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Posts
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Then you should be pleased to know that twice a week (Mon & Fri) are the norm. Maintenance is scheduled for 2 hours, but I find 1-1.5 hours is typical. I am also a morning person, and would have preferred a different maintenance schedule, but at the same time I haven't found it to be too much of an issue to adapt. I hope you can too.
If it seems like the maintenance is excessive, that's probably simply because it happens to coincide with your playing schedule. Many players rarely if ever even notice the maintenance down time. They probably think "wow, this game has hardly any maintenance at all!" -
Cool, ALL weekends should start on Thursday, not just double XP weekend.
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Is it normal for double XP to start a little early? It was quite the pleasant surprise to play last night and discover that I was already getting double the XP (especially since my playing time this weekend will be sadly limited)
Do they usually begin double XP weekend Thursday night, and I just didn't notice before? -
Quote:To be honest, I think that was pretty much my role from the beginning, and I was okay with it. I earn prestige, he provides a nice base. If he's willing to hold up his end of the bargain again, I'm more than willing to hold up mine.I would be very hesitant to give him the SG back when he returns because he may very well just view you as a prestige mule.
Quote:If you want to give him base-editing permissions so he can design it to his liking, fine, but I wouldn't turn leadership back to him. -
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A lot of good points, comments, and suggestions have been made in this thread. Thanks again.
I just want to say that I still intend to hand leadership of the group back to the former leader should he decide to return. He put a lot of time into the design and construction of the original base, so it obviously meant something to him. I don't intend to invest any effort into the base beyond putting some transporters back in. I am the leader of a supergroup on another server that I created for alts belonging to myself and two of my close friends--any creative efforts I put forth will be directed toward that group's base. I will probably always see this other base as really belonging to the former leader; I just want to get the basic amenities (that I joined the group for in the first place) working again. If the guy takes over again and wants to kick me for something I did or didn't do while he was gone, then so be it. I'll just have to look for a new group, which is exactly what I was planning to do until I noticed I was auto-promoted to the head of this one.
I will wait until after reactivation weekend (and until after he's had a chance to respond to a message from me) before I touch anything. Not knowing the circumstances behind his absence, I think I owe him that much.
I admit to being envious of perwira. The base I inherited didn't come stocked with storage worth millions! Before the (soon aborted) renovations, the old leader removed all storage bins (no idea what he did with the contents, but fortunately, I personally hadn't contributed too much to them, so I don't feel cheated). He did install some new storage bins before splitting, but they were empty. Should I put anything I really care about in any of those bins, I'll be sure to clear it out before I relinquish control. -
Thanks for all the good advice, everyone.
I'll send a message to the former leader's global. If he doesn't respond after a while, I'll assume that I'm free to make whatever changes are needed. Of course, I'll hand control back to him should he ever return. -
Several months ago, I was sent an invite to join a villain group from someone I didnt know. I was just starting to craft enhancements with that toon, and I accepted hoping that the base would at least have a decent workshop. Turns out it was a small and not very active group, but the base did have a workshop as well as a full set of teleporters and a med bay, so I was happy. I ended up playing that toon a lot, and before long I was one of the most active and highest prestige earners in the group.
Then one day I went to the base and found mostly empty roomsit seemed the group leader had decided to redesign the whole base from scratch. No problem, I was willing to be patient and go without certain amenities until he finished. Sadly, he only got as far as filling a few rooms with mostly decorative items and then never came back. Eventually, he was gone long enough to be auto-demoted and I logged in to find that I had been auto-promoted to group leader. By this time, nearly everyone in the group who had been even semi-active had long since bailed.
Its now been over 2 months since the former leader last logged in. I have no idea if hes ever coming back. Ive paid the base upkeep and got the workshop functional again. Id like to do moremainly, replace all the transporters that were removed. Unfortunately, the former leader spent so much prestige on expensive decorative stuff that I think Ill have to sell some of it to get back all the teleporters the base once had.
