Eric Nelson

Legend
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  1. Quote:
    Originally Posted by Nights_Dawn View Post
    I've seen both Scrappy and the winter lord out at the same time. Don't know when or in what order they spawned but they can definitely both be out at once. I pulled scrappy to WL so they fought each other. Apparently for over an hour at least.
    What I've seen people saying is that Scrappy doesn't spawn AFTER the WL is out; not that they can't be out at the same time (i.e., Scrappy spawns prior to the WL).
  2. Quote:
    Originally Posted by NordBlast View Post
    In my experience, killing the protesting miners in Port Recluse area will spawn Ghost of Scrapyard. While helping my friend to get these badges for multiple toons, we were able to spwan him every 5-10 mins or so.
    In my experience, and to the best of my knowledge, Scrapyard is NOT spawned by defeats, but is on a timer (as mentioned earlier).

    To the OP: keep in mind that during the current Winter Event, it appears that if the Winter Lord has spawned in a zone, GM events such as Scrapyard seem to be "on hold" until he's defeated. Some people from various servers have reported that a Sharkhead version of the WL may sit unmolested in the zone for a day or two, and during that time it doesn't seem that Scrapyard spawned.

    I'm thinking you'll start seeing him back to his "up almost as much as Lusca" frequency come the end of the Winter Event.
  3. Eric Nelson

    Halo

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Viv's crazy
    There, fixed that for ya, GP.
  4. Quote:
    Originally Posted by Panzerwaffen View Post
    I believe /kick charactername will remove offline players.
    Ah, didn't realize that. Thanks Panz!
  5. Eric Nelson

    Happy New Years

    Happy New Year to you all!
  6. Quote:
    Originally Posted by ShoeTattoo View Post
    Can the TF leader kick those who have logged out, and aren't coming back?
    If they are online and on the team, yes. Otherwise, no.
  7. Quote:
    Originally Posted by Mr_Zek View Post
    Or a "moo point"... its like a cow's opinion, it doesn't matter, its moo
    Thank you, Joey Tribbiani.
  8. Same to you and everyone, VexXxa!
  9. Quote:
    Originally Posted by RiOTWRAiTH View Post
    ... erase the key bind by typing "<frontslash> R NOP."frontslash is a key on your key board. we are not allowed to type it directly as we would IN-GAME on the forums. You'll figure it out.
    Um...what? Sure we are.

    /r nop

    ::waits for lightning bolts to rain down from Posi::

    Nope, must be okay to type binds verbatim on the forums. Where did you get the idea it's not allowed? Go look at the "Compiled List of Binds" thread sometime.

    And OP, some people choose to remove the "auto-run" feature from their "R" key in this way, but others don't. Make sure you want to do it before you remove the pre-bound function (it's not impossible to re-bind the key to auto-run, but if you don't want it unbound you might as well not have to fix it).
  10. Eric Nelson

    Itf.

    Quote:
    Originally Posted by UberGuy View Post
    That seems incredibly odd to me. I attend speedy ITFs constantly, usually at least one a day, and losing 1-2 people is rarely anything more than the merest of speed bumps to the team. We've barreled through all but the fight with Nictus Romulus with as many as half the team dead sometimes. Given that I don't even expect that many teams run and gun as hard as we do, restricting the team composition so, of all things, someone can hand off a res inspiration really doesn't sound like a very reasonable speed optimization tactic to me.

    If you have a PuG of unknown player skill breakdown, or a known flock of newbies, sure, I guess I could see someone trying to keep it simple this way. But then such a team isn't what I'd look for to steamroll things, either.
    Yeah, I'm with UberGuy. I don't see that as a believable reason, and I do almost EXCLUSIVELY speed TF runs on my server (Victory, so other servers could certainly vary in their approaches, I suppose). In speed runs, team members die. I've NEVER run into anyone wanting to keep the team faction-specific to allow for the one small addition of being able to give one or a few toons inspirations.

    /shrug YMMV
  11. Quote:
    Originally Posted by Kheldarn View Post
    Could have been worse. Could have been the lone Contaminated in RV, going for the Isolator badge.
    What makes you think I didn't do that too?

    In fact I did have to -- when I started playing in March/April of 2005, I had never played an MMO before, and had no idea what a "badge" was. So doing the tutorial with my original (and badge) toon, I didn't have any idea there even WAS a badge, and even if I HAD known, it probably wouldn't have mattered.

    So I was very pleased when they added the lone Contaminated in RV. I just parked my toon in the tram station and logged in every so often to check. I even started a tracking spreadsheet (since this of course pre-dated the progress counters in-game, and I'm too dense to use HeroStats for anything other than badge-verifying ), and it didn't take all that long to get the required defeats.
  12. Quote:
    Originally Posted by Rajani Isa View Post
    But it's all the same system. They *cant* get it to ignore just the -1 setting on a TF at the moment, but they *can* get it to ignore all of the rep settings.
    Yes, and if you re-read my posts, you'll see that I addressed that necessity (I *NEVER* stated that the tech "as-is" is the solution I'm suggesting).
  13. Yes, all regular zone events still are in effect. I've seen every one come up in my hero and villain zone messages at one point or another over the past few days.

