Quinch

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  1. A quick tip, I've created a macro for /petition Spam. When I see one of them {which is frequently, since I've taken to bulk crafting} all I do is hit the macro, copypaste the spam text into the petition box {complete with the character name}, tick the "harrassment and conduct" checkbox and send it off. The whole process takes less than ten seconds and they're usually gone within a couple of minutes.

    BTW, Tony, mind if I link to your post in general chat from time to time? As PSAs go, it's a pretty good one.
  2. Seen a thread long those lines a while back, and I agree.

    Offhand suggestion? Merge sets. Ranged and AoE, various controls, possibly others too.
  3. FYI, the /copychat inserttabnamehere will copy everything from a chat tab into the clipboard, so you can paste the text elsewhere.
  4. Quote:
    Originally Posted by Shadestorm View Post
    I'd create a series of 1-10 MA arcs, advertise them, and tell people there's an alternate levelling path.

    If I was going to fix it, that's what I'd do.

    Maybe I should.
    That's what I did.
  5. Meh, it's not that big a deal I suppose. Mind you, the "time and money" bit is what the idea is focused on - you invest time {into earning merits} and money. I'm more partial to the time element being based on time spent earning it, rather than a fixed RL time period.

    Plus, the idea is mostly oriented on sucking the influence out of the system in return for increasing the amount of goods.
  6. I think the old Help window used to have a tab for commands - but seems to be gone now.

    Personally, I just copychatted the cmdlist to a text file and look stuff up from there. It works for me, but I agree it needs improving.
  7. Just a quick idea to solve the twofold problems of complaints about the length of RL time it takes to save up for POs and PvPos and the in-game inflation.

    Remove the 20-hour hard limit on buying alignment merits. However, for every purchase within the 20-hour period, apply a cumulative 50% increase in price {rounded up}.

    So, buying the first A-merit costs you 50 merits and 20million.
    Buying another costs 75 merits and 30 million.
    The third sets you back 113 merits and 45 millions.

    And so on. After twenty hours pass since the last purchase, the cost snaps back to default, and the process can begin again. That way, players that neeeeeeed their uber-turbo-extra-rare enhancements can do so, while being encouraged to run various task forces and other regular content as well as removing influence from the system at a significant pace.

    Any thoughts?
  8. I vaguely remember it being implied that the best of AE missions would be migrated into regular content... but that's probably just wishful thinking on my part.

    Anyway, I approve of the idea.... sort of.

    • Developer's Choice arcs should be moved into the regular content automatically.
    • An arc that hits Hall of Fame requirements is brought to the attention of the Dev in charge of mission-writing {Aeon? Manti? Whoever...} and moved to regular content if it passes the Devs' quality and continuity criteria. An arc that fails to pass still remains in the Hall of Fame.
    • For arcs that use existing contacts, offer available arcs in a multi-mission interface, same as normal. Choosing one arc locks out the others until the arc is completed.
    Of course, that would come with a couple of problems, too...
    • Possible problem with non-existing contacts - placement and possible overcrowding issues.
    • Implementation effort - SCR and developing tools to streamline migration of AE arcs chosen into the canon proper.
    • Currently, AE tools don't match up to what is seen in official content. That might make elevated arcs look obsolete gameplay-wise.
  9. Alrighty, a quick check - would a Zotac-made GTS 450 with a gig of DDR5 RAM be worth around $150 {tax included}?
  10. Well, that sucks. I don't think I've met her thus far, but pass on my well-wishes.
  11. Quote:
    Originally Posted by Venture View Post
    [This is just as true for City. A dedicated player can blow through City's content in a month, maybe six weeks tops.
    All if it? Not likely. Trust me on this.
  12. Quinch

    Event Fatigue

    I propose that each event is locked down to a single zone - Croatoa for banners, Dark Astoria for zombies and Atlas Park for the Rikti.

    For the duration of an event, an NPC temporarily spawns in each city zone {near a trainer or a train station, depending on where players generally congregate more} which provides teleport to the zone where the event is taking place.

