Ms. Mesmer

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  1. Chances are pretty good that you have open story arcs that you outleveled that are blocking you from getting new story arcs from your active contacts. Open your contact window and look through the tabs for book icons, then go and clear out those arcs from those contacts and you'll get open arc slots. Some might be well under your level, but the problem won't go away without you completing them.
  2. This has happened before, but was fixed. Looks like it got unfixed.
  3. Quote:
    Originally Posted by Catwhoorg View Post
    'Carry on Impatiently' is my motto.

    Would have been a great film, but you see I started a cast list and I wanted it done NAO, so the director took off and now I have nothing but a one pageo outline for 'Carry on Poor' and it all the falut of the Devs as they hate villains and refuse to implement pirce caps.
    For those who don't know these gems of Brit cinema, Carry On....
  4. Remember that the best level for Hordelings is between about 8 and 13, that's when they spawn as Minions, and are thus more plentiful. The optimal level for Weed Whacker is 30, since both Hellfrosts and Succubi spawn at that level.

    Last piece of advice is to let a villain enter the mission first, otherwise none of the required mobs will spawn.
  5. Ms. Mesmer

    Silver Bullet

    As far as what arcs in Ouroboros are best for Vampyri, Tobias Hansen's arc, Return to Vampyr Mountain is the absolute best that you'll find there. It's pretty decent for Vamps, netting well over 100 solo at even level difficulty and team size 1, if you clear them out of the 3 missions they are in. Alternatively, just hunt the ones that are out at night in the Bog area of Striga, or (this is really the best option) join a Moonfire TF, as that has a nice Troll cave mission full of them, and with a full team, you should get enough of them and Warwolves in a single run for both of those badges.
  6. Quote:
    Originally Posted by Zombie Man View Post
    Well, there's a bug there. The code is supposed to scale damage up so that a lowbie's attacks are not trivialized.

    Also: How many points of damage do you do when the Naughty Spawn is +7 levels than you? How much drops do you get when the Naughty Spawn is grey conn to you? The current system is very borked for players at all ranges. I'd gladly substitute it for one that's mildly borked only at low levels... and get after the powers team to adjust the lowbie's damage scaling.
    It's pretty much always worked like that. Your damage to them is the same as to something of your level.

    I agree about the level of the present spawns, but think a more elegant solution would be to have them be like ToT doors. They are the level of the one that clicks them that way, and you can only do it in a level-appropriate zone. No more teams of 50s running around in Galaxy City abusing the much lower HP and lesser powers of a WL that spawns there as a merit farm. Alternatively, find some way to make multiple copies of the critters, each at the median level range for the zone the present is in, and then apply the GM coding. This one-size fits all level 30 compromise isn't any fun. It makes things easier than they should be for 50s and harder than they should be for anyone below about the mid-20s.
  7. When we were testing the event, Ghost Falcon told us that Halloween Salvage turn-ins would now have a chance to trigger either the Zombie Apocalypse or Deadly Apocalypse. Infinity, unlike all of the other servers, is still having a full-blown Halloween Event, with Trick or Treat, eternal night and Eochai and Jack spawns.
  8. I believe they changed their minds when they reorganized the badge window and gave us real numbers for badge progress bars.
  9. Quote:
    Originally Posted by Zombie Man View Post
    BUG: Spawned Winter Horde from opening presents don't fight back. I was on a level 50 in Peregrine. And the level 49 and 50 spawns, both the ones I spawned and others left behind didn't fight back as I attacked them.

    Problem: While it's nice that the Winter Horde in Lord Winter's Realm and the Naughty Presents now drop Candy Canes as salvage (along with much sought after Arcane Salvage); it's not nice when the Naughty Spawns are way below your level (level 50 toon v. level 41 grey conning horde) or way above your level (level 1 toon v. level 7 deeply purple conning horde). When there is that discrepancy, there is no motivation to fight them. They either won't drop salvage, or they're unbeatable. So, again, my plea:

    Make all zone event critters use the 'purple scaling' code.

    The Winter Horde in Lord Winter's Realm all use it, so, why can't we use it for the Naughty Presents?

