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| 10-18-2009 8:48 AM |
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1 - REMOTE functions on most if not ALL of the R&D features.
2 - This is an add to the suggestion thread stickied about missions. The level tiers for missions are bull. Only ONE mission from 60 to 100, and then nothing for about 20 levels?
3 - Some others were already covered. Belgue's list of bugs, etc. (Frankly the popup for mat quests not having the right amount of gold is so infinitely insiginificant I didn't even care to notice)
4 - PK in missions. I know what it's used for, but this sort of goes for ALL PK. It's pretty much fine to PK once you pass a certain level I know that. But, WHY is it ok for a top-pot player to PK those that are JUST over that mark? How effing stupid is that?
5 - http://forum.91.com/topics/52/200809/07/6699,1.html This really. Most of this.
6 - On events - Either have more of the GOOD kind, or just stop. Half the time you announce crap that NEVER happens for weeks. Oct is nearly over, and half of the Oct events I've never even seen HINTS of.
7 - ZP bound drop. If cores drop from 100+, why not bounds at a (MUCH) higher level? Like, 170/180+? It WON'T kill the "economy" we think we have, because you can't drop bounds in Player Markets. And that's the only one that matters really. No one gives a crap about the ZP mall as it's ALL OPed. AND bounds don't work on ALL that stuff anyway.
8 - Training offline. I get that 15 hours is the max. That's all fine and good, but it takes about 2 hours to get that total, but then actually 15 to get rid of it? For one, I KNOW I've gone over 15 hours in one day. (Time over sleep, and then reset the max) Two, cut the damn time down. I don't mean lower the max. I mean change how fast it decreases. 1.5 hours to get 15...it should either go by at the same rate, or at least at a similar rate.
9 - ...That's really it for now.
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| 10-18-2009 9:30 AM |
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Quote:
Originally Posted by Valefar
4 - PK in missions. I know what it's used for, but this sort of goes for ALL PK. It's pretty much fine to PK once you pass a certain level I know that. But, WHY is it ok for a top-pot player to PK those that are JUST over that mark? How effing stupid is that?
The PK system in general needs rewriting from the ground up its pointless and broken and its a waste, congrats in making a system that has ne penalties and is easily used to grief newer players, cutting off your potential income from the word go congrats
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| 10-18-2009 6:05 PM |
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Almost everything about Zero needs to be completely overwritten. As far as anybody can tell, TQ doesn't care about things that do not directly increase their earnings. Eliminating stupid crap that drives people away does not directly lead to more spending, only to a larger player base. Go figure that TQ is too lazy to do even that.
Quote:
Originally Posted by Valefar
1 - REMOTE functions on most if not ALL of the R&D features.
A few of the R&D functions definitely need remote functions, but having some of them as remote would kind of take the purpose away.
Quote:
Originally Posted by Valefar
2 - This is an add to the suggestion thread stickied about missions. The level tiers for missions are bull. Only ONE mission from 60 to 100, and then nothing for about 20 levels?
No kidding. Especially considering that most people have Pilot Rank issues when they're around level 40.
Quote:
Originally Posted by Valefar
3 - Some others were already covered. Belgue's list of bugs, etc. (Frankly the popup for mat quests not having the right amount of gold is so infinitely insiginificant I didn't even care to notice)
You should totally contribute to that list if you know about it.
Quote:
Originally Posted by Valefar
4 - PK in missions. I know what it's used for, but this sort of goes for ALL PK. It's pretty much fine to PK once you pass a certain level I know that. But, WHY is it ok for a top-pot player to PK those that are JUST over that mark? How effing stupid is that?
PK tiers have been suggested before, actually. Probably, it's too much work for TQ
Quote:
Originally Posted by Valefar
5 - http://forum.91.com/topics/52/200809/07/6699,1.html This really. Most of this.
yus
Quote:
Originally Posted by Valefar
6 - On events - Either have more of the GOOD kind, or just stop. Half the time you announce crap that NEVER happens for weeks. Oct is nearly over, and half of the Oct events I've never even seen HINTS of.
Zero's events have been getting a lot better. They're working on it, whether you believe that or not.
Quote:
Originally Posted by Valefar
7 - ZP bound drop. If cores drop from 100+, why not bounds at a (MUCH) higher level? Like, 170/180+? It WON'T kill the "economy" we think we have, because you can't drop bounds in Player Markets. And that's the only one that matters really. No one gives a crap about the ZP mall as it's ALL OPed. AND bounds don't work on ALL that stuff anyway.
