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Posts
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Joined
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Scirocco's Dervish: Dam/Acc/End from Citadel TF just now.
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Neuronic Shutdown: Hold/Range is a mission drop.
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Do you have a complete list of what's unfiled? so we know what to watch for while running around?
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Well good for you.
You're in a rather small minority. You're what datamining dismisses as an anomoly. -
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I'd still rather have Pools A, C, and D and make Pool B (Story Arcs) contain a nice subset of some of what can be obtained in both Pools C and D. That way the reusable content (A C and D) contains everything one could possibly want, while Story Arcs get you valuable things via soloing that you could otherwise only get via teaming (C and D).
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That's a good idea too. Not exactly what I'd ask for, but a very good idea. I think I'd expand that to be Pool B contains all of Pool C and D. And for the same reasons.
That still doesn't help the 50's, but it's a great idea for the rest of the players. More Arcs, or some repeatable Arcs, for 50's combined with that Idea might work.
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Currently the only content available for 50s is...
Killing stuff on the street.
News/Scanner, Mayhem/Safeguard. (and Shard stuff is similar.) = repeatable 1-off missions.
Trials
TFs
The suggestion above helps 50s by not limiting certain drops to an area of content 50's don't have access to.
Yes, you could have another system that doesn't make those drops exclusive, you make their area of content available to 50s. However, the suggestion helps the Devs by not requiring such coding at this time. I guess a different plan could be to drop Pool B completely, then later on code both a Story Arc system for 50s and a whole new set of recipies for that system so that both pieces go in at the same time, but I doubt they could do that now without delaying I9. -
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I'd still rather have Pools A, C, and D and make Pool B (Story Arcs) contain a nice subset of some of what can be obtained in both Pools C and D. That way the reusable content (A C and D) contains everything one could possibly want, while Story Arcs get you valuable things via soloing that you could otherwise only get via teaming (C and D).
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I like that idea.
TFs and Trials are long-duration multi-player content. Have a drop source of that same stuff for solo-oriented characters/players or for people to chip away at 1 mission at a time. -
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I have to agree with this, why is allowing people access to all of your content bad?
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it's bad if it consumes huge amounts of dev time and causes bugs and delays other stuff.
We can "go back" to get badges without any extra form of flashback in place. Why can't we have some similar setup for picking up recipies? Why the need for a formal system to auto-exemp for YOUR personal contact? -
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It's like I said, we are looking into other options that keeps the mechanic of the four pool system. Our intention is to not make people feel "gimped" for previously completing all their story arcs.
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FLASHBACK
It's not a difficult problem.
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But could be difficult to code.
If, however, they just gave Recipe Missions similar to Badge Missions that you had to exemp for ("manual flashback system" so to speak) then it's not anything new to code. Those Recipe Missions could be the last mission of every Arc, or could just be ANOTHER contact mission flagged as special - so you have Badge Missions, Arcs *and* Recipe Missions making people want to do even MORE content from each contact and not wanting to PL past them. -
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Much better system but think there should be a very small chance for to get stuff from other pools. Something like
Doing Pool A stuff 97% of the time you get Pool A; 1% from Pool B; 1% from Pool C; 1% from Pool D
Doing Pool B stuff 97% of the time you get Pool B; 1% from Pool A; 1% from Pool C; 1% from Pool D
Doing Pool C stuff 97% of the time you get Pool C; 1% from Pool A; 1% from Pool B; 1% from Pool D
Doing Pool D stuff 97% of the time you get Pool D; 1% from Pool A; 1% from Pool B; 1% from Pool C
This way you could always have a small chance to get something without having you "Must do X to get Y'.
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Now if this is what the Doc is actually saying I'm all for that.
EDIT: As I re-read what he posted, it sounds like that is what he is saying.
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I don't think he's saying that.
If he *is* saying that (and I'm misreading) then my response is: No.
Actually, not just no, it's... HELL no.
I don't want to run a TF and end up 1% of the time getting a drop I could have gotten killing Longbow on the street. if I run a TF I want a reward for running a TF. It's a huge time commitment, you need some guarantee of what that will yield. -
So you're saying there are 1-off recipies (for lack of a better term) from pools B-D which do not add up to a part of a set? Innnnnteresting.
As for story arcs, as said above, the trouble is accessability. Badges had this problem, but you can exemp along with a friend to join a badge mission. Why not make arc completions the same? *do* the mission, anyone's copy, and you get a recipe, limit one recipe per character per mission. If needed, add a requirement that they only drop the recipe in the contact's range, or only drop for people at or above the contact's range.
Thanks for the updates. Good to have some regular communication going with someone. -
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Simplest way of thinking of it is "Any power which effects someone other than the caster in any negative way should root the caster during the cast animation."
Of course, that's a rule of thumb -- exceptions can exist.
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So.. Inertial Reduction... uh.. makes other people without Superjump feel inadequate?
Or is it some exception?
Or can we expect it to get some lovin'?
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I am sick and tired of falling out of the sky everytime it needs to be recast mid-leap.
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I'm sick of falling out of the sky when its duration ends, never mind if I'm reactivating it or not.
