Myriad

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  1. Behold my mighty bite, for I brushed my teeth with radioactive toothpaste.


    And here's a little extra for "Weak Discouraged Men!" Maybe better than Viagra.


    More stuff here.
  2. This
    Quote:
    Originally Posted by Forbin_Project View Post
    do not attempt to presume to know the motivations of people that sell things on the market. Many of them don't give a rats rectum about the market prices of basic IO's. They are "rich" beyond their wildest dreams from selling real items like purples, and their goal is to unlock recipes they can craft on their remote crafting table.
    and this
    Quote:
    Originally Posted by Fury Flechette View Post
    I'm trying very hard to find a problem here. Let's see:
    a) Casual players can buy a nice crafted IO for a good price. That's a win for them.
    b) Ebil marketeers, if they choose, can buy up the *supposedly* under priced IOs and flip them, and possibly make a profit (or not) if they assume some risk. That's a possible win for them.
    c) Rich players and badgers can get progress for their crafting badges which means more transaction slots and/or badges. Rich players just want their goodie at any price and badgers just see this as the price for getting their shiney.
    pretty much sums it up for me.
  3. Quote:
    Originally Posted by PsychoPez View Post
    ...how did it take that away from you? You still did it when it was difficult to do, them changing the badge requirements now does nothing to remove that effort.
    I think you could say it was some kind of specialness. Immortal was insanely hard to get and that made it very very rare. However, I'm not saying that the adjustment was wrong, quite the opposite. It's just that the adjustment should have occurred a long long time ago.
  4. Quote:
    Originally Posted by DevilYouKnow View Post
    Didn't want to start a new thread for the same thing but today Clockwork Winders went a little crazy.

    I had a couple and was looking to buy for enhancements and I noticed that they were selling for a million. Sold about 12 with the price peaking at 10 million influence and supply dried up to 4. Made about 20 million and then it started selling for 1000 with no increase in supply.

    I just don't understand this. One or two I could see but 20 or 30? For something a lvl 1 toon could get street sweeping? I had a thought that maybe some ebiller was trying to shift Influence to as many different characters as possible, but I am not sure what the point would be.

    Color me confused.
    I believe that sometimes people who leave (or just have too much inf - if that is possible ) give away their inf using WW as some kind of a lottery. Some spikes don't make sense to me otherwise.
  5. Quote:
    Originally Posted by Snow Globe View Post
    But this is also true, after the corrected amount (1 billion). I seriously think that the developers truly have no clue as to how much damage a character takes, especially support. I can say that even just resting in front of a CoT Guide while in rest takes around 3 weeks, and I started around 7 million damage taken after 5 years.
    I agree that 1 billion was set too high and I was among those who tried to argue with the devs to lower it to a more reasonable number - all we got was "working as intended". Still I managed to get Immortal on my badge hunter (a Defender) and it was painful. So when it was lowered after all those years I was miffled because it took something away from me that I had earned the hard way and I wasn't sure if I liked the change that I wanted in the beginning, after all the effort I had to put into getting the badge because it wasn't changed earlier.
  6. Quote:
    Originally Posted by FREAKZILLA View Post
    Heres where the confusion kicks in for me .. am i doomed to stay with AGP or PCI express grathic cards? or can i slot any grathic card in like getting a Raidon ( cant spell i know )
    AGP and PCIe are not compatible to each other. Before you buy a new graphic card you need to know what you have.

    This is AGP: http://upload.wikimedia.org/wikipedi...0b/AGP-Bus.jpg
    This is PCI and PCIe (you need the PCIe x16): http://upload.wikimedia.org/wikipedi...PCIe_Slots.jpg

    If you're lucky and you have the PCIe I'd suggest to look for a Radeon HD5770. It's a bit above £100 and easily available. For example here: Amazon UK: Radeon HD5770 from Sapphire for £131.76 (not saying that this is the cheapest).
  7. Quote:
    Originally Posted by Aggelakis View Post
    nVidia's progression is "first number = generation" "other numbers = quality within the generation". The first number being higher is better (example: 9XXX series is better than 8XXX series), until you get to the 9000 series (nine thousand)... because after that is the 200 series (two hundred), which is followed by the 300 series, etc. The lettering defines which subtype of that specific card. So 9800 GS is different from 9800 GTX.

