Nericus

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  1. Quote:
    Originally Posted by Impish Kat View Post
    I can't count how many times in the last year new builders have come in and asked (in various ways) why this limit exists. 30 pieces per rack is not enough to support a SG much larger than 3-5 players with their alts. Please raise the limit to at least 100 items per rack so we can quit using our lvl 50 char's as salvage mules.

    Other small fixes include (but are not limited to):
    • No artwork for Pocket D beacon
    • Empowerment stations list 15 minute durations, they were changed to 1 hour in the 8.16.06 patch but the text was not updated.
    • Upkeep Overpayment - if you pay too early, your next bill for rent will be due 2 weeks earlier than it should
    • Storage needs to be sortable, or simply default sorted by item instead of by time (such as using the same sort order as an NPC store)
    • Inf to Pres trade-in at the Register is a huge ripoff. A level 50 turning on SG Mode gives up about 150,000 Inf in order to earn 2,000 Prestige, the Register charges 1 million for 2k. Certainly SG Mode should remain the best income source, but the Register should be close, not 500:1.
    • Storage log can be spammed to remove history
    • Animations for certain defensive items work only upon initial placement and don't work anytime after that.
    I agree with your list, the 30 item storage limit nerf has to got be reevaluated. While it doesn't need to be 999 like it was, 30 is too low. Perhaps 200?

    Also of late it looks like the GV beacon artwork is broken.

    For rent payment I just wait until the landlord cuts the power and then pay. Kind of funny to see my base Fusion Generator shutdown by the landlord.

    Defense item animations can wait until base raids return.

    Yes the Storage logs could use an overhaul, though the best thing to happen recently was rank storage permissions on the bins.
  2. I'm down for this, character TBA as I need to check them.
  3. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I don't know...I assume they are. I'm not aware of any bugs related to Stalker animations. That's not to say that there aren't, just that I'm not currently aware of any.
    Speaking of animations, any chance that a future update for Power Customization Energy Melee will give us the ability to select the old animation? Keep the charge time as is, but for those that just don't like the raising of two glowing fists, we could then have our toon draw back an arm and charge up and release a devastating punch.
  4. Quote:
    Originally Posted by Mr E-Man View Post
    See, I was going to save that link for the official post...

    Sorry you missed out last night too. We had a couple of no-shows & a a couple of extras show up. We recruited the last two members off of Freedom TF Chat, including Mr Bad-Luck himself.
    Mr. BadLuck? Yikes!
  5. Quote:
    Originally Posted by Mr E-Man View Post
    I may just make a list of the badges I still need on Mr E-Villain & perhaps we can focus the badges that the majority (or all) of the group need.

    Thanks again everyone!
    Glad you won. Sorry I missed it, too much junk came up.

    For Flashbacks on redside, use this:

    http://boards.cityofheroes.com/showthread.php?t=122292
  6. Quote:
    Originally Posted by Black_Strike View Post

    Coupled with the fact that Mind/Energy can completely render an AV helpless with the right Perma Build...

    Go figure.
    Few things are as satisfying as putting Reichsman to sleep repeatedly while dealing with his nigh endless army of ambushers in the last mish of the Barracuda/Reichsman SF
  7. Quote:
    Originally Posted by Mr E-Man View Post
    For the last mission, as soon as the ambushes started, we all zoned out to Ouro...while this worked, it was not exactly the way I thought it would...but it does give me further insight as to the way the ambushes actually do spawn. (at least I think it does...we'll see next time) :smirk:

    Thanks for joining everyone! It was a lot of fun as always!

    For next Wednesday, some people expressed an interest in doing some Ouroboros Flash Back Missions Villain side for badging purposes...what does everyone think?

    Do we want to bring back "Flashing Back with Mr E"? :smirk:
    I think on future runs we need to stay until Reichs gives the text about summoning the second wave and then ouro out and return. But all in all it was a great run, thanks again E.

