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-1 to all the idiots calling other people idiots for not accepting that they have the one perfect solution to solve all of the game's problems in one fell swoop !

also, the acronym for the Krionus Virus Trap is KVT, not KTV.

also -1 to the original proposal. i'm willing to work to get my pvp badges. non-pvp'ers are welcome to protect themselves in any way they see fit.

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Sat May 26, 2012 7:08 am
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neogoterra wrote:
I changed my mind seeing as the people I'm talking to are ether ignoring what I've said despite saying they aren't that or they are just to thick headed to realize what I'm saying.

Granted a KTV is no where as effective as a halc in protecting the user, but then that's your problem for not checking in on your ship. Now then if you notice this idea i put forward doesn't in a single way make the halc weaker or keep it from protecting its user in fact it could be said it protects them better seeing as it preserves the other traps, while at the same time it doesn't make the pvper rage at wasting a null.


Or we simply don't agree with you!

If you aren't smart enough the check the action count and number of traps a ship is carrying it isn't anyone fault. Just a little help for you...
Actions 3/5/5 means the player hasn't participated in pvp for at least 24 hours. Likelihood of halc very high.

1 Use a trap probe. If traps = 2 or more there is a higher likelihood that 1 of these is a halc. If you CHOOSE to attack this player with 2 or more traps and a base action count and you encounter a kvt and a halc then it's your fault not to use the tools that you have been provided.

2 Action count > 3/5/5 there is no halc trap as this player has participated in pvp. Attack this player and if you hit a kvt then use a null fuse and continue with your badge.

3 If you run out of trap probes use some of the energy you get whilst raging over hitting 2 traps to do some npc hunting to acquire more trap probes.

4 Don't expect everyone to be in the same position to sit there all day checking their ship and blame them if they can't get online every 2 hours to check if you have tripped their traps therefore have to waste another one due to some thick headed person not following rule 1

5 Increase your artifact production to the point that you don't run out of null fuses or CHOOSE to do the multitude of other things in the game whilst you build up a stockpile of the aforementioned artifacts. Null Fuse (Uses Left: 910)

I hope my little tips and advice can enhance your playing experience and IF you run into me on the BT and I have base actions EXPECT me to have a kvt and halc on in that order. Hit the kvt and still want to attack me after the warning trap is set off.. UNFRIKKING LUCKY.

Oh and btw I have an insane rep and pvp in spurts as I have a mixed view of what the main core of the game is I'd rather npc hunt to get planet arts and trap probes for when I choose to pvp Stryll Trap Probe (Uses Left: 1024) and I'm not likely to run out of them either.

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Sat May 26, 2012 9:42 am
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It would be some new CTLab idea: REVAMPED

25 Halcyon Traps
25 Containment Cages
5 Tactical Inner-Bypass Artifact

Allows you to bypass a halcyon trap effect from an enemy ship while you are attacking. Can only be used if you triggered the effect.

Has a 8 hour cooldown timer

If hit with this new arti then you are immune to being hit by another one for 3 days

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Sat May 26, 2012 1:54 pm
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But... why? I PvP alot, I understand the rage of the KVT then the halc. What happened to just making the halc hit first, protecting the user and preserving their traps to potentially protect them from someone else? Surely that is a 100% better solution? And also one that has been brought up many-a-time.

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Sat May 26, 2012 3:36 pm
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Traps trigger in the order they are set. If people want to attack trapped players that aren't engaging in pvp ie base actions they deserve to waste a null. Why would changing the order that traps are triggered help? The first person that attacks gets the halc the next one that attacks gets the krio and uses a null LOL no help at all!

If you pvp do it smart. The only thing that would help is the ability to bump players off the BT with a single hit and that single hit guaranteed not to trigger a trap.

Balance your game play to have the necessary artifacts to check base action players and enjoy.

An attack on the BT should NOT guarantee a kill and badge every time.

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Sat May 26, 2012 4:12 pm
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biz387 wrote:
neogoterra wrote:
I changed my mind seeing as the people I'm talking to are ether ignoring what I've said despite saying they aren't that or they are just to thick headed to realize what I'm saying.