    ATI's progression is all kinds of fuggered and I will never, in my life, figure it out.

    Tom's Hardware, however, makes a very nice graphics card hierarchy, which lists cards from best to worst.
    http://www.tomshardware.com/reviews/...rd,2118-7.html
    Well, considering that nVidia renamed the GT300 to GTX480 and that a GF104 is (most likely) a cut in half GF100 that will likely be sold as a GTS450 or GTS460 I'd say nVidia is as bad in naming their products as ATI if not worse.

    The list at Tom's Hardware is nice, but a bit outdated. The new generation cards are missing: nVidia GTX470 and GTX480 and the Radeon HD5xxx family.
  8. Quote:
    Originally Posted by Fulmens View Post
    Myriad: Is the Defense Debuff Resistance increased by slotting? I had some vague idea that it was, but I wouldn't bet my own money either way. (Ah, the To Hit mechanics. The more you look, the more you find.)
    Yes, there is an increase if you slot it (for defense). 62.3% is the basic defense debuff resistance you get if you have all the defense powers in SR without slotting them. I used only outside sources to get these numbers so I have no idea how high it gets. If you play with mids you can get the defense debuff resistance up to 157.57%, but I don't think this number can be correct for the real game. I assume it caps somewhere. Maybe someone with a fully slotted SR could check it ingame and tell us here.

    Btw, I used the 62.3% not only because it is the basic value but also to give GR a chance in our little comparison. With better defense debuff resistance for the SR we quickly come to a point where we won't see any cascading defense failure at all. Maybe I'll redo it at some time with more realistic figures overall and see what happens then (no promises ).
  9. Quote:
    Originally Posted by Arcanaville View Post
    Technically, this is exactly the sort of thing that Markov analysis is best suited for, because the statistical one blurs the situational dependencies from one round to the next.

    Now that would be interesting. But I'm not volunteering to do that at the moment.
    Awww...
  10. Quote:
    Originally Posted by Fulmens View Post
    Wow. Myriad's post wasn't up there when I started my previous post. I spent too long writing...

    Myriad- the worst case is not "debuffed to 0% defense." You can be debuffed to NEGATIVE defense, which means they can be capped and hit you flat out 95% of the time. That's the joy of the cascading defense failure( in my example, you'd probably have 15 stacked Defense Debuffs on you till you died.)
    Yep, I noticed my fail and removed a part of that post ... obviously not enough.

    I reworked the rest, though:

    I'll try to go through the iterations with even more detail.
    The basic question is how often do we get hit at which probabilities. This is solved with a binominal distribution.

    With a hit probability of p, miss probability of q = 1-p, k hits and n tries the probability of k hits with n tries is
    P(k) = binominal coefficient of n and k * p^k * q^(n-k)
    The binominal coefficient of n and k is equal to n!/(k!*(n-k)! for n > or = k.
    So our formula is
    P(k) = (n!/(k!*(n-k)!) * p^k * q^(n-k)

    With n = 8, p = 0.05 * 1.6 = 0.08, q = 1 – p = 0.92 we have
    P(1) = (40320/(1*5040)) * 0.08 * 0.558 = 0.357
    P(2) = (40320/(2*720)) * 0.0064 * 0.606 = 0.108
    P(3) = (40320/(6*120)) * 0.000512 * 0.659 = 0.019

    So it's a 35.7% chance of hitting with one attack and a 10.8% chance that two attacks go through with a 51.3% chance of not hitting at all.


    We have 8 attacks for D damage each and the contestants have 6D=100% hit points each.
    This means we have 8 attacks per round, each attack does 16.67% damage and each round is 4s. When an attack hits it debuffs 10% defense for 9s which means for 3 rounds in our example.