    As to Flashbacking, yeah I'd be down with that.
  8. Quote:
    Originally Posted by Catwhoorg View Post
    1 additional day job badge was added - architect, with the associated accolade as well.
    And that was only due to Architect Entertainment being delayed an issue.

    I suspect GR will enable us to go for some of the heroside dayjobs that do not have villainside versions, but didn't they say that certain badges/accolades would "morph" into the heroic versions if a villain turned hero?
  9. Quote:
    Originally Posted by Master-Blade View Post
    Well the 21 day requirement for the dayjobs makes it impossible to currently have every single one yet. They were added to the live version of the game on Dec 2, 2008 and would take roughly 462 days to get them all... possibly less if you were in a dayjob location for 21 days already when you signed on the day it was released, and even less if you took advantage of the locations that gave multiple credit before they "fixed" them.

    Either way.. I think we still have at least a few weeks before anybody collects them all.. and even then, the only people who could have ALL badges are the longest-term players that have all the veteran badges as well.
    Yep, 462 days, so it should be around early April 2010 for most players to chime in as having them all, exceptions being those that got an early jump by being parked in the right spot before the badges went live, or if any of the hotspots were used for multiple badge credit.
  10. I'll be there with my Mastermind, glad to hear the temp for MM is fixed.
  11. Quote:
    Originally Posted by malvineous2000 View Post

    3.) Giant Monsters. Putting a GM in your mission would be pretty useful. This would probably take the most coding of the 3, but it would improve the system a lot. There would probably have to be a limit on the number of GMs allowed on the map to prevent farming, and the difficulty should be toned down so you can take them down with a single team. Not every GM in the game can be included though, such as Lusca or Hamidon for obvious reasons, but there is no reason that we can't have Jurrassik or Ghost of Scrapyard and such.
    Due to the size of the GM's it would likely have to be an outdoor only map to put them in. However I too would like to have the following GM's available in MA:

    1. Deathsurge
    2. Ghost of Scrapyard
    3. Caleb
    4. Arachnos Flyer
    5. Kraken
    6. Babbage (I think he's avail. already)
    7. Jurassik
    8. Eocahi
    9. Jack
  12. Quote:
    Originally Posted by Spatch View Post
    Heh, as my main badger is coming up on the completion of her day job badges, I'm fully expecting a reduction in their requirements.

    You too? Still I won't be mad as I've always felt 21 days was a bit lengthy.
  13. Quote:
    Originally Posted by Sentai_Sage View Post
    Nerf day jobs.
    If only.....
  14. Quote:
    Originally Posted by MISHMASTER View Post
    I got my Immortal badge the old fashioned way. I used the Elite boss version of Tyrant years ago and went into REST in front of him and went to sleep. You kids and you modern work ethic.....
    My first immortal also gained it the old fashioned way.
  15. Quote:
    Originally Posted by Lady Arete View Post
    Well there are a few of us "immortals".
    Myself, did get the badge when the Reduction happened.
    Still mixed feelings about that since the ones I got left now are day jobs and vet badges and the "What to do now-question" came.
    "What to do now?" After getting all the dayjobs, go park the toon where it can charge the Day Job accolade, and smile knowing that you've made it.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Exactly what the title of the thread asks.

    I rolled a Mind/Energy Dominator and was wondering if she'd be a solid soloer. I don't have a whole lot of experience with Dominators, but I've played a number of blasters.

    I'm pretty set on Mind Control for the primary, but less set on Energy as the secondary, so if there's a better secondary for soloing, please advise.
    Mind energy is a very good combo solo or team. Plus once you get up to one of the three stages of Permadom, it gets even better.
  17. Quote:
    Originally Posted by Luna de Nocturne View Post
    Yeah the three hunts right in a row in the same zone is a little silly. But eh!

    Had fun last night, but yes, once again I'm reminded why I'm not good at tanking and bruting. I'm getting better I think, but I also think I'm a much better support or damage player instead
    Well it is 2 hunts now: 20 LB in Agincourt, then another 10 anywhere in Nerva then the Shockstorm mission. Used to be 20LB in Agincourt then 10 anywhere then another 10 anywhere....

