PennyPA

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  1. Quote:
    Originally Posted by Pimpstress_Bambi View Post
    Are you saying keep it all in e-mail? It's a nice idea, however, if they want to bank more than 20 recipies you will not be able to send e-mails out. I have tried to send out an e-mail, and it tells me I have over 20 e-mails and must delete one before I can send one.
    True.

    But if the OP has slots on that server (or any server really), he could make lvl1's on redside. Send the emails and claim the items, effectively being "mules" until the OP needs the item and can re-email them back to the main toon. A little bit of work but increases the amount he could store and free up emails.

    To the OP, yeah, I love red side and prefer it to blue. I have learned some time ago that being patient works wonders.

    Good hunting!
  2. For me, I do the following:
    1) Plan ahead and wait. For example, you want a pet set for a MM. I place bids with one toon (my crafter or other that I am not currently playing) and then go off with the new MM toon. For the most part but not always, in the time it took me to level to a certain point, I have the recipes/IOs (always remember to check recipes and crafted IOs) I have bid for. With emailing, it has made this much easier.

    2) Decide on set bonus vs. IO bonus. It would be nice to have a lvl40 bonus, but if it means giving up the set bonus, I will go with a lvl30 or lvl25 or whatever is available. And like in #1, I can place bids and wait.

    3) Craft the ones I get as drops. My corruptors don't really use melee IOs. But my new brute does. If it is a set I know I will want, I will craft and place in SG bin until ready.
  3. Quote:
    Originally Posted by Ultimo_ View Post
    Endurance use is not equal. Defenders use the same endurance for their Energy Blasts as Blasters, but do half the damage. Thus, they use twice the endurance defeating the same foes. That's not equality.
    I regret even reading this thread, but will make one comment anyways.

    I bolded that last part because you are missing the point that has been repeatedly mentioned. It is not about equality, but BALANCE. They are not the same thing.

    Defenders make others greater - like an emp def with the two auras, CM, Fort, and AB on a blaster. Just look at how powerful that blaster becomes. What is the balance to all that? The ability to solo, and one tool that can be used is END management on a defender. You can't make a change to defenders like you are suggesting without all the other ATs being impacted. In the end, the bar is raised for everyone and the same differences will still be there.
  4. Welcome back!

    Adding to the rest, but check your server on the forum and join up the current global channels in game for teaming/questions/etc if you haven't already.
  5. Quote:
    Originally Posted by Slope View Post
    I vote for all Power Pool customization. But like Maniac Raid said, the devs probably won't do it.
    I don't consider that correct. BABs (and the devs) obviously know about customization of the other powers in the powers pools, epics/patrons, and EATs.
    Some past threads in the last year:
    Thread 1
    Thread 2

    There are more threads also, but didn't post.

    The second one even states probably not before GR. So they know and we can hope to see one day.
  6. Grats!

    Want to make a run at this too soon.
  7. Interesting suggestion. I don't have an opinion either way but would like to see more uses for Vanguard Merits.

    And as usual, I will put a plug in for Rikti Origin Enhancements (Rikti O's - previous example) as an alternative for excess Vanguard Merits.
  8. Quote:
    Originally Posted by FuzzyOne View Post
    They have one real job: run a successful MMORPG, and that, in part, requires that they listen to their customers.
    So they should listen to the customers who have suggested vehicles, World PvP, complete AT respecs, elastic powers, swinging powers, etc. too? Those get suggested too quite a bit, by a number of different players and they are customers. If you don't like the game the devs made, you are not forced to play it.

    Quote:
    And really, what is the purpose of a respect…to clear out IO sets…or change powers, slots and enhancements to improve a character? I’d rather not waste multiple respecs trying to save a number of IO sets.
    It is the latter with the intent that we can keep only 10 and the rest are a sink.
  9. PennyPA

    Naming Idea

    I prefer unique naming, so not really for this idea. I always found names easy to come by.

