-
Posts
2661 -
Joined
-
[ QUOTE ]
I don't know about Heroes, as I don't play Blue Side, but you included Coldblooded in your list earlier. This badge is readily available Villains side with minimal effort. And, you don't have to be nowhere near 50 to get it.
[/ QUOTE ]
Coldblooded/Coldhearted/whatever its name is, is NOT available to Heroes beyond farming the Defeat Terrigol Valentine's Day mission with a specific level range of Villain being first in to the map.
[ QUOTE ]
All in all, I disaggree with you. If the Badge states that you have to kill X number of Z critter, then do what is necesary to kill them.
[/ QUOTE ]
Answer me this...how are the mobs in the MA any different, provided they are stock critters and not futzed with to have more or fewer powers than their vanilla counterparts, than the mobs in any other map.
[ QUOTE ]
Unlike alot of folks on here, I do not believe that the Mission Architect is, or was ever intended to replace Dev Content. As such, it should NOT give credits for killing specific critters for specific Badges, because a player could then set up a 5 Mish Arc with the needed enemy group in question, and play it til they get the badge chime. If this is the case, then who cares about Defeat Badges, they become useless, because I can write a Arc and get them whenever I want.
[/ QUOTE ]
Again, answer please how this is any different than a Villain farming a Legacy Chain map, or a Hero farming the 7th Generation Paragon Protector mission, or someone farming a Master Illusionist in a Paper/Radio mission?
Edit - You are also attaching emotions/descriptions/assumptions/whatever to something that doesn't inherently have them. Again, the badges signify that you have beaten <x> number of whatever baddies. It doesn't ascribe motive, it doesn't ascribe means, it doesn't ascribe opportunity. Just that you beat that number. YOU are attaching significance that the badge doesn't inherently have. -
[ QUOTE ]
Oh you'll never get an argument out of me that the Devs have made some silly mistakes and design decisions with regards to badges. My initial response to you in this thread made light of one example of that
[/ QUOTE ]
And this is a silly design decision that could be used to fix their past mistakes. Yet they are wasting a perfect opportunity to correct those mistakes. Or if not correct them, then mitigate the effects of those mistakes.
[ QUOTE ]
There are so very few ACTUAL challenges in this game that it just really irks me when someone picks on a relatively tame one like these few defeat badges and wants a way to make them that much more absolutely trivial to get. It doesn't really matter if you or I have those badges already or whether or not anyone else will know how you got those badges or not.
[/ QUOTE ]
Defeat badges are not "challenges". Any more than 7-Day Survivor in Dead Rising is a challenge. They are simply a measure of what you have defeated. Not how you defeated them and not how long it took you to defeat them.
The only "real" challenge in the game, in regards to badges, is Master of Statesman's Task Force and Master of Lord Recluse's Strike Force. That's it.
[ QUOTE ]
You seem to think all defeat badges should be equally (and trivially) farmable.
I happen to disagree with that.
[/ QUOTE ]
And yet you say that it would make them "that much more absolutely trivial to get". Meaning they are already "trivial". If they are "trivial" already, then what does it matter if they are included in the MA? -
[ QUOTE ]
Surprise! So was I.
I got Empath the 'hard' way yet I probably wrote hundreds of posts in support of reducing Empath's original ridiculous requirement before AND after I got it. The difference between Empath and these few hard defeat badges is that Empath was BROKEN as it was. Many estimated it could take up to TEN YEARS of back-to-back days to earn Empath if you didn't farm for it. These defeat badges on the other hand are just merely just 'vaguely hard' to get by comparison.
[/ QUOTE ]
And yet, Bane of Danaan, Weed Whacker, Coldblooded, and the like are only available for about two weeks out of the year.
Do you not see how broken it is that one must farm a single mission for a badge?
[ QUOTE ]
No I'm not suddenly changing my tune about this in the slightest. You are the one blowing this thing out of proportion trying to equate the stupidity of the original Empath to the mild annoyance of these defeat badges.
I have never once attempted to equate Empath apples to defeat badge oranges. For you to try to gain sympathy by trying to spin these defeat badges as the "next Empath" to be fixed is pretty sad to say the least.
