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Posts
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On a side note, little Long-Shots talked Mom-Shots into creating her own toon on Virtue so they could play toghether yesterday. I'll post a screenshot of her toon...
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So what's different between an invasion and when they appear regularly? Is the game play different? Or is it just more of those same invasions?
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This isn't directed at you BaB's, but you guys gotta get your house in order.
[/ QUOTE ]This is a really major dropped ball and was probably an ill-advised post by BAB.
It's pretty tempting to echo the "Did you guys know there's a chat bug?" Or the long-standing issue of channels not keeping their color settings during zoning, etc.
Hard not to get pretty jaded and cynical when we see a post like that.
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Yes, it is. But let's leave it as a mis-statement by ONE employee. I really don't know how the entire organization really did not know about this bug besides Austin. -
LOL ... no I'm an American. I just wanted to make a Canadian Toon. Hence the lumberjack look I was going for.
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LOL, I can't imagine no one bugged that STF bug.
Methinks BaBs may have been out of the loop on it.
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After a quick chat with Castle, no...it appears we weren't aware of this particular issue. He's chalking it up to some recent changes with AI and we're going to evaluate what might have changed and how it affects the task force.
I've done a bit of poking around on the forums and there appears to be conflicting reports on how much of an impact this is having. Some are saying it's now impossible, others have said that it's noticeable, but still manageable. Bottom line is, we're aware of it now and we're looking into whether or not anything needs to be changed.
For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.
In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time.
[/ QUOTE ] Wait so Austin sat on the bug reports from the THREE teams that ran this TF on the very day i15 came out? How long has i15 been out now? And that's just from the teams I know of and was participating on. I can't imagine those three teams were the only ones to /bug it.
How long does Austin take to tell you there is a problem? Are we NOT supposed to /bug items this bad?
And BTW .... there is a bug in the chat. Please look into that as well.
wwwwwwwwwwwwwThanks -
How can I see this rep counter?
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I hate to nitpick part of your post here, but aren't you guys always claiming that nothing we do in this backwater forum channel is gonna make the devs change anything, that it's below their radar, etc etc? Wasn't this repeated several times in this very thread a week or two ago?
The amount of farming couldn't have been THAT bad...there were still almost no PO's on the market and the prices were still sky high.
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Feel free to nitpick away, at any of my posts.
I wasn't actually thinking about Snappin's thread. There were mutliple ones in the I15 feedback areas mainly about the Blood Bay farming, including several which got pretty nasty with back and forths. (the nastiness is why most of them seem to have evaporated into the ether)
That pretty much forced this issue onto Devs Radar, not that thye likely couldn't see it from datamining anyway, I have little doubt the drop numbers were well above their projections.
I still think that the Market forum is below the Devs radar, but there are certainly areas of the forum that are smack dab in the center of it.
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So are you saying they changed the PVP drop rates becuase forum posters could not play nice and reported too many posts to their attention? -
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# Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
# Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
# Also lowering the rep timer from 10 minutes to 5 minutes.
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so in essence, every rep-valid kill has a chance for a pvp recipe drop, but we can get this chance once every 5 minutes?
[/ QUOTE ] Unless either one of you kills each other before then. The clock restarts at each death.... joy. -
Why not just return the rules to the way they were? What really was the reason for the change? Was there too many PVP IOs on the market?
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These are already rarer than purples and, tho similar and better than normal set IO's, they're not as good as purples with their Superior bonuses. My point is still valid I think. Why do the devs want the drop rate so low?
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Purples have been out for four issues.
And, what's the approximation for purples? One every three thousand kills?
[/ QUOTE ] Yes but not everyone PVPs and all kills have a chance for drops in PvE, right? I see what your saying but think they aren't quite comparable. -
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[ QUOTE ][*]Fixed PvP rewards to function once again. Now, influence, inspirations, and other normal rewards occur on every PvP kill, while PvP IO recipes can only be rewarded on rep-valid kills.
