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Quote:I have one I tweaked from the old one. I'll look at getting it up on google docs or similar placeDoes anyone know where a current XP/level table is so I can validate that assumption?
http://spreadsheets.google.com/ccc?k...lbExNNkE&hl=en
I think that should do it. Rough and ready, but with the data there -
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The Billion inf is specifically on a single character
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Quote:My understanding was that they were looking for a fix to exemp down and keep your powers.
So a 50 inv tank could drop to say lvl 1 and still have unstoppable.
at a wild <censored> guess, I'd be thinking the same 3 level rule that applies to set bonuses would apply to powers.
Having tier 9s at level 1 is not right, but there is middle ground to cover between all powers and current exemped level. 3 (maybe 5 at a push) levels seems a reasonable starting point. -
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per: http://www.ncsoft.net/global/ir/overview.aspx
and the 2Q results file therein
(all figures in thousand won)
North America was basically stable as a region
(down to 10 664 from 10 827, which when you factor exchange rates in could we be up in actual $ terms)
Cox Down from 6837 to 6673
NCinteractive sales
2009 2Q 10 996
2009 1Q 10 985
2008 2Q 10 983
very steady sales
Hard figures for max concurrent are no longer in the financial report -
My SG was playing some swiss draw tournaments this evening.
about 1 in every 3 time I left the arena I had a crash with error log sent to NCsoft.
Anyone else seeing a return of arena crashing ? -
I must say I'm inclined to disagree with the idea.
As others have said, it basically would become the very poster child for afk farming though circumventing the autologout via the o-zone or a TF. -
The Midnight club is not 'level restricted' for either side. It requires a badge. Now your access to that badge 'naturally' is lower blueside than redside, but you can easily join a team for the final mission and get access at any level (the lowest I did it was 3)
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Quote:Easy way would be I think (famous last words of course, standard code rant applies)You misunderstood. We mean a +Dam buff for the power when it is used upon a locked-down target, not a +Dam buff to the user for a period of time.
Currently, a power like Blind does 30 damage (enhanceable), +30 damage (enhanceable) if target is locked. If instead it received a +100% damage enhancement to its values if the target is locked down, then we wouldn't have Containment breaking past damage caps.
Granted, I'm not sure if this is possible to code. The way powers have their abilities coded, I'm not sure that a power can self-affect its own values.
Make the 'if locked portion' +30 damage (Ignores Enhancements & Buffs) -
Quote:Bronze rolls do have weighting of different (ie melee damage drops more often), I have some fairly extensive data collected on the weighting in the following thread:Random roll is random. My Bronze roll random number generator has a penchant for Bone Snaps and Air Bursts...the Regen Tissue unique is cause for a happy dance.
Fixing the Bronze and Silver rolls should be easy enough; just count all of the uncommons five times and the rares once when you determine the percentages (the rares are marked on the wiki). The Gold will be harder, though, since it's less clear exactly how they're weighted.
http://boards.cityofheroes.com/showthread.php?t=129614 -
Dark_Quill
Per the OP:
Quote:Yes, we are even changing the way exemplaring works so that you get XP while you are fighting at a lower level. -
Quote:Simple thought:So, how is this helpful to folks who aren't into powerlevelling? Who want to enjoy the game content because it's... oh... game content?
Anyone on the team search will get XP running missions of anyone on the team. Pulling teams togther just got a whole lot easier. -
In light of Posi announcement today, of the Super Sidekicking system details.
The 'method' for eliminating bridging is basically setting folks to the level of the mission automatically (well one below for lowbies), but eliminating the need for direct mentors. Its very close to the AE system.
Increased XP earnings (again) for the level 1 to 20 run, and the new difficulty sliders. All over it seems like a good overall package to me.
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add the ability to earm when exemped, and I think regular teaming just got a whole lot easier as you happily pull folks from both above and below your range -
I started couting the amounts of 'wins' I should be commenting on, but my shoelaces got into a knot. So lets just call it lots of win!
I especially like the phrase 'mentor tetris' -
In fact it would be a significant BUFF to pre-SO damage levels.
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People read fire/kins are 'teh awesome farm' characters, level them up fast not really playing in an active manner, and then inflict themselves on the rest of us.
Its just bad players with characters they aren't familiar with. Either they will learn, or if they dont, they will accumulate commenst in player notes that allow you to avoid them.
*generic 'they' and 'you' used
** Not evenone who PL's/farms a new 50 has no idea of how to play said character
*** disclaimer valid except where prohibited.
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Oh and this is hardly a new phenomonon. I have seen it for a long time, it does seem to be more prevelent recently. I dont think I have seen things quite this bad since the WL babies. -
Quote:My own little pet (and personal anecdotal) theory is roughly this:You did try to provide some evidence, though, which I applaud. As I said, it's more than anyone else in this thread has done.
When I 'hop' on to solo for a bit, or to see what teams are runing it I'm inevitably on a 'solo friendly' scrapper or blaster for blueside.
My defenders, tanks and trollers pretty much only come out for 1) a specific task (such as a preplanned TF) or 2) if there is a team running I can join which I only find out about once I am in game with another character.
Despite defenders being heavily over represented in my personal stable, in terms of random scanning outside of prime time at weekends you would find Im not on them that often.
If its time to day job shuffle I usually run a mission or so on any defender (well character period) just to keep them ticking over. -
With the PvP curve ball thrown in there towards the end, I'm thinking sonic sonic.
However I know the Devs vastly changed the ability to cage in PvP, so even that one may not fly. -
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Quote:I knew that of course, it was more a rheotrical statement about how this and the similar discussions seem to be comparing the usefulness of controllers with the full slate of powers and pets, then using the tier 1 blasts for defenders to show just how weak their blasts are.Level 32. Prior to that you just bubble the team and drop ice patch. When the team wipes you PFF and wait for them to get back from the hospital. Team wipes are good in that case.... It gives you more time to chat since you aren't bothered with renewing bubbles or dropping ice patches.
Outside of the fire/kin I have (who is only 33), none of my controllers approach the damage my defenders bring to a team. Maybe the ice/storm does, but it has to be the 'right' team for that combination to be high damage (ie not caring about a little knockback now and then).
But I totally agree that the ice/ff is a very 'unintensive' character to play on a team. its a snooze fest for me -
http://paragonwiki.com/wiki/Gold_Roll
http://paragonwiki.com/wiki/Silver_Class_Recipe_Roll
http://paragonwiki.com/wiki/Bronze_Class_Recipe_Roll
Have fun with it, but you are re-inventing the wheel. It is great to have a 2nd source to compare for errors though. -
But the higher defender modifiers, 3 SO slotting puts mobs at the tohit floor anyway.