The ZP mall is full of some pretty useful stuff for increasing your unit potency. Having small ZP(Bound) drops (like maybe 50 an hour) would work wonders for most players' unit potency. It would probably actually be a boost to the economy, since people would spend more money on trade-able items instead of their individual mechs.

Feed Vila!-----Feed Kal! Get your own at Pokeplushies! Zero Status - </3 Formal Moderators do not work for TQ, and do not have in-game GM powers. |
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| 10-18-2009 6:26 PM |
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ok i could start listing off all problems with the game yet TQ isnt going to fix them they have there develupers makeing new games rather then fixing the old ones i highly dought they care enuff to lison to some of these good ideas or a list of bugs. in my opinion they should stop all these weekend events till they fix the big issues with the game(keep the big ones but not the dinky ones)and wen they make an event make sure its not a craptastic event like trying to figure out wen the times turn.
its already been said that there should be an ingame clock( o do i wish there was one)
the pking of high pot players in lowbee areas is omfg a joke. and pking in missons cuz u are afread of losing your loot. u realy must be a loser lol play WoW and pug an instence group u 9 times out of 10 dont get shit for all the gold u pay to repair. as for the pk rule and even kill exp heres a few ideas for TQ...
1. close off pking in areas like earth scar and blaze ocean these areas would help allow players to have a chance to lvl up or add safe points in game to alow peaple to go afk and i mean out side market.
2. disable pk perks if u pk a player whos pot is say 200 or 300 lower then yours this will elimanate the amount of crapy pkers that think there good from harrassing the lowbees in low lvl areas.
3. fix yoru mob exp if your lvl 100 and your killing in blaze ocean u dont gain exp so why have them as green. u have white as yoru lvl area red as in one set of 10 higher and blackish white if they are to difficalt to kill.
4. take out pking in missons doing this will get more players interested in them also bringing about team work.
5. fix the list of bugs on the report to gm board this is a big one. since it affects every player that plays.
i leave it to others to add to this any thing u think they could improve on put it down
Last edited by Zanadu on 10-18-2009 at 06:30:17 PM.
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| 10-18-2009 6:48 PM |
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Quote:
Originally Posted by Xbulle
ok i could start listing off all problems with the game
Put those in the sticky thread in Report to GM.
Quote:
Originally Posted by Xbulle
i highly dought they care enuff to lison to some of these good ideas or a list of bugs.
They don't. If they do, they're doing a good job of hiding it.
Quote:
Originally Posted by Xbulle
its already been said that there should be an ingame clock( o do i wish there was one)
There's a server-time clock on the front page, but there should definitely be one on the in-game HUD, or in one of the menus.
Quote:
Originally Posted by Xbulle
and pking in missons cuz u are afread of losing your loot. u realy must be a loser lol play WoW and pug an instence group u 9 times out of 10 dont get shit
The problem is TQ's loot system. the problem would be nonexistent if we could just pick up things even if other people were standing on them.
Quote:
Originally Posted by Xbulle
2. disable pk perks if u pk a player whos pot is say 200 or 300 lower then yours this will elimanate the amount of crapy pkers that think there good from harrassing the lowbees in low lvl areas.
This isn't a bad take on the pk-tier idea. You still can kill people, like if they're harassing your app, but you don't get anything but satisfaction out of it.
Quote:
Originally Posted by Xbulle
3. fix yoru mob exp if your lvl 100 and your killing in blaze ocean u dont gain exp so why have them as green. u have white as yoru lvl area red as in one set of 10 higher and blackish white if they are to difficalt to kill.
Uh...? Green as in they're pathetic and not worth your time. Should those sorts of enemies not get their own colour?
Quote:
Originally Posted by Xbulle
4. take out pking in missons doing this will get more players interested in them also bringing about team work.
No, it would get more players interested in camping the loot of higher-level characters.

Feed Vila!-----Feed Kal! Get your own at Pokeplushies! Zero Status - </3 Formal Moderators do not work for TQ, and do not have in-game GM powers. |
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| 10-18-2009 7:08 PM |
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think about this belgue how many high pot player go into these missons to steal the gear or loot from the lowbees, by elimanating the pking in missons u make it so they all have a chance rather then 2 players in the same fleet one pkes them and others loot it. and i still think pk in missons is stupid all TQ needs to do it put in a new butten( loot all ) this will pick up any item droped from mobs u kill in the direct area and i mean like say the swing of yoru wepon, even if a noob is sitting on it
Last edited by Zanadu on 10-18-2009 at 07:10:24 PM.
