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Posts
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Jump boosts are all you need. I got 20.38 on a level 6 tanker with inertial reduction and no sprint.
That was too easy. -
I'm lucky if I've gotten 25 million actual earned inf over many many characters including a level 50 with the 3rd inf badge. I have sold some pretty good things and gotten inf gifts also which may push me towards 50 million, but this is for 15 months already .
At this pace the last inf badge will take 80 times as much time as I've spent in game already, if I concentrate on one character completely. -
Snow_Globe is right. It's a simple truth. They haven't changed the badges already because plenty of people have found exploits to get the epic badges there. I think the final inf one is broken myself since even with the best strategy it still takes forever and a day to get. Beef Cake was the only person I ever heard of gettign the last inf badge.
HealingReaper, other badge collector's including the generally accepted king of badge-hunting, Beef Cake, don't mind the standards being lowered to attainable levels for players who don't go afk or exploit a mission over and over. It is actually proven that it takes too long to get by normal means. Some even take a really long time with the exploits.
Empath, 1 billion points healed!?! I don't even think you can take that much damage on most ATs even while getting both the epic damage and epic debt badges, and that would be as a healer with a very good heal.
Edit: Healing someone while they are going for debt is counterintuitive also. It seems the best way to get empath is to have two accounts with a taunt aura tanker or brute and an a healer right there also. That promotes a second account also, which most players can't do. -
I rather like seeign posts with no reason for their opinion. They usually sound pretty crazy too. I bet the people with a view like Spit_Ball will throw a party when they finally get that epic badge and tout it in front of everyone.
I don't have any clue where the badges should be at myself.
It's a pain to get damage and debt badges for someone who likes being super and not dying.
I have written off the healing badges as something I'll do when everything else I actually want done is done if I don't get too bored or the game dies out.
The infamy badge is one of those things where people accept it because it can't be farmed, or at least is insanely difficult to farm. I would like it for completeness, but I don't even care for it really.
I really just do badges for completion or for my badge title. I so want Exalted for concept. but I haven't even gotten halfway to it on the one guy I got to 50.
This is a game, but the developers have coded it for the players who live it. The farmers and people who just don't do anything else have pushed it out of range for the rest. Players like Beef Cake are rare. The game makes more money off the masses that just get by.
Btw, I am an altakolic who just finally settled on a main hero and villain after 15 months. I wonder if the game will be around 5-10 years from now when I finally approach having all the badges. I certainly would stick around, but then the badges would still be rather lackluster. -
Ok this is not a Disney game. Real rats are not like mickey mouse. Most animal ears do come to a point.
On another note, I didn't know there were rat ears. There are cat ears though. -
We can only hope. I want villain khelds so much. I want them to keep the option of dark anf light powers though. A guy can be evil and still have light powers. Lucifer was an angel before he became the embodiment of evil. I'm not religious mind you, just a good example.
Really that's the only reason I want villain kheldians besides the form shift. I want to be able to use white light powers. -
Usually if they appear on top of the none option that means it was the last one used on your character. They should be sorted alphabetically though and if not then the option will be near the bottom of the list or at the bottom.
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I still think the heavy nerfs hit villains the hardest with hero heavies having stronger ranged damage. The heavies on either side are just a nuisance anyway other than the PVE objectives. Like that fly buzzing around your head til you swat it all it does is annoy. There is no threat from heavies for most players and no reward for beating them. The farming by AFKers and stone armor characters is made possible because they aren't worth the effort and their heavies aren't either.
The biggest thing of all is this though:
You don't hear any afk farmers complaining that you ruined anything for them.
They continue to farm because they benefit from working around the system. Any implement to make it harder for normal players and those seaking badges gives them greater freedom to work without players killing their heavy for sport or killing them should they be caught out of the base. There is no real penalty for death due to another player anyway so it sets them back very little.
I don't have all the answers. I do have ideas that may or may not work. Farmers are paid, yes paid, to get around the system and rake in more rewards. If they are not paid then they are probably legitimate players looking to make one part of the game easier to have more time for another more fun part. Farming inf is boring and tedious, but it is so necessary to make actual fighting and leveling more enjoyable that people farm.