    That way
    • Events spawn in thematically appropriate locations
    • There is quick transportation for those interested to the event itself
    • There is less or no interference with missions or task forces which require hunts in specific zones
    Just throwing this out, anyway.
  13. You might care to insert a link to the thread itself and save others the trouble of tracking it down themselves.
  14. All right, what would your ideal experimental conditions be, then?
  15. Quote:
    Originally Posted by Aett_Thorn View Post
    This is NOT true. It doesn't override anything. It just adds a heck of a lot of Threat. If someone else can generate more threat than Taunt can, they will get aggro. It also doesn't force mobs into melee range, it just brings them closer. Some mobs it won't do anything to (i.e., Snipers).
    I've ran an experiment once, about a year ago. Turned off my taunt aura and taunted a single CoT mage once. A blaster teammate wailed on him for the duration of the taunt; the mage constantly kept attacking me the whole time. It's possible that what you're saying is true, but the aggro generated would be so high, the distinction seems academic.

    You do have a point about the melee range and snipers, though. I've found that almost any mob that does move will try to close in for hand-to-hand attacks.

    Quote:
    Originally Posted by Memphis_Bill View Post
    I'll admit to a level of mistrust on accepting anything here. And of course the definition of "normal play." (Hell, I'd worry about "Hold aggro." Is it "lost" if they ever turn from me or only if I don't regain it quickly?)

    Define the experiment. Especially the "loss" of aggro given the statement above.
    Of course. The experiment would be as follows;

    A mid-level AE mission, ran in test mode with invulnerability, with +4x8 spawns with full complement of stone meelee/assault rifle primaries and invulnerability powers to ensure a protracted engagement. One tanker and one blaster, one spawn at a time. "Loss" of aggro may be defined as a mob closing the distance between the blaster and the tank, with severity according to mob rank, though I am open to suggestions. Demorecorded for subsequent analysis, fifteen-minute timer. First pass is with a tauntless/provokeless tanker {you}, second run with taunt and provoke {me}. Possible additional run with me using only aggro toggle, taunt and provoke for comparison purposes.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Similarly, do you have any argument with the statement I made re: my experience that my *non taunting* (and not slotted for taunt) brute stripped aggro from another, AOE-using, taunting brute?
    I find it unlikely, but not entirely implausible. Also, does Brute taunt power work differently than the Tanker variant?
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm not going to argue what you've "seen" or "haven't seen." I've played tanks enough - yes, including those without Taunt (the power) - to have seen things happen both ways. But you'll probably request redname confirmation on that as well.
    Actually, I would concede this point if I had your confirmation. You state that you are in possession of tanks which can effectively hold aggro without taunt. Would you agree to an experiment?

    Quote:
    Originally Posted by Memphis_Bill View Post
    It won't? Taking down a boss or a troublesome minion/LT ahead of time - or damaging them to the point where they die much quicer - won't? The fear AOE from a successful assassin's strike (which requires hide) has no effect?
    Even on a midsized team, there will be more than one "troublesome boss/lieutenant". On a large team, they will be one among a sea of other troublemakers.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Play one lately?
    No, but I have played with a few.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Yes, a stalker can fight *unhidden* and survive. I've done so. However, the Hide ability (and hidden state, more specifically) are a *key* part to the AT. Which is, of course, why you're "forced" to take it at level 1.
    Taunt is an autohit, zero-endurance AoE that overrides all current threat values with a hardcapped range debuff which forces the affected mobs into melee range where they can be more efficiently held by Gauntlet. Are you claiming that Taunt cannot be considered a key power in the tanker archetype?

    Quote:
    Originally Posted by Memphis_Bill View Post
    An authority *only you* are attempting to state I claim.
    "Who made that decision? The devs. And, chuckles, they *are* that important. They have set up powers at level one to ensure soloability and specific minimums for the AT or powerset."
    "The devs have indicated the essential need of hide for the AT not just by placing it first in that Tier2 power, but by making it an END-cost-free toggle."

    You make assumptions and attribute them to your assumptions of developers' intentions. Do you dispute that?
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    The issue of having to take a power at all is irrelevant to the thread's argument about having to take a power....
    The issue of reinforcing the concept of secondary powerset's lower priority being irrelevant to the thread's argument about having to take a power.

    Do pay attention.

