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Quote:This is one of the WORST parts of the old TFs. If you know how (and many players don't), you can read the send-off for each mission. A lot of the rest of the text is available only to the leader, which means that either: 1> You lead, and the team gets upset that you're taking too long setting the next mission, or 2> You don't lead, and have no clue what you're doing (other than your fourth consecutive "Defeat all lockwork on an identical map"), or why you're doing it.I also agree with you konshu. Some of the older TFs where the story is basicly only told in text (im looking at you posi) compared to the ITF and such are like night and day in story telling elements. We need alot more interactive story.. that might be just me and konshu though...
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If you want people to read it, you should probably provide a link so that people can. And if it's print only.... Don't expect a whole bunch of people to run out and buy a magazine to read an article about a game that a lot of us have no interest in at best, or actively hate at worst.
Also, from Christmas to New Years, the devs are on holidays. BABs, who is the most prolific dev poster, hasn't logged in since Dec 20, last I checked. Casle has posted twice since their holiday started. None of the other devs have. Don't expect any of them to se this before the forum monster eats it. -
Quote:Y'hear that, BABs? Two more bugs for you to animate away! And during your holiday, no less!I understand, devs are very busy making another dual blades (dual pistols) and walk emotes, but fixing some bugs would make some players happy too. Thank you for reading.
Seriously though - The Walk power was something that the Lead Animator did in his spare time - it didn't take any development hours, and as Castle once said - I don't think you want BABs messing with the power system... The code would probably never compile again.
Now yes, some of the people working on Dual Pistols are on the Powers team, and yes, they are the people who would be looking at the bugs you've listed, but seriously, just how high on the priority list do you think that two minor PVP-only bugs are? Not only that, maybe the bugs are easy to find/replicate, but like the drop rate bug earlier this year, everything on the code end seems to be correct, so they can't find the source of the bug.
Go file an in-game bug report. That will put it into their support queue, and when they can get to it and know how to fix it, they will. Angry rants here that your personal favourite bug hasn't been fixed will not solve the problem.
EDIT: Oh, and since neither of these issues relates to a new feature in the testing stage on the Test Server, but rather to existing bugs on the Live Servers, this should be in the Technical Issues & Bugs forum, a couple up from here. -
Something I've wanted since Power Customization came out, that I can't recall ever having seen suggested:
Would it be possible to add either a check box or a radio button beside each toggle in the Power Customization screen, so that the toggle (if radio buttons are used) or toggles (if check boxes) stay on while testing other powers?
This accomplishes two things:
1- It lets us see what we look like activating click powers with our toggles on, which is especially important for Shields and Shapechangers (like Granite).
2- It lets us actually see what the toggle looks like while it's running. Most toggles just do the activation animation, and then the instant you catch on fire, are shrouded in darkness, etc, you go back to the default position and the aura disappears.
Standard code rant applies, of course, but since we can activate clicks while toggles are active in-game, hopefully it's not too hard to do it in the tailor screen. -
I've never been genericed, so I'm not certain on this, but I've heard that ever since they added the Rename tokens, they just change you to Generic 123 456 789 and give you a rename token.
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I don't have the numbers handy, so I can't tell you, but I can tell you how to figure it out.
Take the Duration and divide by the base Recharge Time. This will give you the TOTAL recharge needed to make the power become available just as it wears off. Subtract 100% from the result you got to get the Recharge bonus needed.
Example: If the Duration is 300s and the Recharge is 100s, you need (300/100)-1=2.00 or +200% Recharge bonus.
Note: Recharge slotted in the power counts towards the Recharge needed. If you have 95% Recharge slotted, you only need +105% from other sources in this example.
Also, when calculated this way, the power is "down" during the animation time. Replace Duration in the formula with (Duration+Activation Time). This makes it so that, if you activate the power the instant it's ready, the animation ends and the power restarts just as the first application wears off. (Actually, not exactly in most cases; search for "Arcanatime" to find out why)
Of course, slows will create gaps. Some people like to go over the minimum needed t buffer against this.
Also remember that there is a hard cap of +400% on recharge time. If Duration is more than 5x Recharge, it is never going to be possible to perma the power.
I've spent so long typing this, and been interrupted so many times (Darn customers think I'm actually here for their benefit! The nerve!) someone's probably already answered your original question. But now, you know how to figure it out for any power! -
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Quote:330552 has hostages that followed you around and speed boosted and fulcrum shifted you, while using only one weak attack, meaning that they took virtually none of your XP. Probably was considered exploitative, like the bubler allies that showed up in the old Meow Farms.huh... okay, maybe I'm just dense (always a possibility), but if that was the mission with the red/blue/green samurai who auto-rezzed the first time you defeated them... what would have caused that mission to get pulled? I didn't get a chance to play too much of it before I lost internet connection the other day, but it seemed like a fairly straightforward mission.