You said it, though. Seeing as the power is 100% about movement, it could easily qualify to an exception to movement-based rules. I would expect that exception for other movement click powers, too, should there ever be any.
In general, the whole power needs to be reexamined, I think. It's duration is slightly less than it's natural recharge time, which makes it kind of silly as a travel power. Between the time you stand still activating it and the time to get it to recharge, you end up covering less ground in the same time than Superjump does - that doesn't seem right to me considering it's 1) a much higher level power with 2) a larger End cost over that same time than SJ and 3) not going to help you get Acrobatics. -
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Interruptable powers never root you - you can always move as soon as they begin activating. Such will, however, interrupt said power.
The two mechanics are completely separate.
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To put it another way, even though you click them, they're not Click Powers - they're Interruptable Powers, a completely separate catagory not governed by any of this. -
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If it is a click and you don't want it to root, then you're asking for another exception to the rule.
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So?
Really, what would be the problem if IR's description said "unlike other click powers, this power does not root you in place while activiting." sounds like "the secondary damage of this power does not build Fury" or "unlike other stealth powers this does not reduce your movement speed" any other exceptions to general power design rules. Yes, it's asking for an exception, as you say, but it seems a very reasonable request given the nature of the power.
Siphon Speed is not a good comparison as it's also a debuff.
Group Fly wasn't used as a comparison cause it's toggle vs click here - I'm not sure IR could ever be a toggle like GF because of range and movement issues. Guess you could revamp IR completely to be a toggle that anchors on anyone in range when it's activated, but I'm not sure how balanced that would be. -
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I will give you five cookies if IR is unrooted
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and I shall match that offer. Anyone else want to add to Lighthouse's cookie bribe?
All rules aside, when you have a travel-related power like IR, it needs to not stop your movement for 2 seconds. It's counter-productive.
If that can't be done, then perhaps IR itself needs an overhaul. Maybe a slightly longer duration, or faster casting time (.3 seconds of rooting would maybe not get noticed), or something. -
How about this as an answer to the Jack/Eochai issue without quoting all that text in the FAQ...
Individually, they both spawn like any other hero-side Giant Monster - they're on timers, and not affected by player actions.
The Jack and Eochai war is a scripted event that is generated by a timer. There is no way to force the war to begin.
The war itself consists of a number of waves of fighters. When each wave is completely destroyed, the next spawns, ultimately having the giant monsters in the last spawn. If the war has already begun you can speed things along to get to Jack and Eochai if you help clear the waves.
Sometimes the war script gets stuck if one minion avoids being killed. If you are killing things at random in Croatoa you may suddenly find you've kicked the war script back into action. -
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It is something to try and possibly keep in mind as an alternative to trying to get a Dev/GM-type person to spawn it.
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It's sad that the slim chances of both the Dev/GM and the reboot options are still far more likely than seeing the bug fixed. -
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Under rare badges
Where's the Arachnos Flyer?
Still bugged. If you see a Dev in-game, they may be able to spawn one for you (this is how a few people have the badge already), but it will not spawn on its normal timer.
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Might also add in (I don't know if it's true or not) but the availability of the Flyer also happens after a server reset, but doesn't spawn again till another reset.
Something like that anyways. I've never really hunted for the Flyer or concerned myself with the bug issues with it.
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I've never heard of anyone actually catching the flyer at those times.
Considering how many people it takes to kill a Giant Monster, the time of day of the server resets, the fact that you'd need to have all those people signing on pretty much right when the server comes up (so doing nothing but watching server status for an hour or so), and the limited timeframe to kill it before it despawns, I'm not sure you'd ever get the badge that way even if the flier does spawn. -
You must have been clearing the Vale during the 1-2 hours they would randomly spawn.
To put it in poetic terms once used on a badge channel... I can make the sun set by doing the Jumping Jacks emote. -
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What's the actual method to spawn Jack and Eochai?
You wait for the timer to spawn them. There's nothing you can do to force them to spawn.
Under rare badges
Where's the Arachnos Flyer?
Still bugged. If you see a Dev in-game, they may be able to spawn one for you (this is how a few people have the badge already), but it will not spawn on its normal timer. -
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United Badgers is another Liberty badge channel. The only other one I can think of that wasn't a joke is the old Liberty Badgers channel. I have no idea if people still use that one or not, though...
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*shrug* If the largest global channel in the game is a joke, at least everyone is laughing.
if Liberty Badgers isn't dead (and last I knew it was in pretty sad shape) it's probably safest not to direct new people there anyways. Let it waste away as a reminder of what's wrong with global chat. -
ok... so what could be different about this patch that would cause this problem to be noticable for me now where previously it was not? There has to be something that was keeping me from seeing what you've seen since I7/I8, probably particular to my system, and then something else about the patch has triggered this.
(unfortunately, I'm on my laptop and not at my gaming system, so I can't get specs right now.) (no, I'm not geeky enough to have committed them to memory.) -
As of yestedays patch, I'm getting insane amounts of lag while my contacts window is open. Anyone else seeing that?