Can you not see a little difference between ten years of daily back-to-back playing versus a few days or weeks of reasonable effort to finish a 'challenging' defeat badge?
[/ QUOTE ]
No, what I AM doing is pointing out the...lack of forethought... of saying, "These Calibans/Lead Shockers/Magma Lords/etc are not the same as those OTHER Calibans/Lead Shockers/Magma Lords/etc, so NO BADGE FOR YOU! Come back, 1 Year!".
There is no measurable difference between the mobs encountered in a MA mission and the mobs encountered in a Radio/Newspaper/Contact/Street.
I never said they were the "next Empath". Just that you are a bit of a hypocrite in that you were willing to farm for Empath and are happy with other having to get 1/10th of what you did, but someone farming an Outcasts arc while you had to reset the Destroy Hero Statue mission 34+ times is over the line.
[ QUOTE ]
You may keep calling my reasonable analogies of this situation strawmen all you want.
But they are useful in highlighting the relative absurdity of your position on this.
[/ QUOTE ]
*snort* Again.
Reasonable analogies? Sorry, they are not quite. All you are missing is the "DooOoOOOOmMMM!" posting in how letting defeat credit count in MA missions would absolutely, horribly, ruin the game.
There is nothing unreasonable with wanting consistency. That's all. Just consistency.
But of course, consistency when they've decided that only certain types of crafting count for Fabricator, or that Base Salvage is "confusing" to players but they are comfortable adding in a sixth currency type to the game, has never been the strong suit around here. -
[ QUOTE ]
Yeah so you've worked or are working for these badges already. Good for you.
You undertstand some of the "hoop jumping" involved.
You might even be able to appreciate your effort once you've finished these hard badging tasks eventually...
[/ QUOTE ]
Again, see my comment about Empath. Just because I did something the hard, long, and boring way does not mean I want someone else to go through the same crap. You'll notice that I also was for lowering Empath even though I had already spent a year getting the 1 billion heals.
[ QUOTE ]
Sure it'd be nice if MA could make some of those easier to do. But do you really want those few (and by extension pretty much every other defeat badge) to become absolutely pointless? Sure some are easily farmable now, but what you're talking about is being able to have every defeat badge on a character completable in a matter of a few hours.
[/ QUOTE ]
Weren't you also in the camp to lower the requirements on Empath? Weren't you also one of the ones that wouldn't feel "cheated" if they lowered it?
Looking like a bit of a hypocrite if you are now suddenly changing your tune that the defeat badges are the line in the sand.
There is NOTHING on a character that says how they got the badge, other than that they have it. There's nothing saying a person got Reformed by the doors or by farming Gaussian's arc. There's nothing saying that a person farmed a Crey mission for Paragon Protectors or that they went to the Fab and cherry-picked. There's nothing saying that a person farmed Titans in Warburg or that they went to the RWZ.
See, I don't CARE what other people do. I know what I did and that's all that matters to me. They had to defeat the same number of mobs for the badge that I did. How they went about it is not my business nor my interest.
[ QUOTE ]
You have a screw that you're trying to unscrew and instead of suggesting a better screwdriver to unscrew it your suggesting we be allowed to use an atom bomb to blow up the building the screw is in.
[/ QUOTE ]
Strawman much? -
[ QUOTE ]
Well I will have to point out that your semi-legitimate argument for why the MA -should- allow for defeat badge farming is a bit muddied by the stench of "I don't want to have to work for them like other people did" regardless if the Devs intended them to be hard to get or not.
Sadly I don't think there is anyway you could pretty up that fundamental problem with your position on this. Sorry.
[/ QUOTE ]
You'd have a point, except for that's NOT what I'm saying. But thanks for putting words in my mouth.
I've worked for them. I've gotten the Hordelings on my Hero. I went through the doors and confusion method for Reformed. I'm partway through Outcasts on my Villain. I farmed the Tuatha on about half a dozen villains for Bane of Danaan.
