Roderick

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  1. A Premium player can delete a locked character without first unlocking it, and doing so would unlock the name for that player immediately, and for any other player a few minutes later. It seems that the same system that lets you reserve a name on the character creation screen also reserves the name briefly after deletion.
  2. Quote:
    Originally Posted by Beber View Post
    Before Freedom was released, if you stopped subscribing for 60 days, all your auctions at the auction house were deleted.
    That's how they said it was supposed to work. Very few people could remember having anything actually deleted on them when the Market forum was discussing it, including people (like myself) who had second accounts that had been inactive for far more than 60 days, sometimes even a year or more.

    If you're actively playing (even if you don't log all your characters in regularly), I doubt you'll ever notice anything get deleted.

    For the record, I've been Premium since a couple weeks after Freedom's release. I haven't had anything deleted yet.
  3. Quote:
    Originally Posted by Plug_Nickel View Post
    Statesman dies? Crap. I guess instead of reading the forums, I should play the game.
    Actually, if that comes as a surprise to you, it means that you've been playing the game more than reading the forums.

    Statesman is not dead in-game. However, a recent announcement revealed that he will soon.

    And before anyone can whine about spoilers:

    Quote:
    Originally Posted by Zwillinger View Post
    This is no longer a spoiler. I announced this yesterday, it's all over the main page, and it's in the media. As I stated above, we wanted you to know about this.
  4. I always heard it as "The brothers and the sisters are in the house!"
  5. Quote:
    Originally Posted by Rajani Isa View Post
    Are you sure? Could of sworn they overlapped ala ally buff shields.
    Not 100% positive, but I'm fairly sure that they do work this way, or at least used to.
  6. Quote:
    Originally Posted by dugfromthearth View Post
    buffs stack rather than being multiplicative (i.e. 50% res + 50% res is 100% res instead of 75% res). This makes buffs impossible to balance. A 5% def buff is very weak, but 8 players giving it out makes a 40% buff which is almost game breaking.
    A 50% buff multiplies the base by 1.5. In your example, multiplicative buffs would give Base x 1.5 x 1.5 or Base x 2.25 (A 125% bonus). I fail to see how additive bonuses are stronger than multiplicative ones.
  7. Quote:
    Originally Posted by Necrotech_Master View Post
    they stack with each other but they dont stack with themselves

    if you have multiple slotted in a built they will just refresh the duration of the current debuff if it procs before the debuff runs out
    They also stack with Bruising, which means on a tank, you can potentially get up to a -60% resistance debuff.

    However, as far as self-stacking goes, they neither stack nor extend duration. When they trigger, they give the target a temp power that debuffs itself, and doesn't stack from the same caster (caster being the target, not the attacker). Like Momentum, each debuff has to wear off before it can be reapplied (the same applies to Bruising, as far as I know, but the three different debuffs don't block each other, just themselves). If the proc fires on an enemy already affected by that proc, nothing happens at all.
  8. Quote:
    Originally Posted by GageEndaI View Post
    /macro buff powexec_name Psychic Focus$$powexec_name Build Up$$powexec_name Conserve Power$$powexec_name Power Boost$$powexec_name Boost Range

    The problem with this was it saw only one of the powers and ignored the rest. I went into edit and it just showed the first one. Not sure what happened.
    The reason that this macro only had one power in it is that you didn't put quotes around the string of commands. So when you pressed Enter, it created the macro with all the text up to the first $$, and then executed the rest of the commands you listed right away, rather than including them in the macro text. Of course, the macro wouldn't have worked as written anyways, but others have covered how to fix that. Remember to use quotes the next time you chain multiple commands in a macro.

    /macro TMYK "em thumbsup$$local The more you know..."
  9. Quote:
    Originally Posted by Tunnel Rat View Post
    Good question, Sam. Let's talk shop!

    The fine details of what the power is actually doing, I'll usually leave up to the player. Are Darkness' effects shadows or illusions? Is that actually a chattering skull erupting from your face, or is it just a product of your target's hallucinations? Are you causing permanent damage with your Sonic attacks, or temporarily deafening your target? That's up to you, and really, answering those questions doesn't change the look of a power much, from an artist's perspective.
    This relates somewhat to a suggestion I just posted, although I'm looking more at the self-affecting powers, where your post is specifically touching on attacks and (de)buffs.

