MadScientist

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  1. [ QUOTE ]
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    Does this mean that villains can get isolator too, if thats the case, then heroes should get jail bird too.

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    Now we begin to see the continued shortsightedness of the Devs' handling of Isolator.

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    Wow, ye of little faith.

    Isolator is marked as "Hero Only". Villains can kill the contaminated for 100 years, and never get the badge.

    Only Heroes can get the badge.

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    um... how is your average villain going to know that?
    I can forsee a lot of villains trying, stealing kills from heros in the process, and then raising a fuss when they wonder why their efforts aren't being rewarded.

    Just move the one Contaminated over to Peregrine or somewhere so Villains will never see him.
  2. [ QUOTE ]
    Has anyone noticed the "invention" tab on the lower tech station? made one of em and it gave me a lvl 10 hammi dam/acc.

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    yeah, I'm not sure what it's actually supposed to do, but I doubt a 10 HO was the actual design. Maybe we need a user manual for this thing.
  3. I just noticed that there's no use for Special salvage! The stuff you get from AV's, SFs, and PVP-zone missions. Already there wasn't much use for that - everyone in my SG has 20 Alien Tech is seems. It would be REALLY nice if we could burn that stuff for buffs at a rate of 1 buff per Salvage piece. After all, a 60- or 90-minute timed mission should be easily worth a 15 minute buff as a reward, right?
    In fact... if people could burn that little-used Special Salvage for buffs, it may be easier to ask them to pass their crafted components back up to the architects for building base items. Or even trade them to the architects.
  4. There's a contact unlocked by getting the 20 Million Infamy badge?!?!??!?
    This is a terrible idea. How much time do you need to spend out of SG mode to get this? For 6 missions from this contact, how much Prestige will you cost your SG?

    I've played in SG Mode until 40 I may have earned 1.5 million Infamy. Is it even going to be possible for me to get this badge before outleveling the contact? Is it worth trying? Because this will take a long time to test.
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    I would ask the dev's how this is really supposed to help small sg's?

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    I think the difference is in defining "small".
    This is a fine feature for a small SG that doesn't want to use salvage to get raid-ready.
    This is fine for a large SG that is completely raid-ready and doesn't need to buy anything else.
    The problem is that this is not good for *growing* SGs. Small SGs that want to become big are going to be distracted by the nice shiney object and... oh... powerup... shiney..........
  6. 15 minutes is too low. Particularly for very small SGs that are using this as the only item in their base - they don't have teleporters to help move around.

    So what if they were usable for one mission? Well, that may not be codable. You also would be able to go street sweeping or PvPing and be buffed indefinitely.

    So I've come up with this idea...
    Have these last for a fixed amount of XP gain.
    Have it track the XP you would be earning while exemplared (or at 50), if you get the buff and then stop your XP gain. Have PvP Reputation gains count against this limit, too, so you can't go to a PvP zone and be buffed indefinitely.
    How much XP? About as much as you get from 1 mission. (because of scaling that's like a whole bubble at low levels, and half or 1/3 a bubble at higher levels.) That should be about 15 minutes - but 15 minutes of USEFULNESS. Travel time wouldn't count. Slower fighters like Controllers or Stalkers could move at their own pace. It's still not a toggle or click power, though, which the Devs have said they don't want from this.

    Disclaimer - I have no idea if that's really codable.
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    As the Empowerment Stations provide buffs for individual players, I suggest converting the costs to Influence. Salvage is currently a very rare commodity which would be better used for base items besides Empowerment buffs.

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    IMHO, that's even more problematic. Our SG would then have people bailing out of SG Mode at 25 to get Infamy to spend on buffs, instead of helping gain prestige.

    On benefit I can see from these, as a SG leader, is that it can convince people to stay in SG mode to gain more salvage for buffs. Sure, that's salvage I won't bet getting from them to turn into base details, but they'll be getting Prestige to pay the rent.


    Someone remind me please - what's the average drop rates for salvage? If it takes 50-odd salvage for a buff, how many missions on average must you run for one buff?
  8. [ QUOTE ]
    A simple inspiration: 50 influence. A "Smashing Resistance" buff: 11 Material, 11 Power. Being the leader of a small supergroup with thoughts of throwing himself into traffic: Priceless.

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    At best conversion rates, this is 3 salvage per component. so 66 Salvage for 15 minutes.
    For 1500 Infamy you can buy 30 Ruggeds at half a minute duration each to give you that buff. (or for the tragically depressed, the opponent in Siren's Call can buy 30 Enrages for the same price to utterly negate your buff and then some.)

    how's your 66 Salvage compare to 1500 Infamy?

    Heck, as of this moment, my SG is offering a huge trade in your favor... not one, but two, TWO whole Ruggeds for one Tech Power or Tech Material! Come on, get the Ruggeds while they're hot!
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    WOOT! Thanks, Cricket.

    so... first problem... villains seem to be able to keep the Gladiators that now award just for heroes. Is this fair to all people involved? Is this worth the headache you're going to create with new villains demanding access to old badges (think Isolator only worse.)