    Start:
    SR has 45% defense, 0.42%/s basic regen, 62.3% defense debuff resistance, scaling resistance at (60% - health in %)
    GR has 45% defense, 66.7% resistance, 50% heal/40s, 0.42%/s basic regen
    SR is at 100% health, GR is at 100% health.

    Round 1:
    SR and GR binominal dstribution is (ignoring probabilities below 5%): P(0)=51%, P(1)=36%, P(2)=11%.
    We assume a hit.
    SR is now at 100%-16.67%+0.42%*4 = 85.01% health and has 45%-10%*(1-0.623) = 41.23% defense.
    GR is at 100%-16.67%*(1-0.667)+0.42%*4 = 96.13% and has 45%-10% = 35% defense.

    Round 2:
    Binominal distribution for SR now is: P(0)=30%, P(1)=39%, P(2)=22%, P(3)=7%.
    For GR it is: P(0)=11%, P(1)=28%, P(2)=31%, P(3)=20%, P(4)=8%.
    We assume 1 hit for SR (which is not unlucky) and 2 hits for GR.
    SR drops to 85.01%-16.67%+1.68% = 70.02% health and has 41.23%-3.77% = 37.46% defense.
    GR drops to 96.13%-5.55%+1.68% = 92.26% health and has 35%-20% = 15% defense.

    Round 3:
    Binominal distribution for SR is: P(0)=17%, P(1)=33%, P(2)=29%, P(3)=15%.
    For GR it is: P(2)=6%, P(3)=16%, P(4)=26%, P(5)=26%, P(6)=17%, P(7)=6%. P(0)=0.1% which means that it is very very unlikely that GR isn't hit at all.
    We assume „unlucky“ now. SR is hit by 2 attacks, GR is hit by 5 attacks.
    SR: To be fair I assume that the attacks don't hit simultaneously but slightly after another. The first hit drops SR to 53.35% health which triggers 6.65% resistance. The second hit drops SR to 53.35%-16.67%(1-0.0665)+1.68% = 39.47% health and 29.92%+3.77% = 33.69% defense.
    GR: 92.26%-5.55%*5+1.68% = 66.19% and -35%+10% = -25% defense.

    Round 4:
    SR: P(0)=9%, P(1)=25%, P(2)=31%, P(3)=22%, P(4)=10%.
    GR: P(8)=99% which means GR will get hit by all attacks from now on with no chance to recover his defense (enemies are capped ToHit).
    We assume 2 hits for SR which is the middle ground. GR is hit by 8 attacks.
    SR: First hit: 39.47%-16.67%(1-0.2053) = 26.22%. Second hit: 26.22%-16.67%(1-0.3378)+1.68% = 16.86% health. Defense is at 33.69%-2*3.77%+3.77% = 29.92%.
    GR: 92.26%-8*5.55%+1.68% = 49.54% health. Defense is negative, enemies are capped ToHit.

    Round 5:
    SR: P(0)=4%, P(1)=17%, P(2)=28%, P(3)=27%, P(4)=16%, P(5)=6%.
    GR: P(8)=99%.
    We assume SR gets lucky and is only hit twice (I didn't say extremely lucky ). GR is hit by 8 attacks again.
    SR: First hit: 16.86%-16.67%(1-0.4314) = 7.38%. Second hit: 7.38%-16.67%(1-0.5262)+1.68% = 1.16% health. Defense is at 29.92%-2*3.77%+2*3.77% = 29.92%. SR was saved by a tiny bit of regen but is still in trouble.
    GR: 49.54%-44,4%+1.68% = 6.82% health. GR uses heal. 6.82%+50% = 56.82% health.

    Round 6:
    SR is dead.
    GR ends up having 14.1% health after round 6 and is hoping for some badguy drops a green soon.


    Interesting, isn't it?
  11. EDIT2: Removed the first section because I think there was a mistake. Need to go through it again.