    My question is that does font add enough or any data to distinguish names?

    Player 1 =/= Player 1?
  10. Wow!!!

    Congratulations to both of you!
  11. All in all, I like the idea, especially for my crafters when I restock my SG bins (would save me some running back and forth!).

    But as others indicated there is a limit now. What about making this craftable as a secondary storage "container" on our character that is separate from the standard 10 bar?

    I am thinking like the Vanguard item we can craft for more storage (Vanguard Storage Sack). It will be additional storage and can be added in increments (like 1 or 2 per crafting up to a limit the devs decide). This way we have the 10 for respecs, but some extra off to the side.

    EDIT -

    I completely forget to add some more reasoning. I am wondering if the devs would have a concern for hording/mules if we all could store 20 or 30 enhancements on our toons. By keeping it craftable, unless we have tons of the crafting items (like a recipe to make these slots), then not all of our toons would have this extra storage.
    And as usual, another way to burn inf in the game but making us craft and spend for salvage. Maybe even use TF merits like 50 for a storage recipe.
  12. Quote:
    Originally Posted by ChaosExMachina View Post
    That would serve no purpose other than to limit its effectiveness. You actually want people using this as much as possible.
    Oh, not disagreeing there with you.

    I mentioned that I was just tossing out for discussion. This was mainly because I would like to see this idea get implemented, but am aware that there is a limit (the 10 in our inventory) that the devs have not shown any hint to change.
  13. Quote:
    Originally Posted by Wicked_Wendy View Post
    It's annoying when your in the middle of something like that but they will figure it out and correct it. Now before I completely lose my mind can someone tell me an easy way to find and defeat 200 Marcone Family Bosses? It's all I need for the accolade and I have been hunting off and on for 4 days and have 75 LOL We are talking RED side here people LOL
    Some will say PO, but I have found St Marts, upper right hand corner on the map (NE) before the coast with the DE mobs. There are a some buildings there with the bosses. I basically run a big loop repeatedly around those couple of blocks. I usually can get done in under an hour (or half hour - I haven't ran it in a while and forget, but it is short). If the mobs don't respawn, just hop a few blocks away and then come back.
  14. Quote:
    Originally Posted by Stormfront_NA View Post
    I do disagree at the referred cost to remove them, for the cost referred to is as high as buying and making many of the IO recipes already in the game. For instance 1M influence to remove a level 50 is really to high. Maybe because in real life I am experiencing a recession and I find myself appalled at throwing away millions of influence, I tend to be a bit reluctant at the throw away money concept.
    1 mill is meaningless. A player could get a single drop or random roll and suddenly have millions upon millions (or billions if in PVP). A player can run papers with increased difficultly and generate 1 million in a very short time.

    You don't address the fact we NEVER loose in this game. Every single time you defeat something (within the correct level ranges) you get something. Players are always creating more inf and there needs to be a sink to remove it from the game.

    Quote:
    I saw a poster, quoting developers, and appears to be a proponent of the influence sink dogma, and would like to point out, that like with many developer statements in the past have been reversed. For example, the idiotic need to have players travel across several zones for the heck of it; how often that has been asked to cease and desist by the players? And the developers response is always the same: Its too much fun to deprive you off, also players need to enjoy and learn the maps we worked so hard to craft. At first glance, the observation of a developer "dogma" sticking to it seems to be in favor of the "developers will never change it" Yet how can you explain the introduction of all those portals, "short cuts" such as Ouroboros, Vanguard, Mission Transporter, Base Teleporters, and so forth?
    The game changes to add content, the devs have plans for future issues, the devs give rewards or have us spend money in booster packs - do any of those count?

    Quote:
    The point is that developers do change their positions, in some cases totally and in others partially.