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    Is it worth the headache from people complaining if they have badges taken away?

    I missed out on the chance to get Disruptor/Longbow Warden 2 when it was bugged and being awarded for completing a mission on my main villain. But I would never ask the devs to forcibly remove badges from people who did get it that way.

    Really, I say live and let live on this one. Taking badges away from players sets a bad precedent, especially trivial gladiator ones. If it were an accolade or something more "loot"-ish, I could see a problem.

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    Nowhere did I suggest taking away the earned gladiators. I'm complaining about them removing the ability to earn them on new characters.

    Disruptor/Warden2 bug is different - you still have a chance to earn that. This may cause the type of fuss that has people begging for a way to get Isolator on a character who missed it, or the problems with some villains having Master of Olympus and other villains now can't. Any character you level up after this patch will have missed their shot at these gladiators.

    Unless I'm mistaken, these are all for the 10-level badges. Why can't we all get 2 Gladiators for that? This is the point of Gladiators, right? To have a lot of them and play with many different teams of them? Why is it a problem to let us have an extra Minion-class Gladiator?


    (speaking of Kronos... has anyone tried to spawn him in RV yet?)
  10. I'm at work, so I can't test this, but I just had a frightening tought...

    do these buffs remain in place if you die? normally an buff (like a Bubble, or RA, or Dull Pain) evaporates if you die and rez.

    anyone able to check this? thanks.
  11. WOOT! Thanks, Cricket.

    so... first problem... villains seem to be able to keep the Gladiators that now award just for heroes. Is this fair to all people involved? Is this worth the headache you're going to create with new villains demanding access to old badges (think Isolator only worse.)
  12. If the result is to have Banners, Tables and Tiles in any color combination with any Icon they should just give us the ability to set colors and icons without having to edit our SG settings.
  13. would it be possible to move the Raid Pylon power off of the Worktables and onto the Powerup stations? it would make much more sense there. and would let us delete worktables if we don't want people in the SG dropping personal crafted items in the base.

    on a related note... I'd like a security permission for worktables. This could just be one big setting to turn them off completely, no fuss over locking out just items and not components - if people need to refine salvage to make more room they can use the powerup stations for that.
  14. the description on the table refers to a "long duration buff" from the level 2 table. You didn't mention if the buffs last any longer.

    if the buffs are all the same cost, it does seem odd to keep the level 1 around after building the 2, yet you can hold 6 powerup stations on every base plot.


    so the tech one is actually a buff station, huh? is it still called a Linear Accelerator like the table says?
  15. oh, I spoke too soon, not all the stands are the right colors in the room details list. Arcane Medium 7+8, and Tech large 1+2 are all black.

    There's really too much stuff in the Room Details and Wall Details lists now.
    - move the tables over to Other Furniture, with the other tables.
    - the stands are a good third of the Details list, give them their own tab. give Plants and Stairs their own tabs, too.
    - separate Banners, Vents and Other Wall Details.

    This may be as good a place to suggest this as any: can we make a Favorites list for decorating? or a "last 10 recently used" list if we can't get something customizable.
  16. [ QUOTE ]
    the price of the SG items is insane. 1000 prestige for a single floor tile?

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    I try to avoid the cost debates, but I gotta weigh in here. Pillars are only 100. And I can see placing far more floor tiles in a room than pillars. 100 for a tile would be fine.
  17. [ QUOTE ]
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    Possible bug: When you place an item it locks the colors and symbol you have when you place it, and doesn't update when you update your settings.

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    Hmm... this may not be so bad. If you want to decorate with multiple symbols, all you have to do is change your logo, place an item, change your logo, place an item, change your logo... I don't see many SGs changing their logos or colours very often, so this only adds flexibility to base decorating.

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    I was able to line the wall with 4 banners that said "M H E D" for the Mildly Heroic EvilDoers. It looks nice. But was it worth the effort? Why not just let us customize each object's colors and symbol as a setting? I wonder about doing this on Live when you may be causing mass chaos with people in SG Mode who have changing chest logos. Or even a chest logo struggle if another leader doesn't know you're editing the base - remember your chat box is usually off when you edit.

    The wall decoration banners are all completely black until placed - even in the item list. The stands look OK in the list. Floor Tiles are all black in the item list, but have color when being positioned.

    The floor tiles default to the Biohazard symbol until they're dropped. This makes it tough to rotate them properly.

    You can't place anything on top of the floor tiles. Maybe this is a necessity of the coding, but it's kind of unfortunate.


