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Team: Strawberry Pancakes
Main: Trevor50
Level: 4503
Class: Shield Monkey

Joined: Wed Jul 12, 2006 10:01 pm
Location: Alabama
Post Re: June 8th, 2009 - Dev Update 17
pip8786 wrote:
^^ Agreed with above post very much.



Then ever class to needs to be worked out aswell.

There is many kinks in every class....fixing one will get you well 1/8(if there is 8 classes) of the way done? Aka nowhere.

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Thu Jun 11, 2009 12:31 pm
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Team: Eminence Front
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Level: 1364
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Joined: Thu Jul 13, 2006 2:29 am
Post Re: June 8th, 2009 - Dev Update 17
MagicSteve wrote:
long post

Exactly what I wanted to write, but you said it much better

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Thu Jun 11, 2009 12:32 pm
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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
Class: Shield Monkey

Joined: Mon Jan 03, 2005 12:07 am
Post Re: June 8th, 2009 - Dev Update 17
trevor54 wrote:
pip8786 wrote:
^^ Agreed with above post very much.



Then ever class to needs to be worked out aswell.

There is many kinks in every class....fixing one will get you well 1/8(if there is 8 classes) of the way done? Aka nowhere.


1/8th is more then 0/8th and therefore progress.


Thu Jun 11, 2009 12:35 pm
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Team: The Forgotten Colonies
Main: Llessur
Level: 2808
Class: Engineer

Joined: Sun Nov 20, 2005 4:26 pm
Location: Feilding, New Zealand
Post Re: June 8th, 2009 - Dev Update 17
Many players have a second account primarily so they can multi client with a ShM.

If monkeys require an active player to run them there is little point in having a second account.

I notice that some posters are from my own team. I also know that we , like most teams have difficulty in getting squads together to do ubers and proposed runs are frequently aborted because of lack of players. If you make the ShM requirements more difficult to the extent that people are not inclined to MC then there will simply be less uber runs.


Last edited by Russell on Thu Jun 11, 2009 2:50 pm, edited 1 time in total.

Thu Jun 11, 2009 2:43 pm
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Team: Aidelon
Main: Diabolus
Level: 1941
Class: Berserker

Joined: Wed Feb 13, 2008 9:25 am
Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer
Post Re: June 8th, 2009 - Dev Update 17
pip8786 wrote:
trevor54 wrote:
pip8786 wrote:
^^ Agreed with above post very much.



Then ever class to needs to be worked out aswell.

There is many kinks in every class....fixing one will get you well 1/8(if there is 8 classes) of the way done? Aka nowhere.


1/8th is more then 0/8th and therefore progress.

i lol'd

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Thu Jun 11, 2009 2:47 pm
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Class: Gunner

Joined: Thu Nov 01, 2007 1:41 pm
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Post Re: June 8th, 2009 - Dev Update 17
Russell wrote:
Many players have a second account primarily so they can multi client with a ShM.

If monkeys require an active player to run them there is little point in having a second account.

I notice that some posters are from my own team. I also know that we , like most teams have difficulty in getting squads together to do ubers and proposed runs are frequently aborted because of lack of players. If you make the ShM requirements more difficult to the extent that people are not inclined to MC then there will simply be less uber runs.

Why do you struggle to get enough players?
The game has a small player base.

Why does the game have a small playerbase?
Overly simplistic combat mechanics and boss encounters.

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Thu Jun 11, 2009 2:55 pm
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
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Post Re: June 8th, 2009 - Dev Update 17
MagicSteve wrote:
Russell wrote:
Many players have a second account primarily so they can multi client with a ShM.

If monkeys require an active player to run them there is little point in having a second account.

I notice that some posters are from my own team. I also know that we , like most teams have difficulty in getting squads together to do ubers and proposed runs are frequently aborted because of lack of players. If you make the ShM requirements more difficult to the extent that people are not inclined to MC then there will simply be less uber runs.

Why do you struggle to get enough players?
The game has a small player base.

Why does the game have a small playerbase?
Overly simplistic combat mechanics and boss encounters.


I really must disagree with the combat being overly simplistic. In most MMOs, you press a button and watch your character fight the enemy, sometimes pressing a key for him to cast a spell or use a special ability. You do not dodge, you do not aim, ect. All in all, Star Sonata has one of the more involved combat systems I have seen in an MMO.

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Thu Jun 11, 2009 3:11 pm
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Team: Eminence Front
Main: Ingendum
Level: 1364
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Joined: Thu Jul 13, 2006 2:29 am
Post Re: June 8th, 2009 - Dev Update 17
Russell wrote:
Many players have a second account primarily so they can multi client with a ShM.

If monkeys require an active player to run them there is little point in having a second account.