    I believe the developers will have to address at one time or the other, that players are being adverse affected by changes they make in the game. Do note I am not judging the changes as being good, bad or indifferent. But I will submit that those developer changes in general are motivated in improving the game. In the past respeccing and throwing away Singles was really never much of an issue, but with the IO architecture, the cost is significantly higher; and a reasonable person should realize that this aspect must be treated differently. Think of it like this, would you experience the same urgency when treating a scratch when compared to treating someone whose arm got blown off? I hope not.

    I find the thought possibly disturbing with regards to influence sinks, and sincerely hope this will never be the case (as far as I can tell, that has not happened): Developers make game changes with the sole purpose to make players dump previous investments to replace with new investments, because the developers made the old powers useless. So far, this has not happened, the changes, solely, have been for game balance purposes and thus are bonafide changes.
    I have the position that the devs are actually aware of all this and have all the information on the game. They don't make decisions/changes "just because". We are not be privy to their discussion, etc. as to why they do things. Castle even indicates that here that it was discussed before the change was made. They make a change because they feel it the best thing to do for the game as a whole.
    There were lots of changes that weren't popular (GDN/ED) but we couldn't be where we are now without them.

    Quote:
    Still there is a matter of justice or simply right or wrong...

    If I design a build for my AT, and then respec to have the right power-slot structure, then buy IO sets to complete my AT; thus far it is I who is solely responsible if the AT build works as I intended or not. Fair enough?
    Sure

    Quote:
    If the design does not work as I intended, whose fault is this? I trust, you will think: Its the players and not the developers. As a result any cost or loses in repairing or correcting the build should fully be asessed against the player, there is no justification to blame it on the developers; especially with tools such as MIDS' being available.

    With me thus far?
    Still here.

    Quote:
    Now say you do build an AT architecture and it does work, you employed IO recipes which have been stable for over a year, perhaps even two. Then the developers decide to rebalance the game, or a specific IO set or sets, or even how a power will now work, etc. These changes will in general impact players with these IOs or power sets in a negative manner (I said in general because the great majority of the time the effect is a loss of capability as opposed to an improvement). So the player, if they desire to continue enjoying that ALT, is going to have to likely respec and replace IO sets; this process can be somewhat costly to extremely costly. The question to you all, is it fair to assess the cost to the player solely? If not, is it fair to assign any cost all to the player? If one is to assign a cost to the player, how much percentage of it would be fair? Do note, the player is suffering damages (in the legal term) from a developer initiated activity.
    This is still all over the BotZ change I see. First, go look at some of the new builds out there. Players have recovered and found new ways to slot their toons. To answer the question, yes, it is fair to place the costs on the player because the game changes and the player has the personal responsibility to know that and plan ahead. To expect that something will never change, NO matter how long in the game, is the player's fault.


    Quote:
    Some may argue, that the developer activity is done for the greater good, and likely that is the entire truth, but that should not forgive them from responsibility. Today a city planner decides a new street needs to be constructed to solve a traffic congestion issue. The city planner decides that a road needs to be constructed through your property, and has the right to do so under "Imminent Domain". So the devs have the rights to change the code, to make the game better under "Imminent Domain" clauses, which only makes good sense.

    But Imminent Domain is not a do whatever you want clause, it has limitations which alllows for the citizens rights to be observed. The city planner, is responsible to buy your property at fair market value, the city planner can not just go knock down your fence and part of your house to build the road; the city planner has to pay reasonable reparations, they have a responsbility to the citizen; the tax payer.

    So how does the above relates to the game?

    Developers changes the game, how it works, to ensure the game is working as intended, to make sure its balanced, to maximize enjoyment, add more content, etc. They like the City Planner, have the right to make changes for the better good of society through Imminent Domain.
    Ugh (and probably scooped by now) but it is eminent domain. Imminent has a different meaning.

    Quote:
    Developers should also experience similar responsibility for their actions just as City Planners do. That is a fair reparation to the ones negatively impacted by the City Planners activities must be done; same should be with our Developers.