Granted a KTV is no where as effective as a halc in protecting the user, but then that's your problem for not checking in on your ship. Now then if you notice this idea i put forward doesn't in a single way make the halc weaker or keep it from protecting its user in fact it could be said it protects them better seeing as it preserves the other traps, while at the same time it doesn't make the pvper rage at wasting a null.


Or we simply don't agree with you!

If you aren't smart enough the check the action count and number of traps a ship is carrying it isn't anyone fault. Just a little help for you...
Actions 3/5/5 means the player hasn't participated in pvp for at least 24 hours. Likelihood of halc very high.

1 Use a trap probe. If traps = 2 or more there is a higher likelihood that 1 of these is a halc. If you CHOOSE to attack this player with 2 or more traps and a base action count and you encounter a kvt and a halc then it's your fault not to use the tools that you have been provided.

2 Action count > 3/5/5 there is no halc trap as this player has participated in pvp. Attack this player and if you hit a kvt then use a null fuse and continue with your badge.

3 If you run out of trap probes use some of the energy you get whilst raging over hitting 2 traps to do some npc hunting to acquire more trap probes.

4 Don't expect everyone to be in the same position to sit there all day checking their ship and blame them if they can't get online every 2 hours to check if you have tripped their traps therefore have to waste another one due to some thick headed person not following rule 1

5 Increase your artifact production to the point that you don't run out of null fuses or CHOOSE to do the multitude of other things in the game whilst you build up a stockpile of the aforementioned artifacts. Null Fuse (Uses Left: 910)

I hope my little tips and advice can enhance your playing experience and IF you run into me on the BT and I have base actions EXPECT me to have a kvt and halc on in that order. Hit the kvt and still want to attack me after the warning trap is set off.. UNFRIKKING LUCKY.

Oh and btw I have an insane rep and pvp in spurts as I have a mixed view of what the main core of the game is I'd rather npc hunt to get planet arts and trap probes for when I choose to pvp Stryll Trap Probe (Uses Left: 1024) and I'm not likely to run out of them either.


+1000 to this. In fact, I have made a thread to try and tell people to always check the Action Tab. Going blind into any battle is a sure way to lose, in virtual or real world.

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Sat May 26, 2012 4:53 pm
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strm avenger wrote:
But... why? I PvP alot, I understand the rage of the KVT then the halc. What happened to just making the halc hit first, protecting the user and preserving their traps to potentially protect them from someone else? Surely that is a 100% better solution? And also one that has been brought up many-a-time.


Why? more then likely cuz im the one who said it that or its cuz they are more happy to troll and abuse the system then be fair they want to have there cake and eat it to while keeping everyone else from enjoying the game to......hence why i still view them as idiots :mrgreen:

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Sat May 26, 2012 6:22 pm
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The guy above me is not, I repeat, IS NOT, full of himself.

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Sat May 26, 2012 6:25 pm
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Halcyon trap (when you use it) become the first trap to be tripped. (solution to PVP problem)

Non PVPer: Will see no change (exept they won't be able to troll pvper)
PVPer: Won't complain anymore (They won't waste a null fuse)

If you are against that idea then its because your a troll that want to cut on someone gameplay while having fun in your.

Major non pvper argument: If I want to be protected blabla

Answer: My solution will get you protected (2 time as the krionus will set off when ANOTHER attacker will attack you) + you want to do mission/ NPC / base without having trouble (killed by pvper) well I want to kill people who pvp (since halcyon let me bump you)


Sat May 26, 2012 9:13 pm
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Please READ my previous reply! Or make the halc effect last 12 hours....Or if you haven't engaged in pvp for 24 hours you don't show on BT. You want to pvp then do it against people that ALSO want to. We can all make suggestions that are impractical.

A trap is called a trap for a reason.

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Sun May 27, 2012 3:10 am
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Really how is it a bad idea to rework traps so halcs are triggered first? it is beneficial to both partys as someone else said bluntly the only reason you would have to say no is to troll someone and if your no wanting to take part in pvp.