    Can we at least get a Dev to please tell us why they won't do this if they've decided not to? It's a bit angering to me when Devs will reply to some of the most absurd things on these forums and yet are silent on something that many of their most well known play testers have mentioned over and over again for years.

    Why won't you do this? Why the silent treatment on this? If you at least say, "It's not happening," it will save us time every time we test this for you.
    I really hope they don't put that in the way that it works for Rikti and Zombie invasions.

    I have some numbers to explain why. 40.83, 130, and 730. The first is the base damage of my level 15 Mental Blast on a natural even-con with no resistance, or a level-less mob from an invasion (assuming no psi resistance), the second is the HP of a natural level 15 Minion, the third is the HP of an invading Rikti or Zombie. I can take out a Minion of my own level in 4 attacks with no enhancements, it would take 18 attacks to do the same to an invading mob. Try it sometime during an invasion. What you'd end up with is most players that actually belong in lower-level zones just abandoning every snowman that popped out.
  10. Your luck on the Treats is terrible. I wonder if there might be a quirk on Infinity. I wouldn't have believed it before the last couple of days, but when 3 out of 3 characters on Triumph were getting spawns at weird rates, I started to consider it. All of them were getting way more Witches than normal, enough that they all got that badge at around the same time as the ones for groups where you need 1/5 of their number. They also got an even lower Zombie spawn rate. It's a small sample size, but it was consistent for all 3 of them, spread out over 2 days.

    Being that my characters that soloed the thing were averaging 4 full sets, I don't think that it was so much stopping farming as stopping mass clicking and ditching the mobs that caused the salvage to switch to drop-only. My guess is that the spawn rates for higher ranks were changed to prevent last year's Spirit famine, and if it was, it worked like a charm. To compare the drop rates, I took 8 characters through the event on Virtue in 2006, the first year with the salvage, ranging from solo to duo to full team, and got about 28 sets between them, or about an average of 3.5 sets each. This year's average was a little better than that, even.

    Edit: Upon further review, I was looking at the wrong notes for my totals on Virtue from the first year of salvage. It turns out that the 8 of them collected more than 65 sets together, making that average closer to 8 sets per character, or about double the average that I got this year from a larger sample. I still have doubts about the desired effect being to reduce farming and selling for profit, though, since a lower amount will lead to shorter supply, and a likely increase in cost. I'm leaving my mistake unedited with this explanation.
  11. Oh. yeah! There's another suggestion. If possible, can costume credits be made to apply to the whole team, rather than just the one who clicks the door? That would remove the disincentive to team for Trick or Treat. As it is now, the soloer and the team member will, at best, spend the same amount of time clicking doors, but the team member will have had all of their defeat badges for a good while longer.
  12. Quote:
    Originally Posted by Dark_One_NA View Post
    To sum up...Treat rewards are too little, timers are not good, the banners need to be squishier and the GM needs to a tougher, and put a streakbreaker in the Jack spawn.
    I can get behind all of these, though I don't really mind the squishy GM.

    I'd add to them. I think the level-less encounters code should be looked at. If possible, making it so that everyone does the same percentage of damage to the mobs that they would to mobs of the same rank that were their natural level rather than the current situation, where you do the same numerical damage to them as you would for mobs your level. Trick or Treat could benefit from a sliding scale of difficulty. No Bosses solo in sub-level 20 zones, maybe sub-level 30, and no increase in levels based on team size for the same. As it stands, the events are just too difficult for a team of low-level players, and the ToT mobs are too difficult for low-level solo players of many builds and ATs, and perhaps a bit much for a good many teams of low-level characters.
  13. Quote:
    Originally Posted by Golden Girl View Post
    I think that might be a bug - the normal stumbling around looking dizzy one seems to be a better match for what's happened to them
    Oh, I think you're right about that. Held animations for mobs are also wrong, with them swaying like they're stunned. It was just nice to be able to identify where this different animation was coming from.
  14. For anyone that has noticed stunned mobs doing a weird new animation recently, that turns out to be the Walk animation. I thought it looked a little familiar.
  15. Mine was due on the 28th, but I hadn't gotten it by the evening of the 29th, so I filed a petition. It was there the next day when I logged on.
  16. Ms. Mesmer

    Walk Power Icon

    They can keep the picture if it's too muck work to change, but make it a different color to distinguish it. It doesn't need to be inherent grey to avoid conflicting with another icon from another powerset because no other powers have that icon.