    Given that we can agree with very basic law principles; the next step is how to fairly decide how can developers make reparations to negatively impacted players by their actions?
    First, Castle addresses that again through balance. Secondly, players would have to account what the negative impact was to them - which could be next to nothing to billions of inf. It would be a huge waste of time trying to figure out how to equally and fairly compensate players, thus a respec.

    Quote:
    I do note that with most developer initiated changes, a free respec is provided. That is a good move with regards to making up for how powers work changes, so a player may choose to drop the power or even begin to use it. I can see in the rare occassion a power is improved, that no need for a respec or any allowance may be needed, for no negative impacts is experienced by the player.

    But lets address an IO bonus degradation, or power ability degradation; how can a developer make reparations for that?

    My suggestion of a free IO extractor tool, was a suggestion on how to mitigate the damage a player experience from a developer initiated change; it matters not if the developer change was good, bad or indifferent. The City Planner decision to put a road through your property may actually solve the problem, make the problem worse, or do nothing.

    My basic point is, players like tax payers have a reasonable expectation to be treated honestly and fairly. I do understand that because of that, players should not be able to profiteer from the developers; but its entirely wrong for a developer to do changes with out having a responsibility assessed with it.
    I would like to see this proof how the devs are messing with us and purposely being wrongful that reparations are needed. From my experience, the devs have been great with what they have given for a game. Castle took the responsibility since the information became public and explained their position. Get over it.

    Quote:
    Perhaps my socket extractor concept could be available on a time limit basis tied to a game change release, say it last for 2 weeks after the release. I have 34 level 50 ALTs fully IO slotted, if they were all impacted, it would take me quite a bit of time to fix them, I am sure there other players with far more ALTs than I do, perhaps a month might be fair...

    Hugs

    Stormy
    As I said before, I like the other idea better.
  15. Wow...that's a lot of text. First, thanks for the effort of posting such detailed information. No way I could reply/comment on all that information.

    I will follow Steampunkette's lead and just point out a few:
    1) The "tap-tap" power build up: I would cancel my account within 2 seconds of this being introduced or never buy if a sequel. I have a SS brute. I want to use my SS. I want to go into a group of mobs, say "Hi fellas!", then proceed to stomp the ground from under their feet.
    2) S/TF's and skipping to the end: This game has been out for a while. I have done Eden too many times. Is there a reason we need to kill the mobs skipped? The devs can't go in for every mission in a S/TF and make all these mobs do something for the objective. They have S/TFs now down to a reasonable time (~1 to 2 hr in my experience) and have them ran more often because player like to run them. IMO, that tells me they are well designed if the players are playing.
    3) No ranged attacks in melee: Have you ever been ambused like on the ITF and the mobs pop all around you? My defs or corrs would really be at a disadvantage since they do not have any melee attacks except brawl. And mobs can immobilize you like the web grenades and get into melee range. For examply, if my ice/cold corr was immobilized, she wouldn't be able to attack or use her holds since they are ranged and the mobs come into melee distance. She couldn't even fly out of it.
  16. I hope I can play this weekend and will post. Not sure what we are doing for the long weekend yet.
  17. Thanks Ravenous. I hope your wife is better soon.
  18. Thanks all that showed up.

    We got the first one done and was pretty fun.

    We didn't have enough to run the LGTF though. Apparently it was in high competition that night. So planning another night.
  19. I am trying for it Friday night rox. If I learn anything new, will pass along. Good luck!
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    How about a link to my copypasta about why full respecs are bad, with Castle's commentary farther down?

    Win!
  21. Grats GP. Now we have to see you name FOREVER!!!
  22. Personally, I think the Targetted AOE and PBAOE could use a few more recipe sets rather then access to other sets.

    But if something like this goes forward, some things would have to make sense like some powers in energy blast should be ranged and KB, but shouldn't have access to hold or immob since they do not have that as part of that particular power.

    All in all, I wouldn't mind the increased variety.