    Perhaps just the 20 in Agincourt then the Shockstorm mission would be better.
  18. Quote:
    Originally Posted by Mr E-Man View Post
    Thanks for joining everyone, it was a lot of fun & I was able to net a few badges in the process!

    Thanks to Nericus for volunteering to lead Team #2 - it was much appreciated!

    I will post something up for next week soon(ish)... :smirk:
    Glad to help. Team 2's only real delay was that the banners spawned in Nerva thus delaying our Longbow killfest. On the other hand though, I took the BEASTLY power up after we took down the Mystic Aspect so brute was really hammering the damage.

    Also my thanks to the Devs for streamlining this SF and removing some of the redundant parts of it.
  19. Quote:
    Originally Posted by Jetpack View Post
    Does anyone know of an issue with the Grandville Day Job - that has the jetpack?

    I've logged a character for a couple of days now - no badge progress or jetpack.

    I do see the little icon when in Grandville in the upper right. Do I have to move further in?

    Thanks.
    It sounds like you are too close to the ferry. Park your toon near the quartermaster/arbiter, you'll be fine.
  20. Quote:
    Originally Posted by talnar View Post
    for me i will just be missing the Mo badges and day jobs. sigh beeing a crazy stalker does not help me with getting those Mo badges.
    Well being a stalker can be good for the Reichsman SF since only a Stalker appears able to fire the guns in the last mission.
  21. I'm down with my Blaster. (NRG/Elec)
  22. Quote:
    Originally Posted by Niviene View Post
    • When your character leaves / quits a team, the character always leaves the Task / Strike Force (s)he is on.
    Does mean that if someone crashes/disconnects that they are booted from a TF/SF? Or does it mean they are just auto kicked from the mission map?
  23. Quote:
    Originally Posted by Luna de Nocturne View Post
    Now last Tuesday when everything went nuts, and we all crashed out in Talos, has been the only lag I've experienced from the Halloween events. I've been on a handful of teams since and not had a problem, and I parked my behind right on the hill in Talos last night and spammed heals to work on my SG healing badge Didn't have lag any worse than normal.

    And I'm the same person who cannot play on my static team without wanting to cry because the lag is so bad

    But lag from the events, not really having any on my end.

    <grumble grumble grumble>
    Well last Tuesday was pretty much the start of the event so I can see Talos overloading the point of implosion. Still I suggested this idea in the feedback about the Deadly Apocalypse:

    Once a Zombie or Banner alert is announced, there is a 5 minute timer that goes into effect. At the end of that timer: the zone entrances, whether it is a tunnel, ferry boat, train, SG/VG Base portal and teleporters, Pocket D portals and Ouroborus portal all shut down. No one gets in, no one gets out until the event is over.

    Banner timer starts at 20:00 and its after 4 minutes that the attacks start, so one minute later the zone access routes close.

    From a roleplaying standpoint, Statesman/Recluse could implement this timer in an effort to give people time to evacuate or arrive before closing the zone to prevent the forces behind the attack from spreading to the other zones.

    5 minutes should be enough time for many to arrive and once the portals to the zone are closed for the duration, that will keep the zone from overloading and imploding causing everyone to mapserver.
  24. Quote:
    Originally Posted by Mr E-Man View Post
    Getting the Ghost badge (Buster) is painless to get - they tend to spawn every other door spawn this year - way, way up from normal (not even counting last year).

    The Zombie spawn rate seems reduced, nothing overly critical - just that if you are starting from scratch, Dead Head is the last badge you will get.
    Ghosts were indeed broken last year in terms of spawn rate. The snag was that they couldn't correct it during the event and just let it go. So now its fixed this year

    As to Zombies, yes they are the "rare" spawn, every alt I've sent into ToT has gotten the Zombie badge last. But then again, when the event first ran the werewolves seemed to be the "rare" spawn. Seems like they change it up every year. Perhaps next year the Vampires will be the "rare" spawn.