Adeon Hawkwood

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  1. Quote:
    Originally Posted by Morgan Reed View Post
    Except that Dev post is in the VIP Beta section. The section you can't see if you aren't VIP. And we can't assume that the poster is VIP, when their name isn't gold/yellow.
    If you're not a VIP you can't post on the forums. since the OP is posting he is clearly a VIP.
  2. I dropped for a while and had no issues. When I logged in as Premium my Incarnate powers were all greyed out but when I re-subbed they came back with no loss of progress.
  3. Quote:
    Originally Posted by Psylenz View Post
    What is different about DS is that the second and third tier have abilities that suck down the endurance which is not ameliorated by endurance reduction in pet damage enhancements.
    Ah ok, I agree that is a valid complaint. I really wish they would be changed to benefit all of a pet's powers but I'm also not holding out much hope for it ever happening.
  4. Quote:
    Originally Posted by plainguy View Post
    What I will say is if so, then I consider it a bug. Simply because I am being force to slot 2 pets in a special way which clearly limits my build. I loose 2 set bonuses which can be big depending on what set it is.
    How is this different from any other character? Almost all characters need at least some endurance reduction slotting in their main attacks and for a Mastermind their pets are their main attacks. Masterminds have it pretty easy when it comes to endurance management compared to other ATs so I really don't see needing some endurance reduction in the pets as being game breaking.

    EDIT: Ignore this post, I mis-read the exact nature of Plainguy's complaint. I thought he was complaining about needing End Reduction at all. Reading comprehension FTL.
  5. My experience is that I needed one SO in Demon Prince as soon as I got him and then had to add a second to him once I reached level 32 and got Abyssal Empowerment. The Demons also needed one, although as Psylenz said you can hold off until after level 32 for them.
  6. Adeon Hawkwood

    Incarnate UI?

    Open up the powers window (the one above your tray, where you can select powers to move to the tray) and it's on the top, just to the right of "Combat Attributes"
  7. Adeon Hawkwood

    Hiing ally buffs

    Something I find useful is to use the following command:
    /optionset buffsettings 1251076

    This hides all toggle powers as well as the auto powers on team members and sets stacking to numeric which helps keep the number of active buffs shown relatively small.

    If you want to tweak the settings a bit, add up all the options you want and use that with /optionset Buffsettings command.

    Code:
    1 status window hide auto
    2 status window hide toggles
    4 status window no blinking
    8 status window no stacking
    16 status window numeric stacking
    32 status hide buff numbers
    64 status stop sending buffs
    128 --
    256 group window hide auto
    512 group window hide toggles?
    1024 group window no blinking
    2048 group window no stacking
    4096 group window numeric stacking
    8192 group window hide buff numbers
    16384 group window stop sending buffs
    32768 --
    65536 pet window hide auto
    131072 pet window hide toggles?
    262144 pet window no blink
    524288 pet window no stacking
    1048576 pet window numeric stacking
    2097152 pet window hide buff numbers
    4194304 pet window stop sending buffs
  8. Well most of my characters are inspired by other fictional characters to some degree. Not so much in the sense of making a direct copy but more along the lines of taking a character archytype I enjoy and then making my own interpretation of it.

    For example my DP/Storm Corruptor Jack Steam is heavily influenced by Harry Dresden (magic wielding, film noir private detective) but his actual character differs significantly (he's a LOT more of a mercenary).

    Similarly my Demon/Thermal Mastermind Lord Harrandeous was heavily influenced by the Temeraire and RCN series (and therefore indirectly Horatio Hornblower) and is a stranded mariner with attitudes similar to an age of sail Officer and a Gentleman. However his actual background as a dimension traveling demon differs a bit from the character's he's based upon.
  9. I like knockback a lot when I'm soloing and I have several characters who use it as a major mitigation tool when they solo. That being said it's less useful in a group, it doesn't bother me but it's also not something that I find essential.
  10. My experience is that restarting the game seems to fix it for a while. Like someone mentioned above it seems to be at least partially related to alt-tabbing but that isn't conclusive.
  11. Congrats Aipaloovik, the first billion is the hardest .

    Quote:
    Originally Posted by Silas View Post
    Once you make the first billion, it's a slippery slope. You think you'll just flip a couple purples, but your main market will remain the mid-tier items. Soon enough its nothing but purples.
    It depends who you are, I've been doing it for ages and I still deal almost exclusively in low-tier items (mostly less than 20 million). What can I say? I'm adverse to risk (and lazy).
  12. Quote:
    Originally Posted by Wolfgang_Tao View Post
    To me the real question is what are the long range effects of giving farming a legitamate place in AE - Have any of you read the help channel lately? Do you want people that ask "What does the sprint power do, and how does it help me" running around with lvl 50s? Is making an easy, fast way to get to lvl 50 really going to help the game in the long run? I'm not a psych major, but it seems the more effort people put into something the more they appreciate it - and vice versa. Though that is old school work eithic talking not modern day gaming. So I guess the question becomes... do you play your toons more or less after they reach lvl 50?... the only lvl 50's I play on a regular bases are my Farmers and that is when I can't find a regular, low lvl teams or just want mindless mayham. Not sure how I really feel about it or what the long range consquences of doing such a thing would have on the game.
    The problem is that AE farming is already a reality and not one that is likely to go away. In that situation the question becomes less a matter on whether supporting farming is good or bad for the game but on whether it's worth legitimizing farming as a means of supporting non-farm AE arcs.