    Quote:
    Originally Posted by Memphis_Bill View Post
    A tank does not need to take taunt. The power is NOT pivotal to the archetype, as taunting itself is built in to the AT's other powers. Your premise there is flawed badly.
    Correction; threat enhancement is built into the archetype's powers. Said threat enhancement consists of a melee range aggro increase. I have yet to see a single tauntless tank which can prevent a blaster from pulling aggro off a tank via normal play.


    Quote:
    Originally Posted by Memphis_Bill View Post
    The Mastermind, at least, gets closer to the argument. Yes, they can skip pets, however they're still able to defend themselves, attack, and progress in the game from level 1 onward. They can leverage the debuffs to increase their survivability... part of which is designed into that first tier-2 power.

    A Stalker not taking hide will, however, find themselves at a great disadvantage. Not only can they not start at Hidden status for an attack, but they become much more vulnerable - and the other part of their AT-defining power, Assassin Strike, a four-second interruptable single-target attack, becomes nearly impossible to use until well into the game when other defenses are in play... *assuming* you have a defensive set. That's a *big* sign pointing at Hide being deemed necessary. The devs have indicated the essential need of hide for the AT not just by placing it first in that Tier2 power, but by making it an END-cost-free toggle.
    Are you arguing that a Stalker, while not hidden, cannot fight with expectation of survival? If so, how do you reconcile that claim with Stalkers' role in any sort of team play, where a single Assassin's Strike will not have a crucial effect on the battle?


    Quote:
    Originally Posted by Memphis_Bill View Post
    If all you'll take is a specific redname statement in this thread, then we're through, as nothing can be argued with you.
    No, but it is required for me to acknowledge authority you do not have nor speak for. If you wish to change my mind on this issue, you will need to present your own arguments, rather than call on unsubstantiated claims to insight into the devs' minds, and what you doubt or assume through cursory looks bears no logical weight unless you bother present the chain of reasoning which led to those assumptions.
  18. {rackafracking forum ate my post...}

    Quote:
    Originally Posted by Memphis_Bill View Post
    So which "mandatory, essential at level one powers" are you referring to? Because from playing, oh, EVERYTHING, none become obsolete.
    I was speaking subjectively - there is no power in the game that a player will not consider useless or unnecessary. The lack of consensus on value of any power makes determining an objective value impossible. I believe I stated it clearly enough in my previous post - I am spelling it out now.

    Quote:
    Originally Posted by Memphis_Bill View Post
    But you can, of course, imply that it's suboptimal by declaring powers obsolete. I am not dictating anyone's playstyle. I am arguing against a change that is, at the least, pointless and at worst damaging to certain powersets or ATs. I'm arguing at the baseline of play, not the person who (for instance) decides to try to IO out a Stalker's defense and offense and try to run without Hide.
    Are you arguing against the change because it would facilitate creation of suboptimal builds? Because if that's the case, I do have to warn you that you're standing on treacherous ground.

    And how do you determine the baseline? If you define it by present state, doesn't that mean that any change to gameplay would be detrimental by virtue of deviating from that baseline?

    Quote:
    Originally Posted by Memphis_Bill View Post
    Now think of the reason WHY that is. It's been spelled out in the thread before.
    The only argument I see beyond "I use all my T1 powers, therefore any change is unnecessary/detrimental" is that it serves to reinforce the secondary powerset's role as secondary which is a non sequitur.

    The secondary powerset already has lower effectiveness index as well as having a slower unlock rate. The issue of having to take a power at all is irrelevant to the argument presented.


    Quote:
    Originally Posted by Memphis_Bill View Post
    I have never argued against a Tanker's choice not to take Taunt. I'm on record, as can be searched easily on these forums, as *suggesting* someone take it when first playing a set to see if they feel they need it. Nor have I ever argued against petless masterminds. Don't imply by positioning that I would take such stances.

    Hide, however, is *essential to the functioning of that AT.*
    I challenge you to demonstrate a significant difference between a tank, mastermind and stalker skipping taunt, pets and hide respectively in terms of their archetypal role. In each three scenarios, the power{s} not taken are pivotal to the archetype.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Who made that decision? The devs. And, chuckles, they *are* that important.
    They have, however, yet to appear in this thread and corroborate your statement, especially as countless previous decisions have since been reevaluated and adjusted. Until such time, I must admit difficulty in accepting you as their spokesman.

