AquaJAWS

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  1. AquaJAWS

    Changing Origin

    Quote:
    Originally Posted by Thistletoe View Post
    Wait, what? The majority of players wouldn't use it because of enhancement issues? Rather I should ask: people still use SOs? I suspect anyone motivated enough to pay to change his origin is already using IOs. We can't really argue that "things casuals won't use" will never find their way into the store, when things like respecs are already there.

    Surely far more people would like to change their origin for a better title or theme than will ever make use of gender-swapping or switching to/from the hulk body.
    In my experience, especially with my SG and VG which both have a lot of casual players, they don't want to bother with even using IOs because they are too complex and take too much time to deal with when they just want to play as they have been for 4+ years. I'd bet many of the players that do use IOs don't bother with them until after level 30 or so when they surpass SOs. Personally, I use IOs nearly exclusively all the way up, but thats my preference. But there are still a decent number of players that it will affect.

    I didn't mean to say that it shouldn't be done or it would be the end of the game if they did, just pointing out the complications to implementing it and how those complications and consequences could very likely deter the majority players from even using an origin respec if option were available, thus lowering the priority of spending the development time with so little effect in the majority of the gameplay and player-base.
  2. AquaJAWS

    Changing Origin

    Quote:
    Originally Posted by Ethric View Post
    Well what if they did make Origins actually matter in some way other than "you use Wetware Eng Cyberhearts instead of Boron Exposures for endurance reduction."

    I remember Origin mattered in what insp drops you got back in when the game was in alpha phase. Naturals got yellows, Magic got lucks, Technology got reds, Science got greens and don't know what Mutants got, blues maybe?

    Should do some more digging with the wayback machine.
    Like how would you suggest they do that without causing a HUGE outcry from any origin that got nerfed and are all the sudden required to change to be useful 5 years after game is going? Not trying to be snarky, just I personally can't think of a way to do it without causing a big controversy.
  3. Since its been asked several times, but not answered, I would bet on no change from the current rules, meaning you must be the minimum actual level to be in the TF. How the eligable members are SK'd/Expempted after that, probably the same as any other mission currently.
  4. AquaJAWS

    Changing Origin

    Quote:
    Originally Posted by Silverado View Post
    After gender-swapping, anything is possible
    Anything is possible when it comes to programming. It comes down to how long will it take, how much will it cost, and what value is returned from spending that time and money. Outside of roll-playing and titles, there really isn't much value from switching the origin, in fact it actually creates a pain unless they remove origin associations from enhancements, which you could argue then to just remove origins.

    As far as switching to get useful drops from the current mob's drops, well that could be considered slightly exploitable, but after you get SOs, you'll also negate any SOs you had picked up before this so it would be harmful as well.

    Honestly, with the current state of the game, if you are REALLY unhappy about your origin pick, you can always delete, re-roll, and within a day or two should be able to PL in the AE up to where you're at if you REALLY want to take the trouble to change it.
  5. AquaJAWS

    Changing Origin

    I'd posted this before but I'll post it again on the subject:

    From Here:
    Quote:
    since they have such a little impact on the actual game outside of which enhancements you can use...but that alone would make changing origins a big pain and expensive because all the sudden your SOs would be come invalid and you would have to buy new ones if you use those, which is what the game difficulty is balanced for...which would lead to the logic of 'why would you ever change your origin' since it has such a little impact except to cost you money getting all new enhancements.
    Yes its possible, but the ramifications would either deter people from doing it or have very very little effect outside of role-playing. The majority of the players would probably not do this because of the enhancement issues, and that drops the priority of implementing it down a lot if they think that very few people would ever actually use the feature.
  6. AquaJAWS

    Noob Help

    I didn't notice if anyone posted this yet, but here are some web pages from the wiki that go over enhancements and inventions:

    Enhancements
    Inventions

    The wiki has a TON of helpful information to go through if you want to learn more about how everything works in the game, so it is a good source of information for research if you ever need it.