    If a dark armor character doesn't want 6 layers of clouds and bubbles topped with floating skulls, rings around their heads and sparkles, their only option is to turn off their toggles. Likewise, a character who already used the Stone skin texture has to layer extra rocks on top to get protection, and a character who wants the more violent flames from Omega on their Fiery Aura character or the stormy lightning of Thunderhead on Electric Armor has to layer over the powers' auras, and hope that it looks good. Is there any chance that the elemental armors could also get "Minimal FX" options, so that we can use these awesome auras, instead of losing them in the rest of the ones we're forced to wear?

    And if this isn't your balliwick, I totally understand. But maybe you could show it to the person who would handle it?
  10. Right now, Minimal FX is restricted to the "non-elemental" power sets. I feel that all powersets should get this option, for two reasons:

    1. Technical Reasons: I'm not the only person playin the game on a low-end system. Mine is actually old enough that I can't play Dark or Fire armors without constant crashing, eeven with the particle count reduced to the minimum value, and the other "elemental" sets drag down my performance a lot. What's even crazier is that several of these powers look nearly the same, if not identical (Ice Armor has how many identical layers of ice cubes?). By letting us select the one aura we like best and turning off the rest, our performance could go way up for some players.

    2. Roleplaying Reasons: Bobby Drake isn't covered in gigantic ice cubes, Spawn isn't dripping coalesced darkness from his body, and the Thing doesn't wrap extra layers of rock around his already stony body. Sometimes, a character would look better without all the glows from the powerset. Other times, one of the existing Aura costume pieces would look better for your concept than the default one. And by using costume auras, you can keep your toggles on all the time, but only burst into flame while fighting. And if you're level 1 and haven't unlocked any purchasable auras, you still have the option of turning on one or more of the auras in your powerset until you hit 30 and do the aura mission.

    And while you're at it, grab all stealth powers, like from Devices and Illusion, and give them the option of Invisible, Translucent, on No Fade. For team-affecting powers, like Group Invisibility or Shadowfall, this option should only affect the caster.

    Of course, just like the existing powersets with "Minimal FX" options, these options should be overridden and reverted to defaults while in a PVP Zone/Arena. But elsewhere, we should be able to control how many gaudy auras we're sheathed in.
  11. The problem isn't the duration between spawns, it's that there's a timer at all.

    Right now, when you open the door to the reactor room (or more often, when you recue the last scientist, and one of THEM opens the door), it starts ten timers - the first one 1 minute long, the last one 30 minutes. As mentioned above, they aren't evenly spaced. As each timer runs out, a wave of enemies appears.

    Originally, the timers were much shorter. Back in the post-ED, pre-Invention days when respecs were only available by doing the trials or by much rarer freespec grants, people who had crappy builds had trouble completing the mission, and could never get their respecs, so things were changed to the current state. Now that the game has been made progressively easier, the gaps are getting more and more noticeable.

    However, if we shorten the gaps so that the well-built and/or IOed-out characters aren't bored, the new free players with their SO-only builds will quickly find themselves overwhelmed again.

    The solution is to change the trigger for the waves of ambushes.

    Keep the first one at 1 minute after opening the door. Spawn the second 90 seconds after defeating the last enemy in the first wave, so that the team has a chance to recover if need be. Spawn the third group 80 seconds after the defeat of the second. Continue shortening the gap by 10 seconds To give the impression that the enemies are pushing harder with each wave, until the last wave arrive the instant the last foe in the previous wave dies.

    This way, no team is ever bored out of their skulls, nor overwhelmed. And if a greater revamp is desired, the last wave can either include or be followed by an AV fight.
  12. Quote:
    Originally Posted by chatman View Post
    As part of the fire alarm in Steel,

    ...add an entrance mission where you go inside the burning building and "tag" civvies with hospital transporters. It could add a new badge and or temp power.
    Shortly after the Praetorian zone events were added, someone suggested removing the existing Hellion Arson, and replacing it with a multi-stage event. I think the reccomendation was to fight fires until it was safe to enter the building, then go in and rescue the trapped civilians, then head down to the basement/sewers to arrest the arsonists, eventually spawning a boss to fight.

    Something similar was suggested for Troll Raves.

    I don't think either is very likely, but I'd love to see both happen.
  13. I'm a Premium player, so I have no access to Test or Beta. As such, any testing I can do has to be on Live, which makes me less willing to gimp my build just to maximize testing potential. So if anyone can add more numbers, I'd really appreciate it.

