take a few seconds to get used to flipping back and forth before long it will save you a LOT of time if you spend any considerable amount harvesting.  Quite a happy accident when I found this out.  :)

Edit:  The Hatchet also lacks an overlay saying it can 'Use On' but like the Pickaxe it can as well.

8
Bug reports / Re: [MISC] Dead NPC bodies disappearing deletes intel
« on: October 03, 2014, 09:33:46 AM »
Retrieve intelligence missions which involve intel being on NPCs can be failed when the NPC bodies are deleted, could they instead drop near the body (like how a weapon drop works) or perhaps they can be flagged somehow not to be deleted when the corpse disappears, much like how player gear does not disappear.


I haven't noticed any of them disappearing with bodies, but I have noticed if I'm not careful where I kill them I can kill them in a spot that's completely out of reach. 

Some objects aren't able to be seen behind, so positioning your character behind them just makes them hidden behind it instead of the opaquing it.  TBH I've never seen bodies disappear for NPCs on assignments, I've heard of it, but how long's this taking to happen for you?

9
General Discussions / Re: Mining
« on: October 02, 2014, 03:33:08 PM »
does that work now?

To my most recent experience, yes, at least for the mine in the vault.  There's just no way of telling what's got ore and what's empty short of making a circuit checking every spot.  That said, other players trying to mine makes it a little more difficult because you wind up often hitting spots that the other just hit.  :P  Off-hours were the best experience for me, but even then I didn't find many others taking advantage of the ability to mine.

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General Discussions / Re: Mining
« on: October 02, 2014, 12:51:26 PM »
I'll add this as an added advanced tip of sorts.

Place the Pickaxe in an active slot.  Put any weapon in your other slot.  Press 'B' to change to your weapon.  Press 'A' to pull up the attack cursor.  Press 'B' again which will change to the pickaxe but leave the targeting cursor.  Click target, gather resources. 

May not be worth knowing to all, but I found it quite handy on saving my wrist lots of clicking back and forth.  This effectively makes it towhere you can hold the cursor in one place and rock between 'B' and 'A' until you have to reposition due to resource exhaustion.  :)

EDIT:  It's worth knowing that this works for using Knives on plants, Hatchets on trees, and any other gathering you may try to do.

11
Suggestions / Re: Private base cleaning.
« on: October 01, 2014, 09:55:38 AM »
I love the idea, but I really think this would just be too heavy under the hood for implementation any time in the near future.  It could be a possibility to add decorations similar to how containers currently work, but you'd still be limited to only being able to remove what you put down. 

Consider that the static items you're wanting to remove are built into the map.  Now, a few options exist.  Remove all the decorations there and force everyone to decorate.  The problem with this, is this would certainly effect certain containers that were in use.  You can't really put out a bulletin saying, "Hey, we're deleting every container/item in your room/base that you yourself didn't put down," and burden the player to figure out and be sure that their items are safe.  So no ninja removing items from the map.  If only you could cut & paste the coding behind the containers, but I'm sure that would be quite an investment as the simple fact would be a lot of new code would have to be written to supplement what's already there.

I wouldn't mind seeing more customization options in the future, but really I think it should have it's limitations.  First thing I'd see happening would be people living in rooms without beds.  Do you need a bed?  No.  Does your character?  I guess that depends on your preference, but I just don't see big enough of an effect on gameplay to rationalize it.  I like the idea of a trash can, but what such items would benefit from such a thing?  I feel like the 'Drop All' command is already a major time saver in organization.  So long as you already have 1 of an item in there, it'll go exactly where it's supposed to go.  It's easier to pull a few handfuls here into this container and a few to that followed by a mass drop into the Footlocker I've come to joyfully call the miscellaneous bin. 

Again, a great suggestion, but it'd be well behind balancing and adding new features.  That said, expressing interest is the best way to drive attention somewhere and I'd wanted to Science away the containers that came in my room myself initially as well, so trust me I understand.  :)

12
General Discussions / Re: Standing AC vs PE
« on: September 29, 2014, 02:49:40 PM »
In all my experiences, I've never seen a standing shot evaded.  My Luck isn't overly exceptional, but I'm pretty sure that's working as intended.  AC's currently intended more as an equalizer towards criticals.  Sure, it only works moving, but it comes into effect a lot even if you aren't melee or close range.  Perhaps eventually to some extent armors could be included for AC calculation resulting in occasional evades otherwise.  I suppose it's possible currently, but the odds are highly against it occurring and I'm convinced you could invest dozens of hours or more and never see it happen standing still.   

So I guess I'd like to say you're correct in your reasoning to say it's almost no chance and slightly effective at best.  :)

13
General Discussions / Re: SMGS are useless?
« on: September 28, 2014, 02:48:30 PM »
Hm... what if the Cone for full auto was simply widened some?  Right now the cone is the same for all burst weapons.  I'm not sure how hard it would be to implement such a thing, but it seems to me that adding a few bullets per burst and widening the cone just a *bit*.  Maybe? 

Just a thought, haven't seen anyone entertain this unless I skipped it over.