    As far as crafting enhancements at universities, unless you want to get into the [kinda] complex mechanics of IO Sets (which stands for Invention Origin Enhancment Sets), there isn't too much benefit for crafting enhancements until you get above level 30. Until then the store-bought enhancements (meaning single origin (SO), dual origin (DO), and training origin (TO)) are much cheaper, and just as good (or better) in some cases, especially for the cost. Before then, the biggest benefit to them are that while the store-bought enhancements 'expire' as you level-up but are the same percentage boost, the IO enhancements do not expire and will stay at the same effective percentage level forever, but higher level IO enhancements are more powerful.

    This comes into play sometimes with store bought stuff that many times you'll have several enhancements at the same level, usually at multiples of 5 since thats what the stores sell, when you pass the point where the expire (they are effective within 3 levels, so level when leveling up from 18->19, 23->24, 28->29, etc) you MIGHT find yourself in a situation where suddenly all you lose a lot of effectiveness in your powers mid-mission. IOs, that won't happen. There is a lot more detailed info on this mechanic on the wiki though.
  7. AquaJAWS

    Macroe help

    Quote:
    Originally Posted by CrossFusion View Post
    Ok so i wunna make it so a magic toon says different spells when he uses different powers without me having to type it in every time. so i can understand an example lets say the power i want to have a macroe is Decieve and i want it to say abababa
    Other posters have given you directions, but I would like to emphasize that many players will find that very annoying about the 3rd time of you using them. Its cute, and good for roleplay, but it takes up other players chat transcripts with useless things and depending on the channel has lots of obnoxious beeps along with it. I've seen people kicked from teams for much less.

    Oh...and its spelled MACRO
  8. I've been in the Mac Beta (which really ended up being the issue 13 beta since they overlapped a bit), and Issue 14 beta. My guess is the only reason I got into the Mac Beta was because (surprise) I had just gotten a new unibody MacBook at the time they started testing so I volunteered when they asked for people who had Macs. Issue 14, I'd bet it was just I was in the beta list from before and they just used a the same list. Unfortunately no invite to issue 16 (yet?), but I didn't have time to do much play testing with issue 15, which they stated that they would use people that were helpful in that beta to determine future closed beta access priority, which sounds perfectly fair since they want helpful testing.

    Now I have no idea how they really do, but if were running it this would be my choice of implementation: Chances are they have an internal list of players and statistics possibly including players that have A) been in and/or helpful with previous closed and open betas; B) been helpful in tracking issues on the live game; C) been helpful on the forums and don't come off as a complainer and genuinely try to constructively contribute to them.

    IF they need more players after that, they probably just start grabbing random names out of the hat of the active player pool. While I enjoy getting the privilege of being on closed beta, its really not all that. As I heard someone before say, its not like being an elite player, its closer to jury duty. In betas, as many saw during issue 15's beta, its not all just fun and games. Some things don't work. It takes time away from playing the 'real' game that you can't take with you (issue 14 being a slight exception because you could take SOME missions with you). Its not just a preview of the new stuff. In closed beta they want you do help them test. On top of that, all the new stuff you see and want to talk about...you can't, at least not outside of the beta without risking losing access. If you're really looking for a preview of the new issue, you honestly would be better off and happier with what you see if you wait until open beta anyways when things are more hammered out.
  9. Quote:
    Originally Posted by Dynamix View Post
    Hi all!

    I know that issue 16 is still in closed beta and that the hype around the total revamping of the costume creator is all the buzz these days, (from what I saw in the published articles it IS looking much MUCH improved, all hype aside!) I've got a question/suggestion.

    I happen to have a dominator on villain side that has electric powers, but have noticed that my electric powers don't look as cool as the heroic ones. Maybe its the color, maybe its the animation, or possibly even the combo of the two. However, I then switched to a forgotten 50 toon that I had and noticed I had a power called "shocking bolt". THIS animation was right on target for what I was looking for! (if you've ever been to croatoa, you've seen it from the witches that sap your endurance)

    So my question/suggestion is this. I know that Martial arts and Super Strength are getting alternative animations for their powers. Is there a chance that the Electric people would be able to switch out Shocking Bolt's animation for some of their other power animations? Like Switching Lighting Bolt out for the animation from Shocking Bolt. I do believe this wouldn't change the damage the power does or has, just how it looks. Purely cosmetic.