    I like Knockdown. A lot. Especially in AoE powers. So when I rolled my first Titan Weapons character, the first thing I did was slot my Might of the Empire: Damage/Recharge/Chance for Knockdown in Defensive Sweep. I was surprised at how rarely the proc fired, but chalked it up to a matter or perception and just not noticing it.

    However, I started watching for guys falling over (though I admit, I didn't watch my Combat Log), and I only ever saw my primary target knocked over. I never saw anyone knocked down on a Momentum swing, but that might have just been a coincidence.

    I have seen the damage procs from my other pre-order enhancements fire in my other attacks, both on my primary target, and the ones hit by the AoE.

    I know that the +Def in Defensive Sweep is flagged to only trigger from the primary target, so that you can't Defensive Sweep a large group and saturate the bonus off one attacck. My theory is that procs in DS have accidentally flagged the same way, so that they never trigger on anyone in the AoE.

    If someone can tell me what specific channel to watch to see proc rolls, so that I can filter out the unneeded spam, I'll do some more testing. And if anyone else can help me check, I'd appreciate it.
  14. Quote:
    Originally Posted by Call Me Awesome View Post
    It has to do with the way XP is figured... what happens is the PP hits MOG and heals to full, then damages itself by 85%. Because of the way the game figures things it assumes that you only did 15% of the damage, so you're only entitled to a percentage of the kill XP. It thinks most of the damage was done by the PP itself, so your share of the XP is reduced.
    Close, but not quite. The game tracks total damage done to each mob, and bases XP off that. So lets assume that the Paragon Protector has 1000 hp, and regenerates 500 hp over the course of the fight, and hits MoG at 100 hp.

    You deal 900 hp to the PP, he MoGs, and then when it wears off, he heals to full, then damages itself for 850. You deal an additional 150 points (plus the 500 to offset regeneration) and he dies. You've dealt 1550 points of damage, and the PP has dealt 850, meaning that you've done 65% of the damage, and get the same XP as if a confused mob or a player on a different team had attacked it for 35%.

    Any time an enemy's HP drop for any reason that isn't directly caused by you or a member of your team, the XP is shared between everyone who inflicted damage, even if it was just the enemy hurting itself. And it doesn't matter why the HP goes down - technically, the PP isn't damaging itself with MoG, it's applying a -85% heal. For fun, go to Talos and find two identical enemies standing on a cliff. Kill one, then use KB to knock the other off the cliff before killing it. Because of the falling damage, the second will give less XP than the first.
  15. Quote:
    Originally Posted by Texas Justice View Post
    WAI.

    Locked slots are exactly that. Locked. Meaning you can do nothing with that slot or characters in that slot until it is unlocked. Locked means it is completely inaccessible unless unlocked.
    OK, I'm fine with that. But where does it say that? As far as I know, nowhere. "Give us $X to do something, then find out that you have to give us $X more because we didn't document the system properly" is not a good business model, nor is it fair to the customer.

    As far as I knew, a locked character slot just meant that I couldn't log into the character. It seems silly to me that I should need to spend a slot on a server I don't want it on, then move the character to the server I want it on, and then spend another slot on the server where I actually want the character.

    Again, I'm fine with the system as it is, assuming that it is WAI. My biggest issue is with the documentation. I wouldn't have wasted money on the transfer if I had known I couldn't use it.

    Quote:
    Originally Posted by Twigman View Post
    One option, pay for a month, move all the toons you need/want to and let it go prem again. Probably the cheapest way.
    If I were transferring three or more characters, then $15 would be cheaper than spending $6 on a slot for each character. However, I'm only doing the one, maybe two, so that would actually cost more. Also, I disapprove of the broken points/tokens system, so until then, I'm staying Premium and spending my money on Point purchases and getting my points and tokens up front instead. But that's a matter for a different thread.

    Quote:
    Originally Posted by Rodion View Post
    Yeah, there's a deal for 99 cents that I used to upgrade a trial account to VIP. Not sure if it'll work for the OP, but heck, it's only 99 cents.
    Over 4 years vet time. That offer only works for new accounts (ie, no sub, points, or retail codes ever applied). Won't work for me, but thanks for the suggestion.
  16. I just bought a character transfer so that I could move a character that's on a server I no longer play on to the server I do play on. However, I have no unlocked slots on that server, and apparently you can't transfer a locked character.