Edit - I also farmed Empath in the Arena for over a year. Do NOT talk to me about me not "wanting to do the same work as others". -
[ QUOTE ]
Regardless of the question of MOB placement in the MA missions if those missions allowed us to farm for any defeat badge it would make many (if not all) of them much, much simpler. Exactly where can a hero merely street-sweep for Hordelings/Hellfrosts/etc now?
[/ QUOTE ]
Thing is though, you already CAN farm most of the badge mobs, excepting those that are "rare" on either side of the fence. Saying that farming those is somehow "better" or "harder" than farming MA mobs is facetious.
And you'll notice that the Hordelings bit would be legitimized by adding in credit. Currently, you can ONLY get those badges on a Hero by doing some finagling with levels in the Valentine's Mission. If a Hero getting Reformed (either through farming Gaussian's mission, the doors, or getting Confused) was such an issue, then those Defeats, logically, should also be an issue.
[ QUOTE ]
I honestly don't care all -that- much about this issue because my main badgers already have all the defeat badges on both sides. I spent the time and effort required to get them so if the Devs decided to undermine their own system by making them all trivial to get via MA it's not going to change the fact that I have them already.
[/ QUOTE ]
Ah. Here's the reason why. You've already got them. So everyone else should have to go through the same hoops.
[ QUOTE ]
On the other hand I just don't think it's worth making the whole concept of the defeat badge a complete joke in this game just for the sake of making a few of them a bit easier. It'd be like trying to have an Easter Egg hunt and having someone just hand you a basket full of eggs right off the bat because they don't want you to have to go through the trouble of finding a few of the harder-to-find ones by yourself. *shrugs*
[/ QUOTE ]
Again, tell me exactly how defeating them in the MA is any different than defeating them on the streets or farming things like the Destroy Hero Statues mission. You are defeating them in both instances. You are not suddenly logging in to find that you have the badges.
Also, strawman argument.
[ QUOTE ]
I tend to think part of what makes some defeat badges harder than others is not necessarily how hard it is to defeat the particular critter in question but how hard it is to -encounter- those particular critters in the first place. I also think the nature of those harder badges was in fact intended by design. MA would ruin that...
[/ QUOTE ]
*snort*
So you're saying the Outcasts villainside was intended? Rather than what I seem to recall Positron saying something about "rogue mission writers" or something like that (memory is a bit hazy).
Or that it was "intended" that Heroes use a lvl5-24ish Villain to set the spawning in the Defeat Terrigol mission to get Hordelings?
Saying it was "intended" is handwaving away bad design. -
[ QUOTE ]
[ QUOTE ]
Ok Devs, can we get some sort of reasoning on why you are not allowing mobs to give badge credit in MA missions beyond, "Because we said so"?
Srsly.
It would be a perfect opportunity to legitimize certain badges, such as Hordelings/Hellfrosts/etc for Heroes, and Outcasts/Trolls/etc for Villains. And I believe there was a comment by Positron about the Cabal defeat badge for Villains (people defeating the summoned Amy pet getting the bar to show up) and how it would be disabled till something could "legitimize" earning it beyond farming that single pet.
[/ QUOTE ]
Well you have to remember these are the same Devs who just a few weeks ago tried to have the Reformed badge made unearnable by heroes via a stealth change until people had to 'respectfully suggest' that doing so would be an unreasonable bit of revisionism on their part. Fortunately the Devs agreed and "unchanged" their thoughts on that matter. Clearly the Devs' vision of badge earning in this game has been "colorful" to say the least.
While I agree that the MA could make a few currently annoying badges easier to get it would also potentially make many other badges incredibly trivial to get. We all know that the instant the Devs ever allowed the MA missions to let us to get any defeat badge we wanted there'd be a whole slew of simple "shooting fish in a barrel" styled one-shot missions that would let anyone farm those badges in minutes.
Basically it'd be nice if there was an easier way to get the few badges you mentioned. But in order to make the rest of them not become a complete joke I have to reluctantly agree with the Devs' decision not allow MA missions to grant defeat badges. *shrugs*
[/ QUOTE ]
And I have to say, in the words of Garfield,
"Big fat hairy, DEAL".
So what if some become "trivially easy" to get. Unless the MA allows for the placement of individual mob types, i.e. "This is a lt, this is a minion, this is an underling", there is no real difference between farming a MA mission and street-sweeping cherry picking mob requirements.