    And while I was at it I tried to compare the basic survivability of both contestants. The worst that can happen to the GR is to be debuffed to zero defense while the best that can happen to the SR to not be debuffed at all.

    We then have GR with 66.7% resistance and a 50% heal which is up every 40s (unslotted Healing Flames – Dark Regeneration would be 30s and DP 360s but comes with +HP which is a bit more complicated than a simple heal) and no defense, and SR with 45% defense. And lets assume SR and GR both have a regeneration rate of 0.42%/s (this is the basic value if you have no powers or anything that improves regeneration). Our attackers have an accuracy modifier of 1.6 (a +2 boss would have 1.56).

    The formula for damage is dps*(buffs)*(0.5-def)*(1-res)*time.
    We want to know how much damage we can survive so the formula for the SR is
    dps*1.6*(0.5-0.45)*(1-0) = 0.42%/s
    <=> dps = 0.42%/(1.6*0.05*1)s = 5.25%/s

    For the GR it is
    dps*1.6*(0.5-0)*(1-0.667)*40s = 0.42%/s*40s+50%
    <=> dps = 66.8%/(1.6*0.5*0.333*40s) = 66.8%/10.656s = 6.27%/s

    This means GR + heal has better survivability even if he starts with zero defense. In other words the GR do not have to worry about defense debuff if his heal is good enough.
    EDIT: Hmm... forgot to factor in SR scaling resists and rereadig the OP it seems to be more an all or nothing situation. Guess basic survivabilitly doesn't mean that much when you get hit so hard and often.

    Hope all this makes sense.
  12. Quote:
    Originally Posted by Golden Girl View Post
    I'm trying to think what this could be...
    Maybe a single shard solution where multiple servers handle all the zone instances?
    No idea if such a thing would be possible, but it might solve some problems.
  13. Quote:
    Originally Posted by Lady_Sadako View Post
    In case you missed it in the PAX thread, and because it's a good old forum tradition to start a new thread with a new issue title in it as soon as it's learned about!
    I missed it, thanks for the heads up.
  14. Here's an idea I toyed with for some time. I ended up doing something else so it isn't 100% finished. But it might help as a start.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1416;705;1410;HEX;|
    |78DA9D93594F135114C7EF74615A3ADD805296D25210DA522D1457F4C12858C5D0A|
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    |4BB083E787C494DBE14A342D37D0CFE53C5C130A30C336C28B3A1CC8694AFF36EC2|
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    |8B5|
    |-------------------------------------------------------------------|
  15. The BotZ thread made me think about the IO / Respec situation. Our current respecification system was designed to change power picks and slot distribution. And the fact that we get a refund for SOs that are being deleted in the respec indicates that it was solely designed that way (I don't believe that people with fully HOed toons were on their radar then – anyway if I am wrong with solely I'm probably right with largely).

    The introduction of IOs changed the game and made it much more complex. And every time new IOs are introduced to the game the level of complexity is raised, too. People who use IOs very often try to optimize their builds. Changing even only one IO in such an environment easily has the potential of causing massive collateral damage in terms of time and effort to optimize the build within the new game specifications. Sarrate already pointed this out and gave an example.

    I think the same reasons that initiated the creation of the respec system are still valid and good enough to justify an alteration of this system to reflect on the changes that were made in the game. Before we come to the question how we want to improve the system, we should take a look at what we think needs to change and try to define the problem.

    A character in CoX (currently) has 67 enhancements slots at level 50 he can distribute among his powers. Additionally there are 24 power picks from primary, secondary, pool and ancillary powers that come with one enhancement slot. And three more from Brawl, Sprint and Rest. So in total we have up to 94 enhancements we can slot into our build in many different combinations (not including special cases here, like Prestige Sprints or Kheldian inherents). At max we can slot six enhancements in one power. To get benefits from IO sets we need to slot at least two enhancements of the same kind. And IOs are typed enhancements that can only be slotted in specific powers. To optimize a build (actually optimizing a build is in part subjective) you define what you think you need in certain values (often it's simply „as much as possible“), check for the IO sets that provide the needed bonus and how many IOs from this set you have to slot in order to get the bonus and compare the result with the powers you have available (this includes using powers as mules or switching one power to another because of better IO options). In essence it means that in the worst case you'll need nine respecs to optimize a given build after any change that was made to IOs, no matter if something was increased, decreased, added or taken away (if we go into depths we might find that the worst case is only seven or eight respecs – some IOs will always be reusable).