    I figured NOW is the time to ask while i16 is still in beta. Is this even a possibility? (Gotta admit, it'd make my Dominator's powers fit THAT much more..)
    As a few have said, this will probably make it in, but not for issue 16. They do it for one power, people will be screaming for it to be done in another power and so on and so on. Power customization isn't going to be a one issue thing. We'll probably get more for several issues after this adding things in like alternate animations, various projectile looks, origin points, pet/henchmen shapes and customization, etc. Think of MA and SS getting them now almost as a test to see if they can do it well before they go through and do it for other power sets, and are getting them mostly because there isn't much you can color on them. The other powers, I think more people prefer to customize the color earlier than the animations. Guessing at this point its all a matter of the devs having time to implement the things for ALL powers rather than can they, which as they've seemed to imply was always the biggest issue. I wouldn't expect custom animation AND custom colors for a single power set this issue, and I doubt they would do it for a single power if they couldn't do it for at least all of the powers in that power set at once.
  10. The benefit you'll get from slotting IOs at lower levels is as you level up, you won't suddenly outlevel those enhancements so there won't be as much of a need to take a break from playing and upgrade in the middle of a good team because you'll retain the bonus as you level up. The downside is they cost more money.

    One thing I usually do is with my main lvl 50, I got all of the memorization badges. So at level 15 and 25, I'll run a AE mission or two to make some quick money and tickets, get the salvage, and craft the level 15 or 25 IOs for the lower toon and put them in the SG tables, then go pick them up with the lowbie. Those enhancements are chunk change really to a level 50, especially with the AE, but pricy for a low level character. By the time they get to level 30 IO range and up, I'm usually making enough money on my own to craft them with the lower character, but if needed I can repeat the process with my main.
  11. AquaJAWS

    I17?

    Here is all we know for sure about issue 17 (click the link). Working under the assumption that Issue 17 will coincide with Going Rogue, I think the majority of the content will be related to Going Rogue. But any game engine improvements we get from GR will come with it, like if we get graphical improvements and things of that nature...similar to issue 6 when City of Villains came out. Small content update unless you buy the new box, but will probably have side benefits for others anyways. Though, I hope we don't get anything as controversial as Enhancement Diversification again as we did in Issue 6.

    If issue 17 isn't Going Rogue, then I'm stump'd. More costumes, TFs, power customizations, costume change emotes, emotes, missions, and MA tools, like issue 15? Probably won't be too big since so far the last 3 issues, we've gotten the mission architect, power customization (soon at least), and going rogue in the pipeline.
  12. As for Posi's comments about looking into ways to fix this so that people can keep their recently earned powers as teaming with lower leveled characters, I have an idea for that. I know this isn't the suggestions section, but since its a newly announced feature that more people are likely to read it here so...its probably best described as an example.

    Level 35 mission holder. Teammate A at lvl 25, Teammate B at lvl 37, Teammate C at level 42. Whenever the exemplaring/sidekicking kicks in, teammate A (lvl 25) gets sidekicked up to level 34. Teammate B (lvl 37) gets new controls including a slider to select a level with the range of 35-37 (defaulted to 35), and an unexemplar button (for quick unexemplar in case of an emergency and need to quickly beat a group before a team wipe), and a XP on/off toggle so they can choose to earn more money instead of XP, in the team window. Teammate C (lvl 42) gets the same controls, but the level range is from 35-40 (+5 of the mission holder's level, which is the range now for getting XP I believe). Teammates B and C's rewards are scaled as they are now based on their selected level, so above level 40 they won't get any rewards, but they will have higher strength. Powers and slots active follow the selected level as well.

    This will allow people to keep the recently earned powers if they just happen to level a couple levels higher than the mission holder, at the sacrifice of some of their rewards, just as it works now, but at their choice. If they want more rewards, they can give up the newly earned power, but since the newly earned power presumably will give them an advantage, if they want to use it they lose some rewards. This should keep the anti-PL group happy with the change because it keeps the lower leveled people closer to the mission level, but it also lets the exemplar function as he is now if he wants or to take advantage of the new system.

    Like I said, its just a suggestion. Not sure how long it would take to implement or if that could fit into the issue still, but I think it would give everyone the best of both worlds on the exemplaring side of things by letting the player choose and solve the power-leveling issues on that side as well.
  13. Quote:
    Originally Posted by Plasma View Post
    I'd say enemies are not balanced, period. Villain groups are drastically easier or harder at almost every level.