And unless I've missed a memo, that kind of mob placement isn't going to be possible.
Edit - At level 50, getting a Troll boss badge, or a Pumicite badge for a Hero, or getting a Goldbricker badge or a Hordeling badge for a Villain is already "trivially easy". Making an artificial distinction that somehow the MA "trivially easy" is different than aforementioned "trivially easy" is just wishful thinking. -
Ok Devs, can we get some sort of reasoning on why you are not allowing mobs to give badge credit in MA missions beyond, "Because we said so"?
Srsly.
It would be a perfect opportunity to legitimize certain badges, such as Hordelings/Hellfrosts/etc for Heroes, and Outcasts/Trolls/etc for Villains. And I believe there was a comment by Positron about the Cabal defeat badge for Villains (people defeating the summoned Amy pet getting the bar to show up) and how it would be disabled till something could "legitimize" earning it beyond farming that single pet. -
In the one time that I actually had a decent chance to get the badge, I found out the Flier is extremely squishy. Well, extremely squishy compared to something like Deathsurge.
It was my Brute, 1 Widow, and 1 /Thermal Corr. Between the three of us, with 2 Shivans out, we got it down to about 1/2-1/3rd life left on one stopover location, before it scampered off for parts unknown. Had we a bit more time or maybe 1 more Corr or Shivan, we would've gotten it taken down.
This is one GM that doesn't really need a full team to take down. -
The only thing that is disappointing to me about the Mission Architect is the lack of being able to earn Defeat badge credit from the mobs contained therein.
There is no logical reason why a Hellion Boss in a MA mission shouldn't give credit beyond, "Because we said so". Adding in Defeat credits would make things SO much better for Villains that have to farm certain specific missions for things or otherwise go out of their way, above and beyond normal badging, to get certain things.
Also, skeball tickets? Yet ANOTHER currency type? When they used the "Player Confusion" excuse for getting rid of Base Salvage? Let's see, that is now currency type #6, number 8 if you count Invention Salvage and Recipes. -
[ QUOTE ]
Heres a bit of a teaser: We have big plans for these (and other) badges, and we really want them to mean something to your character. If you are in a dialog tree that involves creating something, we have the ability to look at your badges and see if you have taken the effort to prove yourself as a crafter. This effort would be rewarded with special options in the dialog tree that earn you better results, enable you to skip steps, etc. For this system to work, well need them to be a reasonable indicator of the amount of work a crafter has put into crafting. And its not just dialog trees that are going to look at badges, and its not just crafting badges that will be looked at, so you guys can speculate away!
[/ QUOTE ]
Here's the rub though...
This really reminds me of the Statesman, "Wouldn't it be neat if..." days. Pie-in-the-sky dreams/ideas/whatever that cause nerfings based on something that may or may not actually come to fruition. It's all well and good to give that teaser, but you are making nerfings NOW on something that most likely, if past experiences are any indication, will never actually happen.
Not to mention, that you are making an artificial distinction on what qualifies as "crafting". One could just as easily say that, "Oh, using the Vanguard table isn't really crafting, since you aren't making anything to sell, so those will be excluded from giving credit", or if one wants a real world comparison, "Oh, making picture frames isn't really being a woodworker, so you're excluded". -
[ QUOTE ]
[ QUOTE ]
Could we please get some rethinking done on the "No Badge Credit for Mobs in Mission Architect Missions" thing? There is no practical reason why they shouldn't give badge credit for Defeat badges.
It would DEFINITELY ease things Villainside for things like Weatherman, Regenerator, and the other hair-pulling-must-farm badges.
Of course, I realize this is falling on deaf ears, but I would be remiss if I didn't ask.
[/ QUOTE ]
I can understand people wanting a better way to get some of the harder badges, but I'm not sure I want to wade through a ton of badge missions in the MA to get to the ones that have a cool story.
[/ QUOTE ]
And?