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Many, many things wrong with this change IMHO. They'd be better served to return PVP drops to the same state they were before i15. I'm not even sure WHY they wanted to change it.
One issue with this is that it will discourage teaming. When someone on a team defeats another player everyone on the team gets rep but only one person will ever get a recipe.
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They just want them to not be farmable - drop rate, availability, and price be damned.
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What they should do is make them available to be bought somewhere ... increase supply = decreased profit = less farming. Only way to stop farming is to make it not as profitable. -
Nice job again, Doc.
So I attempted to make a flanel shirt warrior last night and had no joy. The best I could do was a T-Shirt with the maple leaf on in it. I gave him jeans, work boots, the lumberjack axe and no gloves. I'll post a pic of him tonight.
Here's some questions I thought I could ask the toon building experts.
1. Is there anyway to get a plaid shirt?
2. How about suspenders?
3. What color do you use for jeans? I couldn't find a color I liked.
4. Any recommendations for a work belt? I was using the standard belt and the small illit (sp?) version. -
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I'll still AFK farm it when I'm not doing anything.
Triple or quad boxing will still give me a little over twenty chance rolls.
And, if I happen to get anything .. well, this patch guarantees I can likely set the price on it.
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That was my point as well. Now I WANT to farm the hell out of them since 1 drop will equal a ton of cash. -
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I am not quite sure I am following everyone.
From my experience in PvP, under the tab showing your reputation value, you can have an incredibly long list of players you cannot kill due to the time restriction.
Killing one person, then moving to another only adds that second person to your list.
So, now you have:
UberGuy: 4:37
Nethergoat: 4:59
Killing Swell only puts him at a fresh five minutes while the others countdown.
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I think the points are that:
1. In low pop servers there may be only 3 players
2. What if Uber or Goat kill you? It restarts the timer, correct?
So MY argument is that new players to PVP are given a HUGE disadvantage as compared to players with PVP IOs. Bascially, if you make the assumption that the player with the PVP IO gets the first kill then they will be getting MORE PVP IOs. Seems like a catch-22. If you have PVP IOs then you can have more. If not then you don't get any ...
I just don't see why somone killing ME should start a timer for ME. I should be rewarded if I hunt him down and repay him the favor - IMHO. -
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The thing that always annoyed me about the rep system, and annoys me even more now that PvP IOs are tied to it, is that the rep timer inexplicably starts not only when you kill someone, but when they kill you as well. As an average PvPer at best, I find that I almost never actually get any rep from killing people, simply because the populations are small enough that I'm almost never fighting anyone who hasn't fought me in the past 10 minutes. So now, the only people who will be getting the chance to get PvP IOs are those who always win the first fight they have with someone, which doesn't particularly strike me as fair if it's meant to be a random system like all the rest of the drops in the game.
I think it's high time that the rep system was changed to only care if *you've* defeated the target, not if the target has defeated you. That way, even the most casual PvPer can at least have a slim chance to get an IO.
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This is all kinds of borked. As a new player, what's my incentive to even TRY out PVP? So the ubered out TWIXT guy can get a PVP drop and then be even harder for me to kill? Why should the fact that I've been killed stop ME from earning a reward when I come back and finally kill this guy?
This just tells me don't actually PLAY PVP just farm it for the big payoff... what a really lame change.
Now I will put the anti-doom disclaimer that maybe I/WE don't fully understand this patch... -
Unless the prices are SOOO pie in the sky that players just give up on them and stop playing PVP (and possibly the game)...
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Really bad fix to the PVP IOs. I mean do you want IOs costing 2 Bills? Really?
You seriously are making me want to farm them MORE now that when I get one I will basically get as much money as I can hold.
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Call them like ^^^ said. I did the same thing and bought my son the AE edition twice. I called them and they got me all squared away.
Also the Customer service guys are really cool. They seem like guys you'd be playing the game with.
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So the cool kids should roll 40-44 then? And there is no additional chaff added?