 2 ways to salve a problem 1 think and 2 ask light infentry 150 pyro infentry 135 cryo infentry 133 medic unit 117 heavy infentry 87 cryo artillery 104 |
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| 10-18-2009 7:29 PM |
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The last time I checked, most high-pots go into those missions to help allied lowbies get the loot. It's also completely possible to be 1400+ and still need the drops for yourself.

Feed Vila!-----Feed Kal! Get your own at Pokeplushies! Zero Status - </3 Formal Moderators do not work for TQ, and do not have in-game GM powers. |
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| 10-18-2009 7:32 PM |
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ill agree there but still u see my point by alowing the pking in these missons u make it an open invite for a high pot pker to kill u over and over and still not get the loot but make a butten and all is saved lol
Last edited by Zanadu on 10-18-2009 at 07:35:34 PM.
 2 ways to salve a problem 1 think and 2 ask light infentry 150 pyro infentry 135 cryo infentry 133 medic unit 117 heavy infentry 87 cryo artillery 104 |
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| 10-19-2009 12:07 AM |
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This is more whining than suggesting.
 ALL IS FAIR...IN LIFE
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| 10-19-2009 5:12 AM |
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Ok here's random suggestion, maybe change the mastery system so that it only drops masteries for the units you actually own, i'm fed up with waiting for a mastery drop only to get several masteries i have no use for that would take up valuable inventory space, and no a ZP solution is not what i'm asking for i'm asking for something all players can use without having to pay money because you really need to limit the money options because forcing people to pay you to be able to stand a chance is bad
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| 10-19-2009 9:20 AM |
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Another two random suggestions to try and make ZPs less mandatory and more exclusive.
Lotto: 28 ZP to enter, but what if you could buy a Lottery Ticket from the same vendor device for gold, and limit the number of tickets you can draw per day, like 5, 3, or even 1? Each ticket would be priced at around 2 Million each (about the same ZP-to-gold rate as the ZP Mall Meteor, 2 Million gold for a 29 ZP Mall Meteor) or up to 4, 6, or even 10 Million each. Tickets, of course, will be untradeable.
Amethysts: Everyone knows you can degrade Amethysts into Sapphires and Rose Quartz, and everyone knows and have seen the suggestion to allow players to refine Amethysts from Rose Quartz and Sapphires. Many players would agree with this, but there's a slight problem with abuse due to many players having too much Rose Quartz/Sapphires to burn on this feature. That can lead to overpowering the free players in the CAP department and not allowing the ZP spenders to have their edge with their 70+ CAPs.
Here's an idea on how to balance the refining, limit the number of times players can expend Rose Quartz and Sapphires to create Amethysts per day and put a cooldown time on the refining process.
Rough Example: 3M Rose Quartz + 30k Sapphires + 3 Hour wait time = 10 Amethyst pack, untradable. You can only make 5 10-Packs per day, which should give the player enough Amethysts to level their CAP up a few notches per day if they devoted themselves to Neptune, Galaxy, or Venus.
That's one way to fix cashshop-required issues, slap a time delay/requirement on them, because time = money.
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| 10-20-2009 1:16 PM |
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Glad to see my suggestions didn't get torn apart.
One thing about mission PKing - it's all fine and good in things like S14 (That's ABOUT it) where enemies drop GOOD things. But, other missions need it? Does Gladiator need it? With how much you need to do, do you REALLY need to kill off everyone else? Or Sullivan? Open Sesame I can sort of understand. SORT OF. Seems like the ratio on what gets gifted from the badge is so whack anyway it doesn't matter.
ZP bound further idea - Why not a weekend event monthly or so much like a double exp/drop event?
Thing about S14 type loot - Why not, instead of having those ultras DROP, send them through to the Prize guy? There. Loot problem fixed.
Title - For billions of gold, you gain at most 6 pot. ...I'm sorry, but isn't that just the biggest effing waste of gold? For that much, make a conversion from gold to ZP and just buy out everything. At LEAST, if you are going to keep that somewhat useless Title thing, multiply the pot values by a little. If not 10x, maybe something like 5x.
Last edited by Valefar on 10-20-2009 at 01:24:24 PM.
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| 10-20-2009 2:21 PM |
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I think it's there because it inherited it from other missions like S14 that needed it. If the loot problem was fixed, PK wouldn't be needed for any mission to protect your loot.