    All that said, I like the possibilities for varying the floor tiles. You can make a really nice trail using pointed symbols such as the Spade, Trident, or that shaded-array-of-dots thing. Various colors could lead guests to the AutoDoc, Teleporters and Buff Stations. Now all we need is nice people in white smocks to smile gently at us as we obsessively follow the colored lines down the halls.....
  18. Like all interractive items in the base (worktables, mission computer) there's a limit of one user at a time. This is sometimes very annoying. Can we get an AFK timeout on the interractions?
  19. [ QUOTE ]
    Some info.

    Price on each of the stations, magic and tech, are 15000 prestige. They take no control and no energy. They can craft salvage into The first 4 types of components (Material, Power, Hardware, and Prototype for tech, Element, Foci, Essance, and Glyph for magic)

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    I see all 6 types. They're just all sorted alphabetically instead of by level.

    It's worth noting that these items are not destroyable in a raid. Can anyone test if they're USABLE in a Raid? Are they at least interruptable?

    It's odd that a powerup station would produce another station. I guess that's so you don't need a functioning Worktable to get the second level one - the description says it's self-powered.

    It's also odd that all higher level components can be crafted on the smallest table, even though they're not usable. It does make it easy to start with the difficult pieces and use up your rare salvage first, but I wonder if it will confuse newer players giving them more tabs full of recipes than they need.
  20. [ QUOTE ]
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    I just sent a PM to cuppa asking if purposefully giving a player debt is considered griefing. Will update when she gets back to me

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    The Devs say - No.

    Ultimately PVE mobs in a PVP zones are hazards of a PVP zone. Players do have control (and options) that will prevent them from being victims of the TP Foe tactic.

    Regarding being held, immobilized, slept and then being teleported into a PVE mob: griefing? No.

    If a player uses TP Foe and teleports another player into a mob, so that their health is reduced, and then finishes them off with a killing shot….griefing? No.

    If a player intentionally uses a knockback power (or Repel or Dispersion Bubble) on another player from the top of the roof to the street below where there happens to be a PVE mob, and the player’s presence draws mob aggro and dies…should the player who knocked back the target player off that roof be actioned for griefing? No.

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    So what this says to me is that everything listed above is a valid combat tactic in a PvP zone.


    My question in response to that, however, is....
    Should all of those tactics incur debt, even if an NPC is involved in the damage?


    Shouldn't there be a little effort to minimize debt from these listed strategies? eg: give a 10 second debt suppression after any player-based power affects you.

    This is really a new topic, I'll take it to its own thread.
  21. [ QUOTE ]
    Ok, here's the scoop.

    Heal Self is not affected by AT Mods directly any longer.

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    If I'm reading this right you're saying: when that modifier got removed, the effectiveness of the power was reduced.

    Was that an intended change to the power? Or are we seeing a power that's been reduced as a side-effect of a code change, and should now be boosted back to it's previous level?
  22. [ QUOTE ]
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    Now, with Prestige as a factor, we can not remove anyone from teh SG or all the Prestige they have earned will be lost.

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    Quitting and rejoining zeroes their prestige counter in the DISPLAY. The actual earned prestige stays with the SG. Your individual prestige counter and the SG prestige counter are maintained seperately (as was discovered in the past when a bug caused the SG prestige counter not to be incremented properly but the personal prestige counter worked).

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    Yes, but for many people out there resetting that displayed counter is a problem and it would be nice to see a solution to that.
  23. [ QUOTE ]
    A log is also kept showing you who put things in and who took things out.

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    Positron, does this mean we get other SG- and Base-related Logs?

    A log of some random player taking something out is kinda useless if it's a player you've never seen before and you don't know who recruited them or who promoted them to a rank that could take those items.


    Actions I'd love to see logged: Invites (even declined ones), Signups, Quits, Kicks, Promotes/Demotes, Security Settings changes, MotD/Motto/Description changes (doesn't need to track the actual text, just answer "who wrote THAT?!?"), Rent payment, Raid scheduling, Coalition settings. All those actions generate green SYSTEM messages in my chat box, this would just add more info about the person performing the action and be reviewable later on.
  24. The first healing badge just says ???
    The second and third ones have a placeholder with no meter that says "earn this badge by healing your teammates"
    The SG healing badges do have a meter.

    AFAIK, the personal healing badges are just fine.
    The SG badge meter has had some problems. The first problem is that the scale is so huge you can't see it move very often. (Sometimes days of healing.) That's more of a design issue. On the functional side, people also report it gets "stuck" or it is on the wrong scale.
  25. MadScientist

    Badge Questions

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    Mentoring badges, do you have to be earning XP to get them? Can you sit in a mission with your Lackey next to you for extended periods of time and still earn the badge's?

    Thank you for your answer.

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    Still trying to get an answer from a REDNAME on this so I can know for sure how this works.

    Spent 10+ hours yesterday with a LK, and no badge, no place holder, nothing.

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    Well, were you standing there in a mission without moving for those 10 hours?
    In that case, it would seem to be a rather good answer to your question.

    The question then becomes: is this *intended* behavior, or is this a bug that doesn't accumulate mentor time?