    Quote:
    Originally Posted by Memphis_Bill View Post
    They have set up powers at level one to ensure soloability and specific minimums for the AT or powerset. It may be self defense. It may be offense. It may be a self buff/heal.
    Each archetype is designed to be soloable, despite varying effectiveness in doing so. That I agree with, in both factuality and desirability. What you are arguing for, however, is that every build must be soloable, regardless of a player's own choice of playstyle.
  19. Okay, someone tell me what exactly drops Halloween tips? Wearing a costume, check - but do they drop from defeated mobs from ToT? From clicking the doors alone? Any mob in general?

    I got one when I was grinding {grinding!!} costume badges and none since. Does the RNG just hate me that much?
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    Oh really.

    A self-heal is obsolete?
    HIDE is obsolete? (You know, one of the essential powers for *every single stalker* out there?)
    An/another immobilize is obsolete?
    An attack (EVERY Defender and tank) is obsolete?

    You're as wrong as je_saist and power_NA put together.

    YOU may CHOOSE not to use it for some reason, but they are far from obsolete. My blasters will still use the level 1 immobilizes at level 50. My tanks still use the level 1 attacks. My scrappers and brutes quite OBVIOUSLY still use the level 1 shields. My defenders certainly use the attacks. And yes, I still use Gale.
    I'm fairly sure you don't get any points for arguing against a case I didn't make. I don't remember saying that a self-heal is obsolete - always, unconditionally. Nor did I say so for hide. Or immobilizes.

    Then again, assumed it didn't need saying.

    The fact is, you are arguing, or from where I'm standing, convincingly appear to argue, that usefulness, or obsolescence, are objective. The fact that you choose to utilize every first-tier secondary power forced on you is utterly irrelevant. No single player, yourself certainly included, has the authority to dictate another player's playstyle. Certainly, I may choose not to use the mandatory power, as I often do. And yet I cannot choose not to take it at all. I cannot choose to take another available power in its stead. I can choose to play your way. And I ask to choose not to.

    Nobody argues against a Tanker's choice not to take Taunt if he didn't want it. Nobody argues against a Mastermind's choice not to take his pets, should he not want them. And nobody would argue against a Stalker's choice not to take Hide. Nobody except you.

    And you're not quite that important.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Defenders - Another obvious one. No defender has zero capability to attack.
    This seems to be the crux of your argument - that even if a power is useless to a playstyle in general, it is essential to have offensive power {even though blasters only get ST immobs in the secondary} at the start.

    My counterargument is one described well enough in the game itself:
    When all else fails, you have only your two fists to depend on.


    And let's be fair - those mandatory, essential-at-level-one powers become obsolete around the same time you can no longer brawl enemies in submission.
  22. Quinch

    dw/dm corruptor?

    First off, welcome back. A lot has changed since you've left {mostly for the better}, so feel free to ask about anything... unfamiliar. Hooking up with the Mentor Project will probably help you get your feet back on the ground fairly quickly.

    Second, if you're looking for specific build advice, I'd recommend checking out the Corruptor forums - odds are you'll find much better answers there than here.
  23. Here's something that's been bugging me - how is drop distribution handled?

    Does each mob have a chance to drop an item per person involved in killing it?

    If an item is dropped for a person who isn't able to take it {full storage, for example}, is it passed on to another person?

    Do the answers to the questions above apply equally to all types of drops - inspirations, salvage, tips, etc.?
  24. Quote:
    Originally Posted by Tidbit Jr. View Post
    Even Tankers didn't have bruise until very recently, and their main inherent effect is still Gauntlet.
    And yet so many ignore Taunt completely.
  25. I have to admit, I understand the frustration behind the OP's post, even if the "solution" is imbecilic.

    Blasters, for example, are a particularly egregious example of "mandatory" power picking - sure, the single target immobilize might be useful for a level or two, but in an archetype generally geared toward AoE annihilation, it will frequently be forgotten, but there are plenty of powersets where the first tier secondary is nigh-useless to the player. One way of solving this would be either to allow picking both primary powers, or to unlock the second tier secondary.

    Just my two cents.