What are the protocols in a situation like this? Am I out of line making major changes to the base? Or is it reasonable to feel that its now mine to do with as I wish? The original owner may one day return intending to reclaim his base, and might be angry if its not the way he left it. On the other hand, he did abandon the base after stripping it of everything useful, I'm not sure how he could blame me for wanting to restore it. I wouldnt dream of touching the base had he left it in the fully functional condition it was in when I first joined. And he is welcome to have it back anytime he should return. Im just not sure I want to wait forever to get teleporter capacity back.
So Id like some advice. What do you think is appropriate in a case like this? What would you do? -
Quote:Ah, that would explain it. The toon I used does have an armor toggle with a perception boost. I didn't realize +perception negated their vanishing act. I thought they also sometimes went right through the walls, and I didn't see that happen either, but could have just been random.Do you have any +perception buffs on your toon(s) that ran those missions?
Sadly, I guess my toons without perception buffs will have to continue putting up with vanishing ghosts. -
Maybe I was just lucky. I did several CoT missions over the weekend and none of the ghosts vanished, just fled across the map where I could still see them and chase them down. I thought it was a deliberate (and much appreciated on my part) change in their behavior. If not, too bad.
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I noticed that CoT ghosts don't just vanish or flee through the walls anymore when brought to low hp. You can actually chase them down and finish them when they flee.
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I'm fine with joining small "start-up" super groups and actually prefer them to the mega active "top 100" groups. I enjoy groups with a small enough roster that I can actually remember who's who, and I like earning prestige that will actually be of help rather than just dumped in a gigantic pot of unused millions.
The problem is that just as many players demand active groups, many groups demand active players. I play 10-15 hours a week, but I play many different alts on several different servers. So any given toon that joins a group may get parked for weeks before it gets played again. Some groups are not okay with that and will dump the toon for inactivity.
What's your policy on inactivity? You mentioned an application process, which to me sounds like you take your group pretty seriously and probably except a certain level of commitment from members. Or are you okay with more casual players? If so, I think I'd be willing to join your group. Did you say which server you're on? I have villains without group membership on Champion and Guardian. -
Quote:I'd like to think Bill Gates would keep the salvage, enhancement, and inspiration storage nicely stocked. Though I'd bet even he would set some kind of limits on the storage permissions.If Bill Gates was running a super group, don't you think he'd make sure that everyone in the group was properly outfitted?
Maybe a better question is: If you ran a super group that included toons owned by players other than yourself, would you freely give influence to any and all of them? Or just your own toons?
If you're apt to be more generous with your own toons than other SG members, that suggests that sharing influence is more of a metagame action than a legitimate roleplaying one.
That aside, an account-wide bank might be a nice addition, and there certainly seems to be plenty of people who want such a feature. Personally, I kind of like the idea of starting with nothing and having to work your way up. I'm not sure I'd like or even use an account-wide banking system, I'd be afraid that it might trivialize the experience by making it too easy for my lowbies to get everything they need & want immediately. But I think I might be in the minority in that philosophy. -
I thought they neutered AE to keep people from taking advantage of exploits that broke the intended reward/risk ratio? I also thought there was plenty of teaming going on in those AE exploit farms.
Personally, I like to solo a lot. I certainly hope the developers don't do anything to force people to team. Or kill one of the servers that I play on, for that matter. Fortunately, I don't see them doing either anytime soon. -
My wife showed absolutely no interest in CoH until just yesterday, when she told me she wants to learn to play so she has something to do when she goes on maternity leave next month. I'm hoping she really gets into it!
(and then later, we can teach the baby to play too) -
Great. Now level 1 villains will have to defeat a GM just to get out of the tutorial!
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Your KISS wallpaper is awesome.
That doesn't help with your predicament, but I thought you should know. -
Quote:Emphasis mine.i made a post it was time for a server merge, as a new player, saying i cant find find any full teams going ever but during the short prime time of usa, ya, i got trolled and flamed like a nutcase
I notice that many of the complaints I've seen about server population don't claim that there's a problem finding teams so much as there is a problem finding 8-man teams.