    Now in many ways the best option would be to eliminate AE farms entirely, the problem is there isn't really a good solution for this (the two obvious ones are either hire a full time team to police AE or eliminate AE rewards entirely both of which have obvious drawbacks). Given the impracticality of AE farm elimination the proposal being suggested is aimed at reducing the impact of farms on people who are interested in playing non-farm missions.
  13. Quote:
    Originally Posted by NetBlaise1 View Post
    Do you have to do tips to go from hero to Villian to get that mastery or does demon get it from the start or do you just start in Going Rogue and you get it all?
    It's a Patron Pool so at some point once you reach level 35 you will need to be a Villain/Rogue and run a patron story arc.
  14. Quote:
    Originally Posted by Ghostwind_EU View Post
    Flippers do the game community a service by destroying a little more inf at every transaction. Inflation would be even worse without flippers...
    Possibly not as much as you'd think Flippers do cause more inf to be destroyed by causing items to be sold twice and bringing up the low end sale price but conversely they also bring down the high end sales price which means less inf gets destroyed on those transactions.
  15. Quote:
    Originally Posted by Djeannie View Post
    I agree and this goes right back to my post on fixing the market. The market shouldn't have to depend on the AE to generate bronze/gold recipes and salvage, doing missions and normal game content should but it doesn't.
    Well as Eva said the AE sucks for generating Gold recipes (although with AE farming on the rise this could change).

    What the AE does generate very well though is certain Bronze recipes and certain salvage types (primarily high level rare salvage and mid level common salvage). I wouldn't say that the market depends on that supply but it does keep the price on them lower than it would be otherwise. I do tend to agree that the AE should not be specifically better than normal content for generating these but the only practical fixes I can see would require either that the AE drops regular rewards instead of tickets (something the devs are unlikely to do due to the possibilities for purple farming) or a complete overhaul of the IO system combining level-less IOs with a change to the drop ratios in normal content (which is unlikely to happen).
  16. Quote:
    Originally Posted by Necromatic View Post
    What's a good game of 40k or mordheim without a friendly tussle?
    The key word there is friendly, there's a world of difference between a friendly argument about rules and someone who insists on using the rules in such a way as to make playing them unenjoyable.
  17. Quote:
    Originally Posted by Deacon_NA View Post
    For BSG haters that stopped after the pilot, I offer my own testimonial...

    I too hated the pilot, it evoked the movie "Wing Commander" to me. I'm not sure why now, but at the time, it did.

    Starting with "33" though, I got hooked.
    Amusingly I'm the opposite. I enjoyed the pilot a lot but for me the series kinda went downhill from there until I lost interest around Season 3. But then I also enjoyed the Wing Commander movie so it might just be that I have a distinct lack of taste.
  18. Quote:
    Originally Posted by Lucky666 View Post
    When you said the Bolded part my mind went straight to card counters and black jack. Funny how that works eh always banning the people that can walk around the rules without actually breaking them.
    At the end of the day though it is really one of the fundamental rules of gaming: if someone is not enjoyable to game with, do not game with them. The same rule applies to card-counters in a casino. A card-counter is ruining the casino's fun (where for a casino fun = profit) so they don't play with them.

    Back when I used to play 40K there were some people I did not want to play with (essentially "banning" them from playing with me) simply because playing with them was not an enjoyable experience. This doesn't (at least for me) come down to winning or losing, some of my favorite opponents could consistently kick my ***, it really came down to attitude. A good example would be rules lawyering, I enjoy a good rules argument as much as the next person (in fact probably more) but when it comes time to actually play I'd much rather reach a suitable gentleman's agreement for the rules that allows both players to have fun.
  19. Quote:
    Originally Posted by someitguy View Post
    The flipper of the 10MM IO is actually the honorable one here. S/he is ensuring that the reward goes to the person who is demonstrating they want it the most, not just the first person who shows up. In the absence of a I-want-it-o-meter, we have to use the signal we have, inf.

    Scarcity is real.
    That's pretty similar to the view I have. Flippers provide a service to the community by ensuring that a supply of items is regularly available at the market price. I don't consider people who list for 1 inf "dishonorable" although I do wish they would list for more when the item wills ell for more since it benefits everyone in the long term but it's their $15/month.