I truly wonder who is complaining about farmers ruining the game. It sounds to me like they are trying to pin down the surce of a problem they have. Maybe they are mad at the high prices on the market because a lot of people who did and do farm can spend millions, but a person who just started the game must wait til they can farm to be as effective and get the same items unless they get "lucky". The farmers pay for the game just like anyone else or at least someone pays for the account. NCSoft doesn't lose any money in the deal. They may even gain money the more farmers there are. The real issue seems to be that RMT is a big business and companies want a piece of it.
I really couldn't begin to fathom what to do, but nerfing one method of farming and then going further to nerf it for actual players as well is not the answer. Farming continues whether it be for profit or to make time for more enjoyable parts of the game.
Sorry for the extremely far reaching and possibly off topic post, but it must be said. -
It seems to me they've put a lot of planning into the stories and concepts for epic archetypes beyond letting villains have kheldians. I think it is much easier to make story elements anyway. I have no trouble going into detail about my characters' backstories, but not enough room in the description box lol.
I still think that giving villains kheldians is rather easy with all the powers and concept thought out already, but they've been sidetracked by a feature that makes them think "oh cool! we NEED that first!". The devs are probably just as into the game as we are, but all of them started with CoH and since they have epics there and all that, they look to implementing things that will also affect that side. There are also players on both sides who complain when one side gets something and the other doesn't or one side has it better, myself included. They are under pressure to add to both sides more than just making them even.
Maybe they are planning to give heroes and villains newer epics along with villain kheldians to satisfy everyone.
That would explain the very long time it takes to port a couple ATs over to the other side. I hope they aren't changing the villain kheldians a lot. I still want to be able to choose light or dark looks and powers for both sides. The invulnerability toggles going dark for villains and light for heroes looks good both ways but it's sad that the exact same powers have different looks. I also like white more than black, but play a villain mostly. -
The nictus that are in game on missions with kheldians on the team or solo also have those quantum rifles that can do great harm to kheldians. How are they going to work those into the story?
A great way to balance the epics against each other and work the quantum rifle mechanics into the ATs is to have the respective epics do more damage to the enemy epic ATs. It could be a second inherent power that could work like Scourge for Corruptors. An epic vs. epic battle would be interesting indeed then. -
I really want to see the power sets cloned. I find it very hard to play my lowbie hero and try very hard on it after getting a villain to 50 and having so much fun that side even though I'm more heroic in how I play.
I still so want the peacebringer powers for the white look. They should have light and dark powers for villain epics anyway otherwise warshades should be for villains and not heroes. A dark power using guy being a hero? I think they decided that before CoV was even an option. I want the choice to choose light or dark in my ATs and I definitely want dwarf form, but I don't want to be forced to go to CoH to do so. People who didn't buy both games or the Good Vs. Evil Edition will also be angry too if they want the same choices.
Btw, what could be more balancing than having the exact same Ats available to villains only with new names and a few new looks? They wouldn't have to balance it since the same playability is available in the rikti warzone. Designing new power sets takes a lot more time than renaming others as well. I am very surprised they didn't do that long ago since it is easy to do and very balanced. They could have been working on the Incarnates already then and made them very different for each side.
Btw #2, Nictus have only ever been described as evil kheldians. They should have the same powers if they are the same race. You don't humans with tales and cat ears and call them humans; they are either mutants or another race. It's all semantics anyway, and this is all very open to flaming and counterpoints. I just think that two things that are the same race only named by their beliefs should have the same powers like the traditionalist and restructurist rikti factions that employ the same powers, but are good and evil respectively.
That's my 2 inf and then some. -
The nerfs were the wrong way to go. I have a better idea actually.
Problem:
Afk farmers were using heavies to get free xp and inf without doing anything.
Solution:
Introduce a badge for defeating player controlled heavies and/or code them to give xp and inf on defeat.
Explaination:
Heavies were already far easier to destroy in RV than the players that control them, especially experienced players.
Afk farming works because players ignore heavies without operators since they give no reward and aren't bothering them.
If there were a badge for defeating heavies every badger over 40 would waste any heavy left unattended.
Heavies don't need regen nerfs or healing nerfs anyway. They can still kill any patrol that comes along with ease at normal damage. The only thing that got nerfed is the ability to use the heavy for taking pillboxes or signature characters.
Maybe I should start a new thread with this idea to go off of.