I guess I don't understand--what's wrong with smaller teams? Why is a team of 6 or 4 or even 2 no good? Why is 8 the magic number? Just because it's the max? What if they increased the limit to 10? Would teams of 8 no longer suffice? -
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Quote:Apparently, it is more ambiguous than I had thought. Just as I think some people underestimate how confusing the Faultline tunnel missions can be.I am almost certain the first is utterly wrong, because when I did that mission with a buddy of mine, we guarded that henge for about half an hour and nothing happened, except for a few Fir Bolg slipping through every now and then. Eventually we split up. He went around the mission beating up everything he can find, I stood back and guarded the henge. Except guarding the henge alone is a fair bit more difficult than it is with two, and quite a few more slipped through my watch. Eventually, I let one too many slip past and the mission was a failure.
And really, the fact that we're even arguing about the mission objective stands testament to the fact that the mission objective is horribly vague.
However, I can assure you that the first method does work for the Fir Bolg mission, because that's exactly how I did it, and recently. If you keep defeating Fir Bolg who are running for the henge gate, eventually you will get credit for mission completion, at which point they stop coming (even though there may yet be plenty of Fir Bolg spawns still left on the map). It does take a while, but I didn't pay attention to just how long it took.
I'm not sure what triggers mission completion, but I suspect it might be defeating X number of Fir Bolgs. In which case either method will eventually rack up enough kills to succeed. Method #1 is safer, because you prevent escapes while racking up defeats, but #2 is probably quicker, at least if you have high damage toons that can mow through mobs, since there's less waiting. -
I wonder if they've changed the Fir Bolg gate mission at some point? Last time I ran it (maybe a month ago?) I camped near the gate and intercepted the Fir Bolg mobs trying to escape. After a while of doing this, they stopped coming and I got credit for a mission complete with the exit button appearing. I then roamed around the map, found lots of static Fir Bolg spawns, and defeated some for the extra XP. I then hit exit, leaving some Fir Bolg still on the map. Was definitely not a kill all to complete.
I think I'll check the wiki and see what it says about this mission.
Edit: Well, I checked the wiki, and defeat-all isn't listed as a mission objective:
Quote:However, there is this additional note:Mission Objective(s)
You hear a hundred guttural voices lifted up in a foreign chant.
* Stop 30 Fir Bolg entering door
o 0 have escaped
You prevented the Fir Bolg from expelling the Tuatha from Croatoa!
"Although the stated objective is to stop 30 Fir Bolg passing through the portal, the real objective is to defeat all Fir Bolg on the map before 30 can enter the portal."
That's interesting, because I completed the mission and that's not how I did it. I get the impression that perhaps there's two ways to complete the mission:
1) guard the gate and stop escapees until they finally stop coming, OR
2) clear the map of all spawns first, which sounds like it will also halt the exodus.
Can anyone confirm this? -
Quote:Does the roam and kill method really help toward the mission objective? I got the impression that the Fir Bolgs standing around the map do not break for the gate--the ones that try to escape spawn periodically much like ambushes. Is this correct? I do know that after you beat the mission, there are still plenty of spawns all over the map. I have tried attacking Fir Bolg on my way to the gate, but not only does this not seem to help reduce the number of escape attempts, but also allows time for a few to escape before I can get there.It's not a defeat all. You just have to defeat enough of the Fir Bolg that they can't complete their mission. This can be done solo either by roaming the area and killing any spawns you see or else guarding the gate. If you choose the roam and kill option you have to be fast as in a scrapper or blaster with no down time. If you guard the gate you have to have some area effect that can slow or damage the groups as a whole. If you don't damage them they will ignore you completely. Also if you stop them too close to the gate they count as escaped even if you manage to defeat them.