    Alternatively, this:

    done in the same blocky stick figure style would be distinct enough from Sprint to be noticeable, and benefits from being a fairly universal symbol for Walk already.
  17. A solution for animating other problems away: /em coding. It looks like /em laptop, but it alternates between typing, shaking your head in disapproval at what you typed, and reaching up to grab your head from the headache that it's giving you.
  18. Quote:
    Originally Posted by Futurias View Post
    I thought I saw a 30mb download.
    Mine was 21.1 MB, but I know I missed at least 1 patch before this, possibly the last 2.

    Edited to add: Oh, and this Walk animation is some seriously good work. I went back and looked at the Veteran Rewards teaser video, and there seems to have been some tinkering with it since then. Good job to BAB.

    It will look a bit funny on some of my edge case concepts, of course. My teenaged rebel girl hero who doesn't wear heels because she's fine with her height, for instance, looks too... prissy, maybe? That's fine, though, I don't think you could come up with an animation that fit every attitude that a player can imagine their characters having.
  19. There's really no comparison between Winter and Valentine's and Halloween, though. Of all of the special tasks of both of those events, you can solo or duo all but one, the Winter Lord. The large group style events are almost completely segregated to Halloween. The Deadly Apocalypse is probably the only event that really requires more than one team to be successful, so it suffers more from evaporating interest than any other. I can't imagine any but the highest-level single teams being able to handle a Deadly Apocalypse. That would be an average of 2 people per banner for the first part.

    As far as Tricks go, the higher level with more teammates thing is weird. I don't recall ever getting levels that were higher than the highest level on the team before this year. I'm not sure if it's a bug, and I've never seen the Devs make a statement about it one way or the other. Higher ranked mobs being made more common has flipped it around to pretty much the exact opposite order of defeat badges from previous years, and while it fixed the Spirit problem from last year, I'm not sure if it's an improvement over previous years to that, since it seems to take the same amount of time to get done now that you end up waiting on the Witches and Zombies.

    I think the only mistakes the Devs really made were overestimating continued interest, making the Deadly Apocalypse unsustainable for the long run, and really not taking the low level experience in these invasion type of events into consideration. I'd suggest that they try and do one of them with just a couple of groups of level 10 or so characters to understand how frustrating it is.
  20. Quote:
    Originally Posted by Dave_67 View Post
    Yes, you did it on a 48, and I bet it was in PI. That's the problem, for a lowbie toon, it ends up being a lot of faceplanting and general frustration. Even if they've been sk'd up to 49 in a team, they still only have a select number of powers, and many of them still have the END drain problem associated with the low levels.

    I'll reiterate what I'be been saying all event long - the devs are deluding themselves if they think that there will be tons of teams doing this all at the same time in the same zone. As has been pointed out in other threads, we don't have the population that we did years ago, when there were tons of teams doing stuff like this.

    We only have this event on until the 10th - although it was supposed to have been over today - and I'm sure there are plenty of players who have not been able to get this event done. There are players, I'm sure, who would like to have already gotten this done, but real life got in the way.

    (I was on a team Firday night with a RL friend when one of the other team members asked why it was so quiet in the event. My friend rightly pointed out that they were "Probably doing Hallowe'en parties IRL." Of course, I had to shake my head when this person then asked "What's IRL?")

    Not to mention that it seems that things have been turned 180' from last year's event. The 'trick' count is a lot higher than the 'treat' count - I've seen as much as 20-1 in a few cases - which causes it to be the case that a player will have all five of the enemy badges, yet still has to work on the costume badges. (In once case, I have a toon with all five, but still only 6 costumes total, so not even the Clotheshorse badge.) Then there's the case of trying to rectify the issue over the Ghosts from last year, which means that this year it is the first one you end up getting - but it seems that in order to do that they've slighted Zombies, as they have always been the last of the five badges that I have gotten on a toon.