    At this point we need to make our first design decision. Obviously there's only a problem for players who try to optimize their builds. Players who use IOs only sparingly or not at all are not affected. So is it worth to invest resources to change the respec system (resources are limited – investing in a change here means something else will be postponed)? To answer this we need to consider several factors. Probably most important is the question how many players are affected by the problem. I can only make an educated guess here. IOs are available for some time now and overall it's easy enough to get a good build with a reasonable invest of influence and merits. If it's still not the majority of the player base it's probably a large part at least. Far less important but still worth considering is the fact, that the „Optimizers“ are usually very active in voicing their opinions in various forums which is some kind of PR and has some potential to hurt or help the game.

    Another important question is about possible side effects of a change. It's obvious that any solution will involve having more freedom to move around IOs during a respec. If we go for an open system which allows to trade IOs they might end up in the market increasing the supply. Or they might be traded to other characters thus reducing the demand. If we go for a closed system, for example by binding IOs to a character when slotted we will reduce the supply and increase the demand besides alienating the player base by introducing a system that is more restrictive than what we have now. I don't really see a possible hybrid system here, just different approaches within an open or closed system.

    I think we can discard the closed system idea immediately. Binding IOs to a character has the potential to vastly increase the cost for a build and the market demand. After a few minor changes you would end up easily with three times the number of IOs bound to your character than you have now. IOs you can't sell to finance the IOs you need to buy to make the adjustments you need to optimize your build. And if you don't create a new system to carry or store all the uneeded IOs there would be no choice but to delete most of them. So when you come up with a new idea how to use your old IOs you have to buy them anew. Binding IOs to the account would be better, but not much. There are more arguments against a closed system, but I think most important is that the players wouldn't accept it. I would even go so far as to compare the probable impact of such a change to GDN and ED. Definitely nothing we need or want.

    An open system is what we have now. Currently it is limited to be able to move ten enhancements per respec. I'd say this is at the lower spectrum of possible approaches. There are other approaches and we already heard some examples. We could increase the enhancement storage on our characters to double or triple the current capacity. We could change the enhancement storage to work like a PEZ dispenser – it could hold all our enhancements but only ten of them would be accessible through the enhancement tray and all ten slots in the enhancement tray would stay occupied as long as there are ten or more enhancements in our storage. We could convert IOs to merits during the respec but aside from the problem that some enhancements are not available though merits it would be a system that could be easily exploited. Ben Arizona showed an example how it could be done. Arkanaville made the suggestion (in the other thread) to break down any IOs not slotted or saved in the enhancement tray into the salvage needed to create them and refund the influence needed to create them. She didn't suggest to include the IO recipe (for obvious reasons, I'd say). Aside from the problem of limited salvage storage capacity this would be almost the same what we have now. Such a change wouldn't be worth the effort to make the change, imho, because it doesn't adress the problem outlined above.

    I'd like to suggest a more radical approach. We could make all slotted enhancements „click to move“. What are the side effects? It's safe to assume, that players wouldn't delete any enhancement if they could unslot and sell it with ease. To be able to sell TOs, DOs and SOs would remove one influence sink from the game thus increasing the amount of influence available. I don't know the numbers when you take all existing characters into account. But I believe it's trivial when compared to what you can earn by playing the game at high levels. And I think the high level range is what matters in this discussion. The low and mid level range characters are less likely to have full IO builds and haven't as many enhancement slots available so they need fewer respecs to change a full build. I agree that this game needs influence sinks for a number of good reasons. But common enhancements stopped working in that way a long time ago.