Then to be fair you shouldn't be allowed to troll anyone, seeing as the rules of the halc is to not make any aggressive actions to another player in order to just set it, by its very definition trolling means to harass someone, would you not say then that harassment is a aggressive action? By so by its definition that would mean that intentionally setting a KTV to trip before a halc would be a act of aggression, so then it would make that a loophole or exploit if you will in the halcs effect, depending on how fluent in English you are.

Granted i cant expect most people to of thought about it that much to be honest, but to put it simply intentionally setting it to do that is a act of malice, and fixing it so you cant set it that way would close that loophole that's been caused by people abusing the system even if its not a huge one its still a very frustrating one for the ones targeted by it.

There has been many ideas to "fix" halcs they don't need to be fixed but what needs to be fixed is the players abusing the system intentionally or by accident. The idea i mentioned has had many others suggesting it and its the same ones over and over saying "no this is a bad idea" so how about we have some others for a change chew on this idea.

Would it be a good or bad idea to make it so a halc always triggers before other traps making it so the other traps are left intact in case of another attacker, also so the one who did attack wont get frustrated by wasting a null

If you would say no, I would like to know why seeing as this would be beneficial to both party's while maintaining the if not even boosting the whole reason of having a halc on to begin with.

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Sun May 27, 2012 6:42 am
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neogoterra wrote:
Really how is it a bad idea to rework traps so halcs are triggered first? it is beneficial to both partys as someone else said bluntly the only reason you would have to say no is to troll someone and if your no wanting to take part in pvp.

It's not beneficial to me. I purposely put up my KVT first and my Halc afterward because, seriously, how are people going to learn to use a Trap Probe or look at my actions without the threat of wasting a null?

You can tell a person how to do something and they will ignore you. Threaten to spoil their income, however, and they will eventually see the light.

But also, I hate wasting money repairing my ship. If I waste my money, I will waste your nulls.

Use a freaking trap probe, look at the actions. Really not that difficult, especially if you're some alleged genius savant.

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Sun May 27, 2012 7:51 am
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Basically what your saying is for someone to use one common/uncommon artifact depending on your npc luck in order to get a 25% chance of not wasting a uncommon artifact.

I wont lie trap probes are very useful border line priceless but they dont give enough info to make a good guess about if its safe to hit, it says three traps could be a theta/omni firewall and KTV or any number of that or it could be just a halc,ktv, and firewall even if its just 2 traps it could still easily be just a ktv and halc just as much as a firewall and KTV.

And before you say "look at the action count" thats a good bit of advice when there's in fact anyone that has any change in actions but next to useless when you could look over 20 ships that are all showing 3,5,5 ............. and as for how much it takes for your repairs already mentioned that my friend the amount of mineral production used up in a single partial repair is a drop in the bucket compared to the artifact points needed to draw a null not to mention under your idea of probe first this also means the pvper would have to repair his ship many times going npc hunting not to mention all the artifact points needed for a npc hunt.

To put it bluntly there's no balance in that method, and as many of the others have already said things need to be fair.

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Sun May 27, 2012 9:22 am
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Selective Emissions Filter:
For the next 15 minutes, your ship blocks the signals from anyship radiating calming and halcyonic effects. They will not show on your battletab.

Nuff said.

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Sun May 27, 2012 9:32 am
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neogoterra wrote:
Basically what your saying is for someone to use one common/uncommon artifact depending on your npc luck in order to get a 25% chance of not wasting a uncommon artifact.


25% chance? If you see three traps, and that ship has not been hacked (check actions), you should be OK. If you see four, one tap it and move to the next. It's only chance if you do not know how to play with loaded dice.

As to common/ uncommon artifact, I don't NPC and I still have bucketloads of them. They are not hard to attain.

Also, using that one artifact correctly potentially saves you the hassle of having to use a non-tradeable, rare and expensive artifact known as the null.

neogoterra wrote:
I wont lie trap probes are very useful border line priceless but they dont give enough info to make a good guess about if its safe to hit, it says three traps could be a theta/omni firewall and KTV or any number of that or it could be just a halc,ktv, and firewall even if its just 2 traps it could still easily be just a ktv and halc just as much as a firewall and KTV.