    Compare Vhazilok to Hellions, or Malta to Praetorians.

    Which isn't to say the OP has a good point or not - but the idea that there's some finely tuned balance that could be disrupted is almost absurd.
    I agree with this comment. There could be a change in balance, but more like changing an unbalanced system.

    I had a few ideas on this. 1) they could try and scale down power's abilities i guess like the OPs idea. But how or what specifics I'm not sure of a good answer.

    2) If you're exemplared down, you don't lose ALL of your powers and slots of levels you lose, but keep the 5 powers and slots you would have had up to 5 levels above your exemplared level. Right now you don't get XP if you play at levels more than that difference but you can use the powers. It would allow the player to keep recently earned powers if they just happen to level up faster than the mission holder but not allow too much of an advantage. Possibly even some scaling effects on the enhancements and powers as well, but I'm not great at crunching the numbers to see if that would be necessary.

    3) This one I'm not so sure about, but it popped into my head and could be interesting...keep all the powers, lose all the enhancement slots that you would have down to the exemplared level. People could keep powers but they won't be as strong? Not sure if it would work, but might help keep some resemblance of balance.

    4) Allow higher players to chose the level they exemplar down to. Example: lvl 35 mission holder. lvl 20& lvl 45 teammates. When getting into the mission, lvl 45 teammate gets pop up (or maybe a slider where exemp buttons are now on team window) allowing themselves to select a level between 35 and 40 to play at, defaulting on level 35 if they don't select to change it. Unexemplar button to quickly unexemplar if team is in trouble at sacrafice of rewards until reexemplaring. Rewards gained scaled as is now based on selected level. lvl 20 teammate gets sk'd to level 34. Allows teams to still function as is now for higher teammates. Allows people who out level mission holder to keep recently earned powers unless they go too high, in which to continue getting XP they would now anyways.
  14. AquaJAWS

    Mids Update?

    Quote:
    Originally Posted by Mr_Sword View Post
    Yes I know the guy running Mids isn't in the game at the moment. Am curious though is anyone picking up the slack on updating it?
    Yes. Someone is working on it. But picking up any program like that and starting to try and maintain it takes a while to learn the code and everything in the program. I heard he at one point had an update out there but it wasn't working out well so he took it down. Just be patient and it'll get here. At this point, if he's got most of the bugs worked out, he might even be considering just holding off for release until issue 16 comes out with all of the new powersets that will need an update then.

    The latest official version out there is fairly accurate unless you're playing a Dominator, even then only numbers will really be off. You can still use it to plan a build fairly effectively. Chances are if it looks good in there, it'll look good in the game numbers wise.
  15. Quote:
    Originally Posted by thgebull0425 View Post
    When I purchased them, it gave me the option of updating right away, which I clicked on. Does that mean I have the updates?
    You should. The booster/mac/good vs evil/wedding/etc packs are really just a code that unlocks certain costume pieces, powers, etc for use on your account. Nothing more to download because the client already has it in there, your account just doesn't have access to use it. May take a minute or two to cycle through their systems, but easiest way to check for the mac pack is to either create a character, and on the costume creator, look for the Valkyrie costume set. You can also log in and look for the mission teleporter power in your powers list.
  16. Quote:
    Originally Posted by Zombie_Man View Post
    See above. A level 1 toon can walk into the RWZ. But Levantera's arc is for level35+ only. (I know that because the Mission Transporter originally allowed lowbies to bypass the door zone gate and you couldn't start her arc and she only gives the badge to the mission owner.)
    Ahhh...didn't know if anyone has ever even had an opportunity to try and run Levantera's arc at less than 35. I could see it possible that they left it unrestricted since until issue 16 comes out only +35s could get in there so the situation would never occur.