If PK was removed however, the PKers would move out to the field to take out their frustration (GPA, GW, Moon, Titan Dungeon, Venus, even the outer edge of Steel Warship would become a lot more deadly) and missions would get loaded with slackers, moochers, and KSers.
Slackers are people who sit at the entrance of the mission and just AFK the entire mission. We have those now, but I'm sure they'll balloon with this no-PK rule. I can also imagine that color-named players will do this a lot to get a quick jolt of EXP with a mission reward item while they wait for their name to go White, since they can't be PKed/Hunted there.
Moochers being people who follow you around trying to stay alive or get your contact/friend because "You're SO cool!" They exist right now and I've run into a number of them while doing Gladiator runs and all they do is hop around trying to survive. No Leaps Attacks, no gunfire, they just jump around and chat.
KSers(Kill-Stealers) are the worst bunch that can be spawned from this. In regards to Open Sesame or S14, they would follow you to your target, wait for you to weaken your prey, and then land the killing blow, dropping the item that only they can pick up.
Imagine wounding Grandpa Alibaba to 10% HP and then that player that was tailing you straight for 10 minutes breaks out a Thunder Kill OD attack and kills him in one shot, dropping the one badge you needed and the reason you ran the mission in the first place. Any normal player would drop a KOS order on him in their fleet and start a flame war with him on the Satellite Channel.
One possible fix to the KS issue would to not allow other players outside of the team that damaged an opponent to deal damage to it, unless a certain amount of time has passed (5 seconds, like the protection time after an ARM dies). That means if someone else who was watching you reduce Grandpa Alibaba's HP to 10%, they couldn't deal the killing blow because they weren't on your team, but your teammate (which should be someone you trust and not just a total random person) can assist. Players without a team are automatically considered a team of one, with them as the leader. It'd be a monster to code into the system, but it is a possible fix to this issue.
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| 10-20-2009 7:57 PM |
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That's the system I saw in Flyff. Monsters got tagged with the player who hit first. If teamed they can all get it. But otherwise, you can't steal their kill. OR their loot.
I don't particularly mind AFKers. Sometimes, when I don't help in a mission, I don't get jack. So, they CAN'T seem to permanently AFK. And I don't need help in Sullivan anyway. Nor do I run Close to finish.
But, I SERIOUSLY mind stupid asshole PKers like Royal who sit at the landing of a mission and kill everyone. At that point, even the players who are STRONGER can't get a chance to finish him off, because he's already started on you before you even realize you hit ground. There should be a safe zone. Around the landing position. Around S14's ramp. Around Gladiator's main lobby.
There's no Scuttle right there. There's no Tatalia. Nothing. Just a pit where loser PKs get to feel themselves.
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| 10-20-2009 8:40 PM |
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heres a fix lol try and make it more group orented. for example u put a group together then use it like WoWs instence runs a group of 5 runs and loot is split between or a random roll to reseve. and if they do that they can put a restriction on the amount of times u can run but take the misson times out. so all u need to do is set up the group the leader sets up to enter it. would be easy id say u elimanate the need for pk in them but i do say add a feture into the game like an arena for pvp with more added bonuses.
as for those that would then go and pk in the lowbee areas the idea i put in earlyer to make those areas like blaze ocean and earth scar make them pk free thta will give the lowbees a chance to get there arms and mechs to a desint lvl to improve the chalange to pk. not to mention if they made pks of players 200-300 pot lower then u pkable but u wouldnt get anything from pking them
Last edited by Zanadu on 10-20-2009 at 08:41:59 PM.
 2 ways to salve a problem 1 think and 2 ask light infentry 150 pyro infentry 135 cryo infentry 133 medic unit 117 heavy infentry 87 cryo artillery 104 |
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| 10-21-2009 7:14 AM |
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There are PKTs, but those don't even happen often enough.
Other MMOs I've been in had special "Arena" PvP instances appear every 4 hours at the most, not every week (No, transform PKTs do not count). Granted the reward was much milder than the PKT now, it allowed players to experience the joy of competitive PvP more often, and not the biting sadistic side of PvP in ZO we all know and "love".
An Arena or Proving Grounds map that you could enter at any day, any hour, any time would be nice. It'd divide the PKer community a bit and give the competitive PKers something to do to prove their worth as a fighter.