And you're right about them getting credit for escaping just for getting close. Many times I've defeated a Fir Bolg a few feet from the gate and it still counted as a loss. Not fair at all! -
Quote:It's not a defeat all, at least it wasn't the times I did it. Just make sure less than 30 Fir Bolg get to the henge.Isn't that that mission where you have to stop Fir Bolg patrols from reaching some Stone Henge WHILE ALSO being a Defeat All mission, making it utterly impossible to solo it and a potentially huge pain on large teams because it necessitates team-splitting and therefore dealing with unproportionally large mobs? And to top it, half your team is stuck with the exciting duty of standing bloody guard at one location? Because I doubt even a mission objective written in coherent English can save that piece of crap of a mission.
Unique is nice and all, but not if it cripples teams and unexpectantly makes soloing impossible. Oh, sure, your contact tells you should get a team together, but I've solo'ed so many down-scaled AVs that at that point I, and I expect many other solo-minded players, dismiss those lines as polite suggestions.
Cliché as it is by that point, making it a timed mission, stating that the ceremony will be complete in X minutes is about the only way to make that mission playable for people who don't bother to put together above average teams to deal with having split up, or people who don't actually like standing guard while others get the action.
It's quite depressing, really. The devs try really hard to make new and unique and exciting things to hook you back to the game, but every so often, they just end up paving paths with their intentions.
I actually enjoyed that mission, because it was very different and required some creative strategy. And while I can see where some players might get confused, I think the mission briefing does give you a pretty good idea what you need to do.
It can be difficult to solo, though, if you don't have any holds. For once, the enemies don't want to fight, just run. First time I soloed that mission I thought my tank could stop them with taunt, but not much luck there. I failed and had to come back later with my ice blaster--much easier with holds and AOE damage and slows. I recall someone on this board boasting that they could solo it with any AT and complete with zero escapes, so I imagine it can be done. -
Quote:I'm going to have to disagree here, that briefing offers players little insight into what they are actually supposed to look for. The only thing in there that even hints at the possibility of underground terrain is the reference to sites "recently excavated", but by this point in the game most players have undertaken dozens of subterranean missions (troll caves, CoT temples, etc), all of which were probably accessed by a cave door located on the surface of the map right where the waypoint indicated.If you're reading the mission dialog it's pretty clear these missions are underground.
That's the mission briefing. It's about as clear as it can be without big orange letters that you're going to look underground. You're not being punished for not being an Explorer type, you're suffering for making the choice to play on autopilot and over relying on "go to waypoint ASAP and go in door"
Honestly, I'm baffled how anyone could be expected to glean from the briefing that:
1) The mission door is located in a hidden tunnel level underneath the map, and
2) The entrance to the tunnel level is located rather distant to the actual mission door.
The player should figure out the first item as soon as he/she is standing right on top of the door location and notices that the wayfinder is still pointing down. The real problem is #2. Early in the game, there are several locations with multiple levels (Skyway, for instance) where a little searching is required to find the actual door. But this is the first mission most will encounter where the indicated door location doesn't even offer a good point to start looking. I remember the first time I did the Faultline arcs, I zeroed in on the mission location as shown on my map and then began systematically fanning out, scouring a large portion of the terrain before I gave up, thinking I must be doing something wrong or else it was just a bug. As it turned out, I quit just shy of finding the entrance by lift H. I would have kept on had I known I was on the right track, but I really didn't know and I didn't want to comb the whole of Faultline only to find there really was no secret entrance.
Fortunately, I came to this wonderfully helpful board for advice before I reached the point of frustration. But I understand the OP's pain. I think the designers could have done this a bit better. I'm fine with missions that require puzzle solving and exploring, but for many players this is the first mission that really requires much of either, and absolutely nothing is offered in the briefing to indicate that this mission is any different from the hundreds of others that have come before. Don't change the rules without telling the player. A puzzle is much more fun if you know you're trying to solve one. -
Sting Queen.
or Queen Sting.
Or even Queen of Sting?