    Now, I've either wasted the point value of the transfer, or have to waste more points unlocking a slot on a server I don't play on so that I can transfer the character.

    Quote:
    The Character Server Transfer Token is used on the Character Selection Screen. PLEASE NOTE that the destination server MUST have an available Character Slot open for your Character to transfer to it. Additionally, your character's name is not guaranteed to be available on the new server!
    Nowhere does it say that I have to unlock the character before I can transfer it. This needs to be changed, either to make it so that you can transfer locked characters, or so that you are informed that locked characters can't be transferred.
  17. Quote:
    Originally Posted by Gaia View Post
    If dropping to premium results in you having more items on the AH than your new max they will remain there until retrieved (either as inf or as the item). Hence the Current > Max.
    If you increase your max but it is still less than your current you still cannot store any more.
    Dropping to Premium only reduces your storage capacity for Inf., not Auction transactions, etc. This (pre Freedom) character has less slots for everything than a same-level post Freedom character. Furthermore, the storage couldn't have been over because I had dropped to Premium; I've been Premium for months, and that character had nothing on the market before I started unloading salvage without watching to see if my AH was full.

    Again, the short version: All my characters created after Freedom's release have the number of storage slots I'd expect them to have, but my characters that predate Freedom have different numbers, and in some cases have less than the base, minimum amount.
  18. Apparently, as a Premium player, I cannot edit my posts.

    The character I was testing this on started with 16/13 auction slots. As I was selling stuff, I got a badge, and the display changed to 14, and I assumed it would allow me to get 17/14 In truth, I'm still limited to 16/14.
  19. NOTE: As far as I can tell, this is only applying to old, pre-Freedom characters. New characters I create are fine.

    The storage capacity on some of my characters is being miscalculated. I am a Tier 7 Premium player with no purchased additional storage. At level 50, I should have a base 50 Salvage Slots, +5 for one of the rewards in Tier 7, +2 for completing Tier 2, and +3 for completing each of Tiers 3 through 7, for a total of 69 Salvage slots on a character with no extra storage space from badges, etc. However, My most recent 50 (who has no earned storage increases) has 54 salvage slots. Likewise, I should have 32 Recipe slots, but only have 23.

    My Vault Storage should be a base of 50 according to the Leveling Chart plus additional increases for Reward Level. I have room for 47 salvage in my Vault.

    Even stranger is my Auction House. In it, I should have room for 16 items, plus 1 for the storage increase reward, plus 4 from Reward Tiers, plus one from badges, for a total of 22. I have room for 17, but the Auction House window says I only have room for 14. It lets me fill it up to a maximum of 17/14.

    On other characters, the numbers are different, but are similarly miscalculated. Only on characters created since i21 are all the storage values correct.
  20. Roderick

    Synapse?

    Quote:
    Originally Posted by White Hot Flash View Post
    75% of all statistics are made up.

    See what I did there?
    1- Fractions are fractions, not statistics. If I said that I ate 75% of a pie, that would be a fraction, not a statistic. Likewise my comment about Arcana.

    2- Way to miss the joke.
    /em facepalm
  21. Quote:
    Originally Posted by Justice Blues View Post
    Wait, you are saying a Free player can purchase the AE License, but Premiums can't? That can't be WAI.
    The 30-day licenses (AE, Market and IO) are meant to be repurchaseable. If they can only be purchased once, that is a bug, and should be reported as such.
  22. Quote:
    Originally Posted by Brillig View Post
    Just out of curiousity, what happens if you hit "No"?
    I've never tried.
  23. Quote:
    Originally Posted by NYCPulpWriter View Post
    8 DPers on Moonfire
    Wow. Did anyone else read that and think something that should NOT be posted on the forums?



    Quote:
    Originally Posted by SolarSentai View Post
    My reaction when I read the thread title: O_O;;;
    Apparently so.
  24. ... so can I have permission to verify the files?
    (Yes) (No)

    YES, DAMMIT!

    Is there ANY way I can make it so that after downloading a patch, the updater just verifies the files then loads the game, instead of sitting there waiting for permission? It's kinda annoying to wander off and let the patcher do its thing, just to come back and find that... it didn't finish. I mean, if it HAS to verify the files, why is it asking for permission anyways?