Here's some things Arena players can experience there:
-- No threat of breaking gears from color of name
-- No loss of items from being killed
-- Increased EXP / Pilot EXP from kills in the Arena
-- Dynamic scoreboard to display your kills/deaths while in the Arena and the current best 5 ( Insert Achievements here)
*Streak / Lifetime achievements could yield items, like EXP Recorders, Reds, Amethysts, and even Socket Devices and Darks if the achievement was high enough (500 kills in a row without dying, one time claim).
-- Durability does not drain from items while attacking or being attacked while in the Arena
-- Kill Contribution does not change while killing or being killed in the Arena
-- PKPs do not increase from kills, or decrease while in the Arena
-- System messages that appear in the center of your screen when you kill or die showing your killer and your win:loss ratio to that player (better SS-able material)
-- Special PvP events happen here based on how many players want to participate. The events can give out anything from gold, to EXP, to Amethyst, and up to Red Stars. These events can include:
*Capture the Flag
*King of the Hill
*Freeze Tag
*Team Deathmatch (with a "tickets" system. Each death costs the team a ticket, the first to lose all tickets, fails)
That's about as much as I can think of off the top of my head, but I'm certain there's a few small details and other PvP Arena events I'm missing.
It makes sense that a military organization, such as the Alliance, would have a facility dedicated to improving one's skills in combat arts, without the need to risk the lives of the mercenaries the Alliance desperately needs to win this war with the Othello.
Last edited by Rauvoir on 10-21-2009 at 07:58:38 AM.
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| 10-21-2009 11:49 PM |
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rauv i understand your logic on the ksers but i think the most effective way to prevent this is if tq would let the person who delt the most damage to the mob or in your example alibaba to get the loot. for ex/ if your have a kser following you and decides he wants to wait for you to get alibaba down to 10% then he would kill it he wouldnt get the loot for the fact that you did most of the damage to him.... i think that would be a great addition to the game as well as where another mentioned about the problem with not being able to pick up your own loot if someone is standing on it. THIS IS BULLSHIT! i mean especially if they are a way higher lvl then you... and if they took pking out of mission this would spawn much more dispute with tq and their higher lvl players... just for the fact that lower lvl players would be able to do that shit to higher lvl players that worked for that kill and loot... i think that before they should take pking out of missions they should really revise the loot system... then think about changing the pk in mission... just me babbling on and on haha and i know others have already mention what i just stated but i figured i would add a few more notes there =)
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| 10-22-2009 2:02 AM |
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Your shuld also add a npc that allaws us to wrap up are mets, reds stars,etc.

Server: Centaurus IGN: j_price Light: Lvl-180, Cap-52, RB-79 Pyro: Lvl-180, Cap-45, RB-18 Cyro: Lvl 180, Cap-51, RB-79 Pot: 1315+ Fleet: |
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| 10-22-2009 1:42 PM |
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I'd like to point out the flaw with giving it to the first person that hits a monster... a lowbie can run up and peg something, and then the person that does most of the damage will get nothing.

Feed Vila!-----Feed Kal! Get your own at Pokeplushies! Zero Status - </3 Formal Moderators do not work for TQ, and do not have in-game GM powers. |
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| 10-22-2009 2:07 PM |
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That's definitely a problem.
"Tagging" mobs in the manner that all the loot will belong to that player after other players kill off the target shouldn't be allowed, UNLESS two things were changed:
- The tag time is short (2~5 seconds)
- The enemy tagged can only be damaged by the player or team that "tagged" it.
An enemy that is already "tagged" by another player cannot be tagged by another player unless the current tag decays.
That's the Flyff rule that Zanadu was talking about, and it's a fair system.
It does open the door to griefers however.
In this case, the griefer is a player who, on purpose, attacks a key mob or boss in a mission with a retardedly weak weapon (imagine a lv 185 player with a lv 1 weapon). They continue to attack the mob dealing very VERY small damage and running the clock, hopefully wasting the time of the players in the mission and/or failing the mission for the group.
Think about the case of one of your fleet's hated enemies inside the same mission with you. PK is turned off, and you're in Open Sesame. You manage to get to Alibaba first after bypassing the Butler stage and switch to your crap weapon using the Arsenal. If you were infantry, you'd do the "Melee-dance" on the target the whole time (Left-click target, watch yourself dance around the target). If you were Artillery, you'd fire once and let the ARMs plug him continuously, saving your ammo. As the ARMs or yourself continue to hit the target, your hated fleet enemy can't deal damage to the boss, and because you're doing this to the Father Alibaba in Open Sesame, you're blocking the mission, preventing him to get his prize and getting back to his fleet.
At least low level weapons have low durability....
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