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Wiki creation / Re: Beginner Guide
« on: September 28, 2014, 01:28:41 PM »
Let me start out by apologizing, whenever I play a game I approach it a little more calculating than most.  With reason, however, as one of the worst experiences in a game is playing it some couple dozen hours just to figure out you gimped yourself on one way or another.  Much of the information is sufficient, and really it's more of a round-up of info that's already out there and putting it all together in one spot than bothering the devs.  Your average player may not want or even care to know such stuff, but that's why I had mentioned derived stats in the beginner guide:  IMO character creation is vital towards the experience and all of the derived stats very much so determine your experience and how a character may be best played.

Prepare yourself for a bit of a word wall, but I assure I intend the best.  :)

Starting hit points.  This is already spelled out pretty well, so maybe a linking to the Hit Points page would suffice, though it wouldn't hurt to throw the formula that's there.  136 + (21-Strength)*S/2 + (21-Endurance)*E/2

Healing Rate.  This has two links to it, but a simple formula should work.  Less important than some of the others, but IMO still worth having readily available.

Armor class.  This is supposed to have a page of it's own, it's described decently on the Critical page I believe, but having a quick direct example would be nice.

Some concise explanations or examples of Critical stats being rolled against.

Action Points description seems more in line with old-school Turn-based play.  Technically a combat turn would be 100 points (if there were such a thing) and then turns would be established from there based on regeneration.  That said, I think some note of standing still being 12 base regen.  I don't think the 2 ticks per second thing needs elaboration, but some simple shorthand would be nice.  As above, 12 base regen standing, 0 base regen while moving or acting unless the trait "Double Tap" is applied.  The total being one hundred should be in there for completion IMO :).

AP Regen + would be nice to specify specific values for individual numbers.  1-10 would be great, but a few cherry-picked examples (like 3, 6, and 9) even would be fantastic.

Sight range should be simple enough.  Not sure what the base is at 1, but I know every point of PE seems to add 5 more hexes of view.

Crit chance explanations for aimed and unaimed shots would be nice.  Again, shorthand formula examples would suffice.

I also believe Weight should be included here, as well as the formula behind it.  Then, all 224 broken links to the "Weight" page could be redirected to Derived Stats since it technically is one.

15
Wiki creation / Re: Beginner Guide
« on: September 26, 2014, 04:23:18 AM »
It'd be wonderful if the derived statistics page could get a reworking as well.  For some, the explanation is already explanatory enough.  For instance, I'm sure no one's too worried about the poison or radiation formulas.  If you're either, you need to be not.  However, it'd be nice to see some of the other formulas.  Far less important is something simple like Healing Rate that's determined entirely off starting stats, but having the closest currently accepted formulas in shorthand would be wonderful.  Most of these are already spelled out in the Critical Hit wiki page.  A lot of the individual mentions of such stats could use linking to the page as well.  :)  Thanks in advance and keep up the good work guys.

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Off-topic Discussions / Re: Empty vessels make the most noise.
« on: September 26, 2014, 03:39:59 AM »
Any forum ignore function would be appreciated.

You could try that.  I'd suggest, however, following along.  Myakot's quite knowledgeable in Ashes of Phoenix.  Made many waves towards getting the Wiki to beyond an acceptable quality and continues to do so.  If you notice, that's a trend that happens with everyone.  When you log in and see several posts you have interest in, it's not really fathomable to try to space the time between them out or suppress oneself and not engage to keep from posting too much.  I really don't think such a thing exists unless you're constantly contributing sentence fragments and incomplete thoughts.  Myakot's very direct, but that shouldn't be interpreted as rudeness IMO. 

I personally feel like such a function would be a detriment.  I'm sure should and if it becomes a problem it will be addressed, but try to remember Myakot's trying to educate and help first and foremost.  Just my opinion.  :)  Carry on.

17
Developer Corner / Re: Armor Class mechanic
« on: September 24, 2014, 10:58:08 AM »
I'm happy with it in motion.  Could maybe use some tweaking or buffing for when you're still, though.  Before I did ~reroll my AC was 56 with the same stats I have now.  Post ~reroll it's now 31 while in motion.

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Wiki creation / Re: Beginner Guide
« on: September 22, 2014, 11:08:40 PM »
Looks great!  Very good job.  One addendum I'd make would be to include F5 somewhere in Chat.  Preferably both places should have mention of it.  It may be listed in Shortcuts but seems something that would be helpful to know in relation.

19
General Discussions / Re: Do "Gain Stat" perks retroactive?
« on: September 20, 2014, 05:10:03 AM »
i have 4 endurance, i really wanna know it if i pick gain endurance perk, would it give as much hp as if started with 5 en?

I'm having a similar issue regarding this.  The table on the Hit Points page on the wiki as being 281 @ 24 with 5 strength and 6 endurance.  My HP was 290 (+20 LG) before adding Gain Strength.  According to such chart I should've gained 11 HP in total.  It seems I got the End / 4, because I gained 5 HP resulting in my HP being 295 with above stats.  The table, however, confuses me a little.  The End / 4 is retroactive, but the starting HP bonus isn't?

Edit:  On a side note the Wiki also states every level after 24 grants +1HP.  To my experience, it does not.

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