    Speaking as a crafter I wish more people were flipping salvage (especially some of the yellow salvage items and the more problematic whites). There is nothing more frustrating for me that logging onto one of my crafters and being unable to do my crafting for the day because a temporary fluctuation in the supply/demand of an otherwise common salvage item has sent prices sky-high. Sure, I can put a bid in and come back later but it's inconvenient.

    My experience is that for most salvage items there is a highly variable layer of "dirt-cheap" salvage up but when that goes away there is only small quantities available (probably left over from the last time the price went weird on the item) which means the buy it now price can get ridiculous very quickly.
  20. I like the idea of powerset costume skins but the alternate animations would need to significantly different for me to consider buying them. To me this really means a "stance" change for the powerset. I'm not really interested in shelling out money for a slightly different punch or shoot animation but I would pay money for the ability to use a different weapon type with specific sets. For example:
    Crossbows for Archery and Trick Arrow
    Assault Rifle or Dual Pistols for Trick Arrow (so it basically becomes "Trick Shot")
    A Wand or Staff option for the elemental Control, Blast and Assault sets (I'd also expect these options to work for the elemental Epic Pools to make them worth buying)
    A two-handed Broadsword option
    A left-handed melee-weapon and right handed shield option (I suspect this is even more problematic but I'd still like it)
    Assault Rifle for Devices and Traps (well, just for Web Grenade and Smoke Grenade)

    How much would I pay? Probably about 50% of the price of a full powerset (so 400 points) if it included reskins of all 9 powers, less if it was for an epic pool or only changed a few (such as the Traps/Devices example) and more if the epics or other pwoersets were bundled in.

    There are probably a few others but those are the ones that spring to mind. I'd also be ok if the stance type had to be chosen at character creation (i.e. you can make a Bow Archer or a Crossbow Archer but once you've chosen it is fixed) although obviously I'd prefer to change it in the tailor.

    Powerset reform I'm less keen on. While there are some advantages I think it sounds like a new powerset would be better.
  21. Quote:
    Originally Posted by Gideon View Post
    2) In terms of slotting in general, if you take all the attacks at five-slot, you barely have enough slots left to slot time out properly. Same if you put a decent amount of slots into time. Where's the give in these builds?
    I think this is going to be a problem with most Time builds. I've been roughing up a Time/Elec/Elec Defender and am finding a lot of issues trying to get enough slots for everything.

    Part of the problem is that Time is a set where you really want all 9 powers if possible which means fewer places to take the "one-slot wonder" powers (such as Leadership, Recall Friend etc.) which a lot of builds use to save slots.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm not sure if Incarnate progression has ever been anything BUT work. Which is kind of why I find it odd that THIS is the one single VIP-only feature in the game. Other things you can get on the cheap or if you stick around long enough, but for THIS you have to subscribe. Personally, this feel like - to quote SomethingAwful - "I'll give you this bag full of rats, but only if you let me kick you in the groin ten times." This is what we're marketing? Three half-hour missions? This is the big selling point?
    Actually there are two things VIPs get that Premium players cannot:
    1. Incarnate Content
    2. The ability to have a fourth page of characters (it was mentioned somewhere that Premium players will have the old 36 slot limit while VIPs get a 48 slot limit 12 of which are free).

    This strikes me as very clever on the business side. By making those two features VIP-only it helps make VIP status appeal to a wider audience. Incarnate Content will mostly appeal to players who like to have a small stable of characters and push them as far as possible whereas the ability to have 48 slots will appeal to those with altitus.

    EDIT: On the subject of Keyes personally I like it but it's really hard to get a team together for it. I'm hoping the increased rewards will make it more popular in I21.
  23. Quote:
    Originally Posted by Djeannie View Post
    EDIT: I still feel fixing the issues with the market would reduce the "need" for tickets that people who farm for them feel/desire. If you can buy almost anything by doing regular missions and not having to hope for the triple apoc to sell for 700mil in order to afford something then there would be far less need to go run tickets.
    The problem is that AE farming is heavily tied into the state of the current market. The various AE exploits that have come and gone were a major cause of inflation since they introduced a LOT of extra inf into the economy. While the current crop of inf sinks (primarily the market fee) serve to keep "normal" inf gains reasonably in check they aren't really deflationary so the total amount of inf per player tends to remain the same or even increase a bit over time.

    The AE then compounds this because it skews the supply of items available. AE is excellent at generating Rare Salvage and Bronze-roll recipes and is ok at generating Gold-roll recipes but doesn't generate any Purples at all. This means that prices on those items tend to go down (due to increased supply) while prices on Purples tend to go up (since fewer of them are being generated relative to the amount of inf entering the system).
  24. I agree with the people saying no. While Farming is a valid form of play it doesn't really need it's own forum.