    Then there is the problem with the deadliness of the monsters this year, to the point that I was seeing a LOT more purples while on teams then I can ever recall in years past.

    In short, I understand why certain things were done. However, the problems that they were meant to address probably were not, and in the end it only upset those it was not meant to.
    I have not seen this high Trick to Treat ratio that you're talking about, and I've soloed the ToT part of the event on about 20 Characters so far. Never once did I get Dead Head before Ostentatious, and only once did I get Malleus before Ostentatious. I'd put the ratio at about 1 to 1 over the long run, similar to any other year. This sounds like the general issue of teams sharing defeat credit from Tricks, but not the costume credits from Treats. I think that's something that they should look into fixing, if possible, since it does discourage teaming.

    Going into some of the other things. These GM-coded events do favor higher levels. It's a tricky balancing act, trying to make it even slightly challenging for high levels while making it anything beyond frustrating for low levels. That's a balance that they have yet to achieve, in my estimation, but many of the people who test these things tend to test them on their high level characters, so the input gets skewed toward that.

    The Deadly Apocalypse doesn't really take that many teams, either. It can be done with a couple of full teams, provided that the leaders are above level 30 or so, and there is a decent mix of damage and buffs/debuffs. The teams were plentiful in the first week of the event, but it died down as most of the people got the badges on whatever characters that they wanted them on. The same thing happens every year with these things. It was hard to get teams to do the Zombie Apocalypse last year after the first week, for example. Die-hard badgers who want these badges on every character are just out of luck as the majority of players only really care about getting them on 1 or 2 characters, then move on from the event.

    All of that being said, these large-scale zone events should probably be reconsidered to be tuned toward one full team, and perhaps find a way to tweak the invasion/GM type mob coding to make them a little more fair across the board. Perhaps make it so that you don't do the same numerical damage to them as you do to something of your own level, but instead do the same proportion of their total HP of damage to them as you'd do to something of your native level of that rank, assuming that that was possible. That would greatly increase the effectiveness of low level characters while, in most cases, increasing the challenge for characters at or near level 50.
  21. Quote:
    Originally Posted by Thaumator View Post
    Earning them from playing your badge-collecting character, just like every other badge?

    But seriously, I understand the idea behind it. I really do. Hell, I even think it's kind of neat! But quite frankly, the amount of time spent NOT playing your badge-collecting character (22 day job badges x 21 days each = 462 days) is excessive.

    I motion for a 10 day maximum. That's still 220 days of not playing to get 22 badges
    Minor technicality, but it's only 441 days, since you can earn Patroller/Criminal at the same time as any other Day Job.
  22. Day Jobs are fine. You aren't going to be playing your main 24/7, so that time that you are logged off goes to those badges. Even if you play 8 hours a day on that one character, which is excessive, you'll still get the badges. Case in point, since Day Jobs came out, even someone who played all of the time when they weren't sleeping or working has not played their main for nearly 8 months.
  23. Except they didn't actually do that.
  24. Quote:
    Originally Posted by TsumijuZero View Post
    well thats the 1000+ badges barrier truly broken then lol
    Not yet, actually. A lot of the Villain badges overlap the Hero ones. A quick look at Badge-Hunter's list gave me a total of only 147 personal badges that are unique to Villains. Add that to the 697 that a Hero could potentially have (695 that Badge-Hunter counts plus Passport and Bug Hunter, for anyone who was lucky enough to somehow end up with both) and we have 844, if a Hero can get them all. We may break 1000 with badges introduced between now and when Going Rogue launches, especially considering that a new expansion is likely to have a bunch of badges with it, but that's something that we'll have to wait to see.
  25. The rest of your points are all fine, and I would certainly love to see your ideas added into the event. So long as they kept all of the badges currently available for the thing, and ideally added them into the mix of the haunted house and other activities you suggest, I can't see a problem with your suggestions at all, save for whatever amount of work it is.