Base slots, mission slots and forcing ShMs to do more than nothing doesn't mean multiclienting will be impossible, it will just require a little bit more multitasking. I'm fairly sure C2 will support multiple monitors (if not, implement please), which will make MCing a lot easier.
Russell wrote:
I notice that some posters are from my own team. I also know that we , like most teams have difficulty in getting squads together to do ubers and proposed runs are frequently aborted because of lack of players. If you make the ShM requirements more difficult to the extent that people are not inclined to MC then there will simply be less uber runs.

Are you saying you want me to stop voicing my thoughts about my favorite class? You may be my leader, but you can't take that right off me.

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Thu Jun 11, 2009 3:28 pm
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Team: None
Main: thebattler36
Level: 1791
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Joined: Sun Apr 24, 2005 3:24 am
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Post Re: June 8th, 2009 - Dev Update 17
longname wrote:
Russell wrote:
I notice that some posters are from my own team. I also know that we , like most teams have difficulty in getting squads together to do ubers and proposed runs are frequently aborted because of lack of players. If you make the ShM requirements more difficult to the extent that people are not inclined to MC then there will simply be less uber runs.

Are you saying you want me to stop voicing my thoughts about my favorite class? You may be my leader, but you can't take that right off me.


to me at least it doesn't seem like he's saying that to you. rather to the admins that if you make MCing too difficult you will screw over small teams with a few players with multiple accounts each, those that need to MC to make up numbers on a run.

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Thu Jun 11, 2009 6:18 pm
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Team: Death Mental
Main: ashta the 2nd
Level: 2942
Class: Berserker

Joined: Tue May 31, 2005 3:00 pm
Post Re: June 8th, 2009 - Dev Update 17
simple solution stop living like mormons and recruit more active players. ubers shud not be easy unless u are a weak team and indicating this would dry up uber runs on your team implies you therefore are a weak/small team and there are ways to combat that. for most teams in the top 20 on leaderboard this would add variety and lead to more uber runs if anything :roll:

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Thu Jun 11, 2009 7:05 pm
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Team: The Forgotten Colonies
Main: Llessur
Level: 2808
Class: Engineer

Joined: Sun Nov 20, 2005 4:26 pm
Location: Feilding, New Zealand
Post Re: June 8th, 2009 - Dev Update 17
Gee I thought we were discussing the implications of a rejig of SHMs, Ashta.

Shorty I would be the last person to muzzle your right to free speech, however ill considered.


Thu Jun 11, 2009 9:13 pm
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Team: Strawberry Pancakes
Main: leonard Mccoy
Level: 2500
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Joined: Fri Mar 02, 2007 5:44 pm
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Post Re: June 8th, 2009 - Dev Update 17
The changes sound really nice but who is working on the seer/sniper items? The above mentioned classes need what you are doing no doubt but they are hardly neglected. Seer and sniper on the other hand are the red headed step child of SS. Any ideas on when these classes will be worked on? Leo

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Sat Jun 13, 2009 4:38 pm
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Team: Eminence Front
Main: Myrtok
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Joined: Sun Jan 13, 2008 3:43 am
Post Re: June 8th, 2009 - Dev Update 17
Russell wrote:
I also know that we , like most teams have difficulty in getting squads together to do ubers and proposed runs are frequently aborted because of lack of players. If you make the ShM requirements more difficult to the extent that people are not inclined to MC then there will simply be less uber runs.

Any multiple account player worth his salt has an ShM on one account and a Zerker on the other so they can "solo" anything but emp and lion every time their lockout ends. If anything, taking that ability away would probably lead to more team runs in most teams.

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Mon Jun 15, 2009 1:59 pm
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Post Re: June 8th, 2009 - Dev Update 17
pip8786 wrote:
Hey Guys,

We've decided to make the engineer missions non-exclusive since otherwise the 2 non-BFD chains would never be used. Since the other 2 items are mostly for the support role of the DM, it won't boost their power by much but will make it so people that don't choose the BFD route don't lose the chance to have one of the best drones in the game.


Can someone tell me if this is in yet?


Sun Jun 28, 2009 3:28 pm
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Team: None
Main: Si's_Yes_Man
Level: 2266
Class: Fleet Commander

Joined: Tue Apr 05, 2005 7:27 pm
Post Re: June 8th, 2009 - Dev Update 17
The_bones wrote:
pip8786 wrote:
Hey Guys,

We've decided to make the engineer missions non-exclusive since otherwise the 2 non-BFD chains would never be used. Since the other 2 items are mostly for the support role of the DM, it won't boost their power by much but will make it so people that don't choose the BFD route don't lose the chance to have one of the best drones in the game.


Can someone tell me if this is in yet?

^^^^^^

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Wed Jul 01, 2009 8:31 am
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