Change the phrase "ton of badge missions" to anything. "Ton of Malta missions" or "Ton of crappy missions" or "Ton of girlfight missions" and it would not be measurably different. Not to mention the fact that "cool story" is so subjective as to be a worthless measurement for an arc's worth. -
[ QUOTE ]
The reasoning behind this change was it made these badges a little TOO easy to get, there is a lot of Base Salvage sitting around in storage racks gathering database dust. Crafting the actual base items still count towards the badge (as they always have), its simply the conversion from Base-to-Invention that has been removed from counting.
[/ QUOTE ]
However, as was pointed out, Base Salvage is a finite supply. Once its gone, its gone. This "fix" just adds insult to injury with the loss of Base Salvage.
Now, getting Fabricator involves either a) crafting 10k IOs - do you really intend on people doing this much crafting? 10k is a lot, especially when there's what, about 200 slots between dual builds? That means one person getting Fabricator will completely outfit 50 characters (or thereabouts) at level 50. Or is Fabricator more accurately intended as an Influence sink to drain excess Influence/Infamy out of the system? or b) crafting and deleting about 9500 Empowerment buffs, since the IO crafting badges themselves only get around 500 or so crafts done. Crafting Base items is not really a "good" option, since it'll either fill up the person's Personal Item thing (making finding anything they really want to place a pain) or make that person place and delete that Base item.
You say it was "too easy" with Converting, but now it falls into the "too hard" category. I'm eminently thankful that I got both my badgers Fabricator before this "fix" went into place. -
Could we please get some rethinking done on the "No Badge Credit for Mobs in Mission Architect Missions" thing? There is no practical reason why they shouldn't give badge credit for Defeat badges.
It would DEFINITELY ease things Villainside for things like Weatherman, Regenerator, and the other hair-pulling-must-farm badges.
Of course, I realize this is falling on deaf ears, but I would be remiss if I didn't ask. -
However, please keep in mind that crafting Base Components (not Base Items, but things like Mystic Elements/Tech Power/Arcane Essence/etc) is no longer possible.
Also, crafting Brainstorms from the remaining Base Salvage, and Invention Salvage from the Brainstorms, also no longer counts for Crafting Badge credit.
Crafting Empowerments still seems to work, but I imagine its only a matter of time till that is removed as well. -
Subjective:
Please, for the love of anything holy, NO MORE BABY NEW YEAR! And while we're at it, since the V-Day event is coming up, NO MORE SNAPTOOTH!
BNY is just, to put it bluntly, a pain in the butt. Escorts are amongst the least desirable mission types in the game, so what happens? Put it in for the event mission type.
How could this be resolved? Rather than actually taking BNY to the mission door, simply let the mission end once Snaptooth has been defeated. No need to escort him to the door, no need to deal with the rather...eccentric...escort code, no need to deal with hairpulling frustration.
At the same time, there needs to be Candy Cane drops for the snowmen that spawn from presents. A combination of streaky RNG for getting Nice presents, combined with the rather high amount of Canes needed for getting past badges plus the haloes plus the Winter's Gift set does not equal "fun". Especially in a game that encourages alt-ing.
Ski runs. I like them, they're fun. However, the times for the badges are not. Solo, without buffs on some characters, I could just manage to get Silver on the new run. Were the timers upped by about 5-10 seconds each (55s-1min for gold, 1:05-1:10 for silver, 1:15-1:20 for bronze) a person could conceivably get them at a lower level without needing outside assistance.
Or, rather than having "set" times for the badges (dunno if this is possible), have the first run a person does set as a benchmark for them. If they beat that time by 5-10s the next time, they get Bronze. If they beat it by 10-15s, they get Silver. If they beat it by 15-20s, they get Gold. That way, everyone potentially has a much fairer chance for it, despite twitch skills/lag/comp setup/etc. -
For the attacking team, you can just use 2 Shivans + fillers like Outcasts/low damage minions. Only use 1 person for the attacking team with Shivans.
Put the Shivans at max range so they only uses their ranged attacks. If they get in too close, they'll resort to Electron Haze which causes knockback and all kinds of scatter. Tell 1 Shivan to attack 1 Longbow 2. He'll use a combination of X-Ray Beam and that AoE bomb attack, neither of which does knockback.