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I've done it during an ITF before. Pocket D porter to the D, get your inspirations, go into the hallways so that you're out of the no-TP zone, and hit the Mission Porter to go back to Cim.
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The recipe is at the level of the player you defeat. I've heard that you have to be +/- 3 levels from the person you're fighting to have a chance for a drop, but I don't know it that's still true with the most recent changes.
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Quote:A solo character is blue in the search menu, even if they are in a mission. I just checked.Yes and no.
No, because a solo character in a mission is considered to be on a team of "one".
It's possible that they get greyed out if they're in TF mode, like from a flashback or a AE arc, but in regular missions, they don't grey out. -
I just posted the following, all at level 30 on the red market:
Kinetic Combat: Dam/End/Rech - Sold
Mako's Bite: Acc/End/Rech (x2)
Touch of Death: Dam/End/Rech
Gift of the Ancients: Def/+7.5% Runspeed
Expedient Reinforcement: End/Dam/Rech
Devastation: Acc/Dam/Rech
Ghost Widow's Embrace: Chance for Psi damage
Touch of Lady Grey: Recharge/Endurance Reduction
All are listed at or below the current going rates.
EDIT - Those are all recipes. -
Quote:All contacts sell inspirations, once your reputation is high enough with them, which (as was said above) is done by completing their missions. Unfortunately, this is not an option during a TF, since all contacts are deleted from your list in TF mode, until you finish.I didn't know those vanguard peeps sold inspirations now, it must be relatively recent or changed since RWZ first arrived. If that's the case then it's great news! The AE merchant is also a great idea, thanks.
The AE inspiration vendor is a store, however, and will talk to you at any time. -
18 hours from the completion of the first TF completion.
ie, If you do an ITF at noon, then one at 3pm, you get half merits, then one at midnight, you get 1/3 merits. Then you do another at 6am and get full merits. -
How does this work in Arctic Air?
Does it just fire once every 10 seconds, then spread normally?
Does it function like a proc in a pet, and only try to fire on enemies when they're confused by AA?
Does it do something different?
I assume that it's the first, but I'd like confirmation. -
Shouldn't this be in the suggestions forums, along with the eleventy billion identical suggestions?
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Invulnerability is one of the armor sets that got a No FX option. It also has Bright (original Hero mode) and Dark (original villain mode) options.
EDIT: OK, I misread the question. After going in to the character creator, I can confirm that Grim is right - for hero versions of Invincibility. Villain Invince still has Visual FX in Original, Bright and Dark modes. It's definitely a bug that it's missing on hero versions. -
The solution to the spawn timer is simple:
The first spawn happens when you open the door, same as it does now. Instead of the second and subsequent being triggered by a timer (current method), the second is spawned when the first is defeated, the third is spawned when the second is defeated, and so on. This way, gimpy teams that fail because they get swarmed, don't see the next spawn before they're ready, and good teams that wipe everything then wait 5 minutes, have the next wave ready for them right away.
As to the difficulty setting, I assume that once they figure out how to adjust it so it plays nicely with the problem TFs, it will be reactivated for ALL TFs, including Trials. -
Quote:With the revamp, there's more trolls IN, not around, the area that counts, they're a more reasonable level for even level 10s, and the area that counts is noticable wider (ie, you don't have to fight them in waist deep water).*flashback of fighting trolls in the red riverbed when you first get the contact*
The horror . . . . the horror . . .. . . .
I remember the days of pulling a +2 troll into the river, and killing him in water that was only KNEE-DEEP.... Oops, sorry, that didn't count. >_< -
I wonder how many of those 197 bidding are under 2 bil, thinking they might be lucky enough to score one for a bargain?
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Quote:Yeah, but before the Hollows revamp, I'd finish Flux, and regardless of my level, he'd send me to Julius, who would send me off to kill trolls. Then he'd tell me to bugger off if I was below 12.Not entirely bizarre. Julius leads to Talshak, who unlocks the CoT Trial, which is minimum lv12.
Also, I think that before the revamp, Wincott was 5-9 and Flux was 7-12 or something bizarre like that. I like that the contacts seem to be paired up in like level ranges like Jim/Penny and Doc Delilah/Agent G, or the Striga and Croatoa contacts. Makes more sense that way.