If you can count, trust me, they make it damn well easy to work out what traps are on your target. Also, general rule of thumb, very few people use Thetas. I've played for almost two years and only ever ran into one Thetacron. Majority people use the KVTs, Omicrons, QFTs and the Halc if they can.

neogoterra wrote:
And before you say "look at the action count" thats a good bit of advice when there's in fact anyone that has any change in actions but next to useless when you could look over 20 ships that are all showing 3,5,5 ............. and as for how much it takes for your repairs already mentioned that my friend the amount of mineral production used up in a single partial repair is a drop in the bucket compared to the artifact points needed to draw a null not to mention under your idea of probe first this also means the pvper would have to repair his ship many times going npc hunting not to mention all the artifact points needed for a npc hunt.


If you see 3,5,5, just one tap it to get it off your radar. It's a really simple method. Seriously. 5 energy is a small price to pay if you think Trap Probes are priceless.

neogoterra wrote:
To put it bluntly there's no balance in that method, and as many of the others have already said things need to be fair.


That's because you are clueless, just as everyone else has pointed out. When I PvP, I rarely ever have to use any of my nulls on a ship with a Halc/KVT Combo because I can easily work out who I can disable and who I cannot. That's not even a boast. Lots of people can do it because they can count and can work it out for themselves. In fact, the method is that easy that a child of 5 could work it out. Somebody, bring me a child of 5.

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Sun May 27, 2012 10:12 am
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You claim you want balance, but really what you are saying is that you would like to attack anyone at any time and be guaranteed to obtain badges with no repercussions. That really isn't going to happen.

If you CHOOSE to attack a ship that has multiple traps then you have a chance of hitting a trap that cause you to "waste" a null fuse. That isn't a waste you will have used the artifact for the purpose it is intended. You will have removed the unwanted trap effect.

The trap will have done it's intended function it will have reduced your attack for 30 minutes. You haven't been forced to use a null again you CHOOSE to use a null with the intention of attack that same player again with no repercussion to obtain a red badge. You can wait 30 minutes you haven't been forced to use your null. You haven't been forced to participate in pvp. By attacking someone you are FORCING them to participate, they have no CHOICE. You are FORCING them to repair their ship costing them up to 200million credits and FORCING them to reset their trap because they don't want to participate in pvp. Can you explain where that is balanced?

I am intrigued to why using my tips it would cause the pvper to repair several time as per your reply? As the attacker you can see what damage you are inflicting/taking and can work within your shields if necessary but again you are the one that is initiating the conflict. I am curious what level are you in game? Do you have your red badge modules? Also what artifact points are needed for npc hunting?

The trap is a deterrent... ie look I have 4 traps... you hit one there are 3 more.. do you really wish to continue? You CHOOSE YES.. Proceed at your own peril.

The traps aren't broken your perception of fair is!


ag·gres·sion (-grshn)
n.
1. The act of initiating hostilities or invasion.
2. The practice or habit of launching attacks.

de·fense (d-fns)
n.
1. The act of defending against attack, danger, or injury.
2. A means or method of defending or protecting.

Just in case you keep calling a defensive trap an act of aggression when you attack someone!

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Sun May 27, 2012 10:32 am
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biz387 wrote:
You claim you want balance, but really what you are saying is that you would like to attack anyone at any time and be guaranteed to obtain badges with no repercussions. That really isn't going to happen.

If you CHOOSE to attack a ship that has multiple traps then you have a chance of hitting a trap that cause you to "waste" a null fuse. That isn't a waste you will have used the artifact for the purpose it is intended. You will have removed the unwanted trap effect.

The trap will have done it's intended function it will have reduced your attack for 30 minutes. You haven't been forced to use a null again you CHOOSE to use a null with the intention of attack that same player again with no repercussion to obtain a red badge. You can wait 30 minutes you haven't been forced to use your null. You haven't been forced to participate in pvp. By attacking someone you are FORCING them to participate, they have no CHOICE. You are FORCING them to repair their ship costing them up to 200million credits and FORCING them to reset their trap because they don't want to participate in pvp. Can you explain where that is balanced?

