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DatOneGuy

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Everything posted by DatOneGuy

  1. Re: Next Go-Around, please configure the pack better for balance and gameplay You do two very simple things: 1)You remove as many bugs as possible, I understand this isn't always possible, I understand there is difficulty here, and I understand that this is never 100% complete either. 2)You balance with it in mind that people will use it as 'default', for those that disconnect, that isn't exactly the spirit of the pack is it? I admit I haven't played long, so I can't say what the actual spirit of it is, but in other words you go with a 'total package' in mind. Attempting to leave the options for people who would want to disable EE to do so and also keep some sort of balance themselves, however making any balance changes specific to the 'Overall'. 3)'Fuck them' is the exact attitude that should be avoided, while you may not make money on this, it is appreciated and I'm sure people donate as well (although not as many as you would hope, as is usually the case) I believe the main disconnect here from my understanding is the servers I've played on and server runners I've spoken with seem to simply see "tekkit is good" and start with that, but by itself, default, out of the pack which is what they seem to be looking for, it's kinda shitty, not in a 'oh man they could have done better' but in a 'wow I can break this easy', now this isn't a problem with tekkit at all, it's a problem with people's expectations of what it is I guess. I don't see the page in Tekkit saying "Hey you can also add some add-ons too, here's a good link on how to do that', it just mainly lists what add-ons are there, that's it. You guys do a great job in what you do, I understand that, do that many people just run tekkit/technic and toss up other mods as opposed to just adding the mods, and if so is it that important to set up those mods? If they are already modding it, those are the kinds of people who would know what to edit to get rid of and what to keep if they were adding things like mcMMO or whatever it is. If I knew how to edit mods or if that was possible I'd try to fix most of the things I think are broken myself, as the mods within Tekkit are all really good, but just have some adjusting to fix things, however I don't know how to, and my attempts to learn have been in vain, searching several forums and asking as well as doing a lot of reading on the subjects. TL;DR - Whatever your target audience is, dismissing other groups who came to expect something and get something else probably is not the best idea, helping them along is. If I came on these forums and saw this as one of the first threads I would think very poorly of the community in general (indeed as I did), so considering your response is a good idea. Making your actual intent and target audience clear is also a good idea in the future if you are going to target one thing instead of another. Both bugs/errors and tweaks/balancing both fall under the same umbrella however in overall major problems. Identifying them as each would usually help a conversation for an outsider but isn't necessary if everyone is following on, as even a newcomer(as my self) is apt to do, there is no problem. Speaking of them both in tandem also has it's benefits as they can effect each other as far as short term solutions come into play.
  2. Re: Next Go-Around, please configure the pack better for balance and gameplay So having read this, some of the points are quite valid but it seems the entire thread including moderators simply ignored this because a single point was 'condescending' (and not really that much so). Could these things not be actually addressed? In attempting to change a lot of the things like this I have found digging through that there are indeed quite a lot of problems, literally having played on Tekkit for a week I've found several huge balance issues myself. These obviously can be worked on with time, and hopefully will be, OPs point is quite valid. Now I can understand, having read these pages and several others on the forums why the OPs simply banned him instead of addressing this problem, but that doesn't solve anything, that is naught but a temporary fix. If the actual website was clear enough (without having to dive into the forums which don't exactly seem friendly compared to most forums in terms of layout) it would address all these problems and the many many more as well as have links to guides or guides themselves readily available to help you deal with specifically modifying your server to 'fix' these many issues.
  3. There are some things that broke for me when not using CT II, namely Energy Crystals, whenever I make them with a regular crafting table it gives me, of the 2 they start stacked, but you can pull one off the stack and those stack til 64, but the others won't stack. Obviously also bugs, most bugs are going to be the balance problems that really make a difference. I still have to say from what I've messed around with Quantum Armor it is way too OP, haven't found a weapon I can hit a quantum armor guy with that will go through their armor, and the only way I've managed to die was falling deeeep into lava.
  4. Interesting to see that you find EE to be the unbalanced one. Crafting Table II recipes being broken (or otherwise) make a lot of things in IC2 to be the most broken, Quantum-Suits being the absolute worst offender as it seems to (bug or not) not consume a lot of energy at all, absorb all the damage you would take, and because it's mostly build up to the tech and then it's not that hard to replicate if you happen to die, which is hard to do with the suit on. Alchemy Bags hold a lot and might ruin the gameplay for some but alongside some of the broken IC2 stuff it comes nowhere near it. Some of the rings definitely need to take more energy out, I believe the problem here is that their fuel is easier to make due to bugs with Crafting Table II, and even not exploiting them (it's hard not to when UU->Diamonds are so broken), you can create so much diamonds with UU-Matter once you have a solar array up and a mass fabricator that making stuff from nothing becomes too simple and can break EE, even with this you can find that doing something like charging a Klein Star Omega can be a real chore. I think a lot of balance could be done with the following simple fixes: - Fix or remove broken recipes aka 'dupe recipes' from Crafting Table II - If too hard to do, remove Crafting Table II or make it's recipe almost impossible to obtain - Debuff Quantum Armor hard, for what it does you should have to charge it much more often, especially the body armor and legs. - Give it a second bar if possible so that after it's energy runs out it does have it's own duration as actual armor (that is very fragile preferably) and will then break. - Look at more interactions between EE and IC2 that break the game, most of them are here.
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