    It's just random -- usually it seems like Scrapyard tends to spawn every 10 minutes, but as soon as you want to get that badge, you never seem to see the announcement. I chalk it up to random numbers being random, and possibly getting distracted and missing some in the normal course of activity (even though I map them to multiple tabs).
  14. Quote:
    Originally Posted by BackAlleyBrawler View Post
    kill it with fire!!!!
    If I'm not mistaken, fire has proven as useless as all other measures in combating this awful threat.

    Even cancellation hasn't managed to fully put this beast down!!! The syndication rez inspiration keeps bringing it back to threaten the world again and again and again.
  15. Quote:
    Originally Posted by Rajani Isa View Post
    Yeah, and thus steam-rolling the Master badges.
    Yes, which is why my suggestion covered only RAISING the difficulty level of TFs, not LOWERING it.
  16. Quote:
    Originally Posted by Firi_ View Post
    This achievment bit kinda miffed me... not even an honorable mention for CoX...
    Yeah, me too -- the paragraph nearly PERFECTLY described CoX badge-hunting, which IS pretty much a game unto itself in many ways.

    Hmpf. Poopy-head stoopid writer-person!
  17. Quote:
    Originally Posted by Catwhoorg View Post
    We haven't had a double XP weekend since the fix, but logically it should
    Agree with Cat -- it SHOULD work that way (hopefully it does). If I'm not mistaken, Ouroboros grants 4x inf during 2XP (Ouro bonus + 2XP bonus).
  18. Quote:
    Originally Posted by Aggelakis View Post
    Because the RWZ is one of the more popular zones in the game (especially if a server has mothership raid schedules), and Faultline is REGULARLY requested by just about all the teams I'm on in that level range.
    I'd have to agree, this has been my exact experience as well. Between the LGTF and co-op RWZ missions (both VERY popular) on top of the mothership raiding Agge refers to, the RWZ is a bustling hive of activity whenever I'm there (which is often). And the same goes for Faultline -- many players seem to agree that the compelling storyline that was added during that zone's revamp is STILL one of the best blue-side has to offer.
  19. Eric Nelson

    Itf.

    Quote:
    Originally Posted by Aggelakis View Post
    You can't swap insps with the opposite faction, which is what GG was talking about .... my defender can't hand that dead brute a wakie.
    As a reason for keeping a team "pure" blue or red? Sorry, went back and re-read GG's response again and I don't read it that way at all.
  20. Quote:
    Originally Posted by Aggelakis View Post
    No, people were dropping diff to -1 and then team-steamrolling it for the same merits as a team completing it on +4. THAT was the exploit, not either of the two you call out. Neither of those is bad.
    Exactly (thanks Agge! ).

    And my alternate suggestion doesn't delve into all the nuances and details that would/could go into building the tech for use with the TFs -- I just gave a general idea for a possible approach that could conceivably go a ways toward making something more challenging for stronger level 50 characters.
  21. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    (And yes, Eric, it is acceptable to use an apostrophe in between an acronym and an s to denote that it is plural. Possibly not preferred, but acceptable. )
    And that apostrophe denotes...what is missing? Your grammar education?
  22. The above is very good advice (ESPECIALLY paragonwiki.com, wish I'd had that resource when I started out!), so I'll just say welcome to CoX, PhilBilly!
  23. ...

    <.<

    >.>

    Do you think he'll come back down when he figures out we took away all his inf sinks until he behaves himself??? ;P
  24. Quote:
    Originally Posted by Golden Girl View Post
    ...the hard way is to get a friendly Villain to use Confuse on you in a PvP zone that has Longbow in it
    This is what we used to have to do back in the day, in Bloody Bay.

    And we had to walk uphill both ways to get to the zone! In the snow!

    ...wait, what are we talking about here, again? Get offa my lawn you kids!!!
  25. Quote:
    Originally Posted by Arcanaville View Post
    Quote:
    Originally Posted by Golden Girl View Post
    If we do get the universal enhancement slots, I wonder what the devs would do to make the current content more of a challenge to the players who get them?If they really did make 50s more like 60s, then a team with a sull set of universal enhancements would totally slaughter any current TF, no matter what the difficulty setting
    One possibility is that we might get enhancements that have special abilities that exist only in endgame content, similar in concept to the PvP enhancements. They would be slightly better than regular IOs in conventional content, but provide special stronger or more unique boosts in endgame content.
    Seems to me another fairly simple possibility is giving the players (back) the ability to affect the difficulty in TFs/SFs (being able to increase it -- for purposes of this discussion I'm ignoring any possibility of lowering the difficulty, which obviously doesn't address GG's question about TF challenge levels).

    The tech already (at least partially) exists, and was even applicable to TFs/SFs for a short period. Being able to crank a TF/SF up to various "insane" levels (perhaps even higher than the system currently in use for regular content) might be able to compensate somehow for the additional power given by whatever will boost level 50s (such as "universal enhancement slots" or whatever form the mechanic takes).