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Cheers, I must have stumbled upon and posted in a test thread because I spent ages looking through the other threads for those reports. Strange though that I can't find my post in that thread via the search function or through my User CP.
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Yes, several people have noted this in another thread, I believe the market transporter is also affected, it seems that the initial second or so of the animation repeats over and over, while the build up and eventual teleportation remains unaffected.
Can't for the life of me find the thread with those reports in.. -
You make a good point, but perhaps patrol xp is simply an XP multiplication code, which is applied to a character up to a certain amount, and can determine between AE rewarded XP and other rewarded XP?
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Quote:As far as I'm aware there is no difference between AE and normal missions when it comes to the XP system. That system cannot differentiate between AE or normal NPC's objects etc.. and so rewards XP accordingly. Thus enabling double xp will enable it in any way you can get it including AE.It would be nice if they DON'T do this for AE. I was hoping that this would be a weekend where people came out of that building and actually did real content for a change. Seeing that DXP was in AE was a serious letdown. I saw few taskforces forming, fewer teams. Add that to the instability on Champion, made for a not so interesting weekend. I remember when we had these and people would use the task forces to level their toons, and not just running AE missions all weekend long.
Otherwise I am very glad to see another coming, lets hope that the instabilities have been addressed.
I assume that recoding the XP system to be able to differentiate between them would take a helluva lot of effort and could throw up some serious bugs. -
Quote:I like these suggestions, the only bit I'd say about the bold part is that it's fine as long as the effects of the enemy force are contained in a certain section (of course it's spawn point could be random) of the city so as not to interfere with other players. So police/military blockades warning low levels to steer clear of the current affected area.Your doing it wrong. "Dynamic Content" (tm) was suggested often (by me), where crimes are committed randomly throughout the city by gangs and costumed villains. Missions can radomly spawn from clues left behind after a crime or a random tip from someone on the street. The point would be the gangs would actually be doing somthing worth stopping other than loitering or jaywalking. Areas of the city controlled by certain groups would reflect their influence and there would be constant conflicts between two adjacent gangs vying for more territory. If heroes cleared out one area, it could either become pristine or slowly be taken over by a neighboring gang until the zone reset.
All of the stores, resteurants, hotels, and markets could be sources of new missions and would be fleshed out story-wise. It would not just be street-level crimes, every so often a new Giant monster (not just recycled DA) would tear through the streets causing real damage for as long as he is spawned. Evil Super Villains would unleash terrors of the city that require multiple teams to stop. Heroes wouldn't fight alone, depending on the level of threats, there would be responses from regular street cops to PPD to FC to even the Military!
Remove the trainers and bring them into the fight! I would add new training centers that would free up Statesman and Co. to occationally drop in and fight along side heroes depending on the threat level. With all the new fighting, there will be heroes that stand above the rest, so every week the Hero of the Week will have his characters image on electronic billboards around the city with a list of his/her achivements! All of these ideas could be done with the current game engine with little or no tweeking. Once we can get the outside more interesting, would could see about making the inside more so as well. -
Quote:QFE.It's a cool idea, but at its core, this is still a game. Forcing people to do things they find unfun (kill grey-con mobs to keep the villain population down), or making things too difficult (Atlas City Hall surrounded by lv5-7 Hellions, including spawns with Damned), is just going to make people lose interest.
Changing the geography of the zone, great.
More spawns of a certain faction, great.
Even adding a boss here and there where there were none before is good, if done sparingly.
Mobs are there for new players/characters to get used to their powers and to gain their first bit of XP, why should it get harder for them if other players don't feel like killing a bunch of grey-con mobs? Place would be boring if there were no enemy NPC's (I don't see petty villains stopping with other in other branded superheroes' cities, in fact how many lvl 50 players actually go and routinely stop these criminals? Bet you it's not many, thus allowing them to prosper under the city heroes noses) and funnelling them to AE is just encouraging them to powerlevel instead of exploring the world. Perhaps a little harder with an extra few bosses apparent, but as said above, only if done sparingly.
Evolution of city blocks etc.. is a good idea though and could enable more badge related rewards by returning them to normal. -
Quote:Indeed I have operative, I noticed it not too long ago on a trip to Pocket D.Hmmm, since the patch I have noticed something I call 'I like to boogie' bug
Whenever I use something like Mission TP or Pocket D tp it looks like Im dancing because the arm movement keep repeating themselves!
Anyone else notice this?
I was also experiencing mild rubber-banding yesterday and earlier today on Union's Redside around the Villa in Sharkhead whilst getting my coldhearted badge (so not a heavily populated area). This was before the latest patch but after 2XP weekend.
I also noticed that in the northern part of mercy my thumbtack on the map did not match up with the thumbtack icon in the nav bar and the locator triangle. -
Nice bunch of fixes. Was wondering what they could have been but looking back at the test server recent patch notes I had a good idea what most of them probably were, this post just confirms what has been changed and what I noticed.
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I didn't actually play much, in fact I spent more time here, on these new boards than in game. Got my Grav/Energy Dom up two levels, couple of badges, but that was about it.
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Yawn
On a side note, I'd like to know if the XP system can differentiate between an MA NPC and a non MA NPC. If not, well that would answer a lot of people's questions. -
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To be honest, the rep system is the biggest jolly on the forums. I guess the only way to pay back a person who puts a stupid reason for bad rep is to go and give everyone bad rep, then you'll be sure you've paid him/her back!
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Quote:ThisI'd like to share 2 opinions of mine.
1: I don't like the idea or merging servers with the yanks, but I do like the sound of merging the lists to grant us access to their servers and they to ours.
2: I definitely don't like the idea of merging Union and Defiant -
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I'm with drink right now. I'm gonna call it Miller.
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Lol, with rep turned off people can still leave rep. I'm now at the heady heights of +2 and someone decided to test giving negative rep on me with the comment itself being 'testing'. Cheers whoever you are, lol!
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