Otherwise, everything remains the same.
If you have only one person healing, just use 1 Shivan. If there are more people healing, you can safely use 2. Some maps are better than others for this. Use ones that have little to no objects in between the path of the Shivan and healing huddle, since objects seem to cause them to lose their minds and close in to melee range.
This is, of course, dependent on their AI not having changed since Jan/Feb-ish time frame. -
[ QUOTE ]
I'd like to reiterate the fact that we have no intention of carelessly "nerfing" or "buffing" merit rewards. Making any changes to the number of merits a task gives out will be done with very careful consideration, ample data and after exhausting our other options.
[/ QUOTE ]
No offense Synapse, but for THIS game, the Nerfs come out a LOT quicker and a LOT more often than buffs.
I predict that the first Live Merit Reward nerf will happen within the first month (maybe two if they get too involved with the MA). Meanwhile, the first (if ever) Merit Reward buff will happen in a minimum of six months. Most likely in 10-12.
As for the "careful consideration" statement...well...one needs to only look at the original iteration of Stealth Suppression for Glowies nerf and the infamous BS/Regen-handily-defeating-+8s to see that the nerfs are not all that "carefully considered". -
[ QUOTE ]
I'm no dev, but considering Sunstorm made a point of explaining how he's overly pre-nerfing salvage storage to prevent hypothetical market issues, I highly doubt he'd turn around and give a means of increasing storage capacity by tying in to coalition SGs.
[/ QUOTE ]
Ya know...I'm really tired of the Market getting all this extra treatment in order to baby it along. And since he did acknowledge it, this is pretty much stating unequivocally that Market PvP is now required for anyone who wishes to base build.
I really wish they would acknowledge that for the cost for these racks, of which it'll take 11 bins to out-match one badged-out character's storage (and NO, this is NOT a call to nerf characters even though that's what they'll see it as), is not in any sense of the word, "balanced".
For group storage to be so pitiful is just an insult, really.
Sunstorm, don't take this personally please. It's not directed at you, but rather the situation. -
[ QUOTE ]
Also, doesn't "telegraphing" the fact that TF rewards will be nerfed in the future, act as incentive for people to abuse them as much as possible, as often as possible, right out of the gate to "beat the nerfbat" to them?
[/ QUOTE ]
Pretty much.
This is about the only game where one gets penalized for playing well.
As I've (probably) said before, the rewards will be quite freely decreased, but getting an increase is going to be like pulling a chicken's tooth out. -
[ QUOTE ]
A. Base salvage has little value to most players. Since there are a limited number of base items to construct, once those items are built there is little need for any further base salvage.
As a result, base salvage tends to either gather dust on salvage racks, or be a source of confusion with Invention salvage. Base salvage will not be removed though, so anything not converted to Brain Storm tokens will remain in game.
[/ QUOTE ]
I'm sorry, but I'm still not buying the "confusion" angle. It is no more "confusing" than players getting TF Merits and Vanguard Merits. If they can not be "confused" by that, then Base Salvage shouldn't be a problem.
To echo others, Base Salvage does get used, namely in the crafting and usage of the Empowerment Stations.
It seems that this removal is the cause of more problems than leaving it in. In addition, there is the additional work of crafting the conversion system that seems to be of limited use. -
Base Repricing
[ QUOTE ]
1) How will the repricing of bases affect you personally?
[/ QUOTE ]
Both my solo SG & VG will gain from the repricing of the Tier 2 control items, about 1 million Prestige each iirc.
Don't know how much I'll gain back from any room rebuilds.
[ QUOTE ]
2) Will you dismantle your base to gain the additional prestige from the repricing?
[/ QUOTE ]
I don't have much to dismantle. If there is substantial savings on the few crafted items vs the Influence/Infamy cost of rebuilding with Invention salvage, yes. If, however, it costs me a half a million Inf to rebuild a 2000 Prestige-saving Item, then no thanks.
[ QUOTE ]
3) How long would this process take you if you were to engage in this practice?
[/ QUOTE ]
Not very long.
Unlike some of the other SGs, I don't have much in the way of decoration. However, I can easily see their argument against dismantling and in no way do I marginalize that fact.