I am intrigued to why using my tips it would cause the pvper to repair several time as per your reply? As the attacker you can see what damage you are inflicting/taking and can work within your shields if necessary but again you are the one that is initiating the conflict. I am curious what level are you in game? Do you have your red badge modules? Also what artifact points are needed for npc hunting?

The trap is a deterrent... ie look I have 4 traps... you hit one there are 3 more.. do you really wish to continue? You CHOOSE YES.. Proceed at your own peril.

The traps aren't broken your perception of fair is!


ag·gres·sion (-grshn)
n.
1. The act of initiating hostilities or invasion.
2. The practice or habit of launching attacks.

de·fense (d-fns)
n.
1. The act of defending against attack, danger, or injury.
2. A means or method of defending or protecting.

Just in case you keep calling a defensive trap an act of aggression when you attack someone!


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All red module and 300 red in stock

My point is not to have easy red ... we will waste energy on someone hit halcyon first then move on to next target till we find someone with no halc that will have only a krionus or no trap.

When 90% of my battle tab is halcyoned its going take a lot of time before finding someone but I prefer to waste energy over my null fuse.


Sun May 27, 2012 12:05 pm
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Atlas wrote:

My point is not to have easy red ... we will waste energy on someone hit halcyon first then move on to next target till we find someone with no halc that will have only a krionus or no trap.

When 90% of my battle tab is halcyoned its going take a lot of time before finding someone but I prefer to waste energy over my null fuse.


Which is why I said that you should not trip a trap on first hit... base actions don't want to use a trap probe worried they may have 2 or more traps just bump them. Don't try to change the dynamics because you waste energy. I pvp when I want to. Hence I have 900 nulls.

They waste traps you waste null seems fair to me. The advantage is always with the attacker. You can completely debuff a ship of any level to get badges traps are the only way of defense.

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Sun May 27, 2012 12:23 pm
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@ Biz read full posts before commenting please, what i put forward is by no means a way around a halc as you apparently think by saying.

biz387 wrote:
You claim you want balance, but really what you are saying is that you would like to attack anyone at any time and be guaranteed to obtain badges with no repercussions. That really isn't going to happen.


If you was reading what i was saying this would be meant to prevent the intentional act of malice of setting a KTV over a halc and as for you saying the attacker always has the advantage.....i would like to know what rock you've been living under lately. You do remember a new race called the Xecti right?
Put the 40% boost with the 5% boost from the auto evasion node, as well as the +16% provided by a couple of the core drives your defense can far far outclass how high your possible attack can become even fully buffed.

You have loads of defensive advantages making it so a attacker is in fact at the disadvantage, this is some what how it should be in order to make you work for your reds instead of just making easy kills all day.

This is balanced and fair the attacker already is at a huge disadvantage in any engagement, so why should you not only have a unbreakable defense provided by the halc, but also be able to grief them by forcing them to use a null as well when they already have had to pay a high price just to get into a pvp stance?

If you was to look at it realistically with how it is currently pvp is more or less piracy and what would be the bloody point of any piracy when your having to pay more money out to even attack then you can possibly get back in return, more so when players decide to commit acts of malice that nearly double the cost, when by all rights they shouldn't have any acts of malice at all.

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Sun May 27, 2012 7:44 pm
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Likelyhood is that the aggressor will be buffed, the defender will not. You can even use a containment missile. Crux+Amp+Obelisk+Foci= 46% attack, +20% defence (Grid Console). You have 66% "total buffs". They have Xecti, Turtle Drives and Auto evasion. 68% total buffs. You have debuffs, they have traps. Seems fair to me.

All that gets me is that the halcyon should trip before the KVT. Better protects the defender, doesn't piss of the attacker. Unless your trying to be an ass (like Hansolocal - "I purposely put up my KVT first and my Halc afterward"), then it will benefit both.

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Sun May 27, 2012 7:55 pm
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