    But I thought a possibility is for a +35 character to be on a team with a lower level character, get the mission, and possibly the lower level character get the badge that way enabling Vanguard Merits. At least its sounds like thats possible. I could swear that I've been on teams running that mission before and got the badge without me being the mission owner.
  17. Quote:
    Originally Posted by Golden_Girl_EU View Post
    Level 1s vs the mothership - epic stuff

    Also, if co-op AE is now allowed at level 1, could you please consider moving the AE building from the RWZ to pocket D? It makes way more sense to have an entertainment facility in an entertainment area rather than in a zone where full scale battles are raging.
    You could put it on a separate floating island, like on the opposite side of the dancefloor from the ski slopes, and make a bridge or portal across to it.
    I think it'd be a great move to give Pocket D a feature that would encourage more people to go there.
    Instead of moving it, why not just add another AE outlet into Pocket D. That COULD also get a lot of people out of Atlas and Cap.
  18. Quote:
    Originally Posted by Nights_Eclipse View Post
    Another quick question. . .Hazard zones no longer have Level requirements, so. . .will this apply to Cimerora? I ask because you can't get the mission to get into the zone until level 30+ (vilalins side at least), but the zone doesn't have that level req on it anymore?
    You should be able to join a team and complete the mission with them and unlock the Midnighter Club at any level. Not as easy as if they just unlocked that door, but still possible.
  19. Quote:
    Originally Posted by Goblinn View Post
    Add me to the list of people who want to be able to use the Global friends list for the email! On average, I might have 2 or 3 people listed in my character friends list. Global friends NEEDS to be an option.

    And wow, I'm loving what I'm seeing for I16 so far.
    Definatly. Would it be too hard to have a setting for each. Allow people from char friends list...yes or no. Allow people from global friends list...yes/no.
  20. Quote:
    Originally Posted by jwbullfrog View Post
    Another thought, If the auto SK applies to RWZ and other similar zones that currently have level requirements, and you are in one of those zones when the team leader selects a mission that is owned by a player that is not that minimum level, are you all dumped from the zone?

    This might sound trivial but it is something to think about.
    My understanding is that the level restrictions from the zone are gone, so you can be an un-sk'd solo lvl 1 toon in RWZ
  21. Quote:
    Originally Posted by Vanden View Post
    Not really, you'll still need to be high enough to get Levantera's missions to earn the Vanguard Recruit badge before you can earn Vanguard Merits.
    The question though is what is the minimum level for Levantera's missions? Before by default it would be 35 because you had to be 35 to enter the zone. Now, with no level restriction to enter, can a level 1 access those missions?
  22. Quote:
    Originally Posted by Leandro_NA View Post
    With the Rikti War Zone being open to low level people, will you consider making Levantera's first arc available from level 1 as well, so lowbies can get Member of Vanguard and unlock the Vanguard costume pieces early?
    Also awsome for those of us that want the tsalorian weapons!
  23. Quote:
    Originally Posted by random_person View Post
    hmmm, i really liked the fact that getting to lvl 35 was an accomplishment to EARN to get to co-op zones this just throws it out the window.

    also, sometimes you get an annoying mish youre tryin to finish real quick and grab a lvl 50 to finish it for you. it sounds like this new super sk feature gets rid of that. any luck on more auto complete mishs to make up for it? theres times when you just need to finish a mish fast, like when its the midnighters arch and u have one mish to go and just want to blow through it with a lvl 50 so u can do the ITF (happened to alot of friends with alts that are rushin to finish up to get access to chimera).

    unsure if this new system allows u early passage to chimera too without having to complete the midnighters arch.
    You have to complete the arc to get into the Midnighter Club which has the only door to Cimeroria (think that's spelled right, I'll just call it Cim-city from now on). The arc doesn't open up for a character until level 10, at least on the blue-side, forget on the red-side, but I think its similar. Before anyone could join that team and get the badge to access the midnighter club. But the level restriction kept you out of Cim-City until level 35. Now, it sounds like if you get the badge from the arc, you can get into Cim-City at level 1.
  24. Quote:
    Originally Posted by Gr33n View Post
    hate to say it.... but this makes PLing easier.....
    Makes it easier for a low level character to team with high level characters, but since they won't be sk'd to a 46 on a level 50 mission, they won't get the 'power-level' aspect that they we're usually referring to. They will get normal XP.
  25. Quote:
    Originally Posted by Positron View Post
    Quote:
    Originally Posted by AquaJAWS View Post
    Wait...so we can get into the RWZ to team with villains in the AE at level 1 now?
    You bet!
    AWSOME! Was my biggest complaint about there not being a AE in a low-level co-op zone! Trick is now getting to the AE in the RWZ at low levels, but we'll manage somehow.