    This leads us to IOs and how they help to remove influence from the game. You cannot sell them to NPCs so you can't use them to generate new influence. Destroying them will not remove influence from the game directly, no matter what their trade value is. However, you can trade them to other players via the market system thus removing 10% of the trade value for each trade. The influence sink in a given time frame is equal to 10% of the average trade value multiplied with the trade volume in that frame. If IOs are no longer deleted we'll see an increase in supply or a proportional decrease in demand, this seems to be certain. But it will not affect all market segments equally. Enhancements with trade values of 20M and above won't be affected at all (at least not in a way with noticeable impact), enhancements in the 10-20M range won't be affected much. Because at these prices players currently use respecs to salvage those IOs. The only change we would see is in the low price segment. Still it's probably a sizeable amount of influence that's removed from the game this way. But the reduction in effectiveness as an influence sink (no matter how severe it would be) and the undesirable effect on the markt it could have, can be weighted against the possible (if not probable) positive aspects of such a change.
    (There are some side effects from IO recipes and the cost of creating them that I didn't cover here.)

    Considering that all other presented solutions and even the current respec system have the same impact on the market in slightly varying degrees, leads me to the conclusion that my seemingly radical approach has the most potential of improving the game. Because it gives great flexibility and choice to the players and offers new approaches in other areas like PvP builds for example. The Influence Sink problem needs to be addressed in another way. Miladys Knight gave some good examples in his post above.

    All this is only my opinion, of course. But maybe you'll share it.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    I can't seem to agree that allowing the removal of all enhancements from a build to either store or sell would be anything but a good thing.

    I'm not groking the whole "saturating the market" thing. As you state, I can do it now, but it costs me three respecs and the horrific waste of time that this is.

    Instead, it would cost me one respec and waste far less time.

    If this is possible now, why isn't the market saturated?

    Granted, as always, I'm looking at it through my admittedly narrow field of vision. I have TWO characters with lots of setIOs. At best, my change would let be dump out all the basic IOs I have on character C and give them to character D.

    What this would do would be to lower the demand on the market. Demand goes down, prices go down, newer, poorer players can start affording some of the better stuff.

    Seem like a win/win to me.
    This is my line of thinking as well. Good arguments.
  17. Myriad

    A DP question

    I played DP/Devices and Traps/DP and was disappointed by both. DP really benefits from a build up power that's missing in Devices. And Traps didn't help my survivability enough so I could blast away. Plus the DP damage output on a defender is weak (actually it's not that good on a Blaster either). The best combo imho would be DP/Kin Corr. If you play it right you have non stop action, good damage output and Scourge. And it's one of the few combos that is optimal for your DP nuke. Jump into the enemy crowd, hit Fulcrum Shift and then nuke them.
  18. Quote:
    Originally Posted by Castle View Post
    To the best of my knowledge, none of those Unique IO's have been altered. I think the values people are quoting as changed come from having to sacrifice other IO sets and replace them with different sets to retain the same level of defensive coverage, resulting in net losses elsewhere.
    Many thanks for the clarification.
  19. Quote:
    Originally Posted by StormDevil View Post
    As a slight digression, what are the impending changes to the +Recovery Uniques? Just trying to salvage some builds here.
    So you're saying that BotZ isn't the only IO set that is currently being "rebalanced" in closed beta? Interesting.
  20. I would drop Sting of the Wasp and Flashing Steel but take Divine Avalanche. You should also drop Resurgence (it's not very good). Drop Swift and take Hurdle instead (much better if you plan to go with Ninja Run). Take Tough and Weave (and Boxing or Kick) from the Fighting pool, Combat Jumping from the Leaping pool if you want to max defense (after slotting CJ will provide ~3% defense) or Hasten if you want to go for max recharge and think about switching Assault with Tactics. That leaves you with two more powers to pick. If you want easy mode you could take Conserve Power and Physical Perfection which should be more than enough to go non stop even with just SOs. However, at this point I would suggest to think about IO slotting and use the last two power picks to fill gaps.