[ QUOTE ]
4) What are the positive and negative concerns regarding repricing?
[/ QUOTE ]
Positive - The jump from the Combo Control/Energy Unit is not as big as it was, allowing smaller groups to get a larger base faster.
Negative - The purely decorative rooms should NOT have increased in price.
[ QUOTE ]
5) How will this feature affect you long term and short term?
[/ QUOTE ]
Too early to tell.
I might be able to get a Turbine Generator and possibly an AES within a year, rather than 5+ years of playing.
Base Salvage Exchange to Invention Salvage
[ QUOTE ]
1) What is the negative effect on your base for this feature implementation?
[/ QUOTE ]
A) The game is now losing some pretty good flavor text and unique artwork for no apparent reason.
B) Salvage Racks are now storing a pitiful amount of Salvage for their Cost. If you want them to hold 30 pieces of silver, then they should NOT cost 15000 Prestige each.
C) Empowerment buffs will now come at the cost of Invention Salvage, salvage that I could use to make IOs for sale or for the betterment of alts.
[ QUOTE ]
2) What is the positive effect on your base for this feature implementation?
[/ QUOTE ]
Can easily get Fabricator for my villain. That's it. The only positive. However, that positive is vastly outweighed by the negatives.
[ QUOTE ]
3) How long will it take you to adjust to learning this new system?
[/ QUOTE ]
Not long. But for someone new, it can be "confusing"...which is exactly what was said about the system it is/was replacing.
[ QUOTE ]
4) What side effects to this system do you currently see from transitioning the old to new system?
[/ QUOTE ]
A) People stealing previously donated Base Salvage for resale or conversion.
B) Base Architects now needing to pull out-of-pocket expenses to build for their base.
C) Market Flippers gouging Base Builders for the salvage necessary to build base items.
[ QUOTE ]
5) What security concerns do you have regarding this change?
[/ QUOTE ]
That the pitiful all or nothing Storage permissions are simply inadequate.
[ QUOTE ]
Additional Notes:
[/ QUOTE ]
Unless something has changed, one might better be directed to examine the threads in the base forum as "feedback" here will be for the most part, cut and paste from there. However, I firmly believe nothing will change, so this thread is essentially useless. If you (nothing personal Ex, "you" is a catch-all term for the devs/red names) haven't heard the feedback from the last month+, this thread won't matter in the least. -
[ QUOTE ]
[ QUOTE ]
Best of luck to you, Alex von Minden.
[/ QUOTE ]
Borderline stalkerish?
[/ QUOTE ]
Considering that LH gave his real name when he started (in his initial post), I'd say "no". -
Goodbye Lighthouse.
You got off to a somewhat rocky start here, but it got better.
The few times I talked with you, you were courteous and responsive. I thank you for that and everything else.
Good luck to your future endeavors! -
[ QUOTE ]
If you even argued that tying basebuilding to market prices which are subject to manipulation is bad, you'd have a valid point.
[/ QUOTE ]
That has been stated over and over with the change.
The marketeers are already looking for ways to shiv the base builders over salvage.
This was a change custom tailored for their PvP antics, possibly as a salve for any perceived loss with the introduction of merits.
80k is a lot. It doesn't look like a lot when people sit and farm and farm and flip and flip and farm some more. When characters don't participate in that sort of thing, those 80k tickets start adding up.
80k here, 80k there, it's almost exactly like buying a $3 cup of coffee every day. Sure, it's "just" $3, who doesn't have $3? Add that up and eventually you're spending $90/month or $1080/year JUST on coffee. The flippers have no problem with bleeding the inf out of everyone and their dog.
[ QUOTE ]
I'm not trying to pile on, here. But I think you have a cause that should be heard and you're doing it a disservice by arguing like a lunatic for it.
[/ QUOTE ]
Why do you even care?
Why should any of us care? It's not going to change, to paraphrase Lighthouse, "It looks like it's going to stick".
There are some things in this game that are going to change no matter what anyone says about it. This is one of them. They have some esoteric "plan" (that may or may not actually work), but we've got to live with stuff until if and when its figured out.