    RttC is ok with minimal slotting. Don't bother to slot it for ToHitDebuff, it's not worth it. I'd add two slots to it (for 3 slots in total) and put 3 Miracle or 3 Numina there (no uniques in this power). Don't bother with +Regen much. Fast Healing + Health + RttC already covers this with conventional slotting. Try to go for +HP instead (HPT will help very much here). Add as much +Recharge as you need for your attack chain and put everything else in defense and maybe a bit in +Resistance.
  21. Quote:
    Originally Posted by SwellGuy View Post
    The devs have stated those temp powers are powerful because of the risk of PvP to get them. Take them out of PvP and they will remove or nerf them entirely.

    If you think the devs are going to provide Shivans or Nukes equal to the current ones from a non-PvP route you are mistaken.
    Well, I already said that there are several possible solutions and even provided some examples. And I also said that there is no situation that pleases everyone. I even suggested that some stuff could stay as a compromise and mentioned exploration badges in this context. It would be easy and in part logical to extend this to temp powers as long as they're balanced around PvP. However, I think if the devs would take this balance rule seriously they would have to nerf Shivans and Nukes. It is very easy to get both with little to no risk of PvP.
  22. Quote:
    Originally Posted by SwellGuy View Post
    You left out people who aren't afraid of getting killed to get the shinies (Shivans, Nukes, etc.) who would no longer get access to those shinies just to protect people who won't accept the same risks.
    I meant eliminate from PvP zones, not eliminate from the game. I mentioned it in my earlier post so I thought I could keep it short here.
  23. Quote:
    Originally Posted by Ironblade View Post
    I disagree. I don't feel that the chronic threads are indicative of a problem. I think they are a reflection on human nature.
    Of course they are. You could even say all the posts in all forums, the internet itself, television, radio, printmedia and even talking to each others in person are reflections on human nature. Everything humans do is a reflection of their nature in the end. But that doesn't mean there is no problem here. If I were splitting hairs I could even point to the fact that what we have here is the very definition of the word „problem“ (at least in one of its meanings). I assume what you meant is that you disagree on my assessment of the severity of the problem. And I would bet that the majority of the PvP side (for lack of a better term) would side with you whereas the majority of the other side would disagree with you. Because here we are at the core of the problem. There's one side who feels distressed and another who doesn't care. One side who wants the badges (or temp powers) and another who tells them they don't need it (as if „need“ and „want“ has anything to do with each other). We could continue to list arguments and eventually everyone realizes that these are the same arguments we already have in the current discussion. Which leads us to what I wrote earlier. And a bit later we might realize how easy it is to get distracted by emotions, expectations and by what we believe is right in this discussion. Did you notice the second assumption I made without telling? I might be wrong about it, but you didn't give me much to work with.

    By decision of the devs the PvP crowd is in their rights to do what they currently do in the PvP zones (maybe with some minor exceptions). And I don't dislike PvP either. That's not the point. However, I believe it is very unwise to encourage nonPvP people to travel into PvP zones by giving them rewards instead of making the PvP game attractive in itself. PvP is a part of the game where real emotions from real people are much more involved than in any other part of the game. If I make it impossible for a team of Badge Hunters to get the AV badges while I'm there, I can bet that it is not fun for them. Especially if they explained their situation and asked me to leave them alone. Being in my rights do make their experience unfun doesn't mean it's right to do it. Which again leads us to what I wrote earlier: Eliminate the bait from the PvP zones to make it a better experience for everyone (well, almost everyone - the people who think it's fun to make other people feel bad don't count).
  24. Maybe it's possible to "tell" the surface to be reflective in Ultra Mode and transparent without Ultra Mode an leave the geometry as it is. We would have both then.
  25. In your case I would roll a DP/Kin Corr. Not as dependent on buffs and has Scourge.