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Posts
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Joined
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Objective ::
I've been in Recluse's Victory more often than I have been for a long time since i13 dropped.
I have not gone to any of the other PvP zones or the Arena since i13 dropped.
Subjective ::
I think I've been in the PvP zones more often because the DEVs are trying to get more players into PvP.
I can't say that I've been fighting players much on the live server as I tend to try to use the zone content (using heavy's and taking pill boxes in RV, helping one side to win in hot zones in Siren's Call, etc.) I'm going to do what I can in RV to make my side win.
I like some of the aspects of the new PvP more. There seems to be more moving around going on. -
Objective ::
I still can't see the Day Job locators on the live servers. I have my show auto powers set to show. They just are not showing up like they did on test. I have bug reported this.
Subjective ::
I think that some of the Day Job related powers should be uses instead of timed.
It doesn't really make sense to me that the Day Trader teleport power is timed. I could get on a good mission team and never use the thing because the time runs out before I need to go back to Wentworths. Since it takes 1/2 hour for the thing to recharge anyway, it makes more sense to me to get one use for every have hour of time gained versus a 1/2 hour of use that is counting down as soon as I log on.
The second tier Day Job badge seems that way to me as well. It recharges quicker. That's great! But how many times am I going to use it while I'm running missions - meanwhile the timer is counting down.
Badges that add bonuses for mission completion might make more sense as uses as well. Some missions are far shorter than others. Should you look at how much time you have on your Day Job power before determine what kind of mission you plan on doing first when you log in?
I thought 30 days was a fine length of time for Day Job badges.
Gaining time toward multiple Day Job badges is still happening. I had thought that was supposed to have been stopped on test. I can't really tell where these areas are for sure as the Day Job indicators aren't showing up for me.
The Day Trader badge is working really good for characters that I have that are ramping inf and working on another Day Job badge. I can rotate stock and anywhere to park for another Day Job badge and still have some time saved up to get back to the prime market locations. When the time runs low, I can just park them at the market to "recharge" their time - by then their loot should have been snowballed to a good nest egg at any rate.
Otherwise, I don't really sense the benefits or notice a quantifiable difference. I jump characters so much that I get a different feel when I'm in missions each time I play.
Patrol xp is nice, but I have so many alts that I have levels of bars saved up. It kind of makes me think that I'm leveling too quickly, but then I can always turn the xp growth off if I want with the new option so if I wanted to stay in a zone with a certain character for some reason that I could still do that with out the need of someone to exemplar the character. -
Objective ::
Having 2 Merits for all Giant Monsters really doesn't make sense. All Giant Monsters are not created equal.
I did some Giant Monster hunting this morning. Taking out Paladin in Kings Row is much easier than taking out Lusca.
Subjective ::
I think the Merits for taking out Lusca should be raised to at least 3 merits. I'm hesitant to go as high as 5, but I think the team I was on could have easily took out 5 Paladins in the time it took us to take out Lusca.
I think we easily took out two Paladins in the time it took to take out a Lusca tentacle. It was a 6-8 player team versus the Paladins, and there were about 11-14 total fighting with Lusca.
I haven't run a safeguard/mayhem since the merit system started, so maybe you do get merits for that. If not, was it done intentionally to try to stop police mission teams? -
Objective Feedback :
Increasing base rent on players with the 8X8 plot size to anything above zero (bases had no rent) is not a dramatic decrease in base rent. It is an increase.
I agree with the other poster about not being able to place things on some walls and only being able to place them at floor level, but I think that this had already been addressed somewhere.
Because the base salvage racks were converted to IO salvage racks and all the base salvage and components needs to be converted to IO salvage, I am putting more IO salvage racks into my bases.
The conversion process and the time consume by the process of trying to adapt to the new system has put a stop to me using empowerment stations when I team - run or play on one. With all my character jumping and checking out the different servers and archetypes, I have to try to keep things fairly regimented. And that means when something like this happens, I have to work to knock out one kind of task all at once so that I can do it more efficiently.
I was caught in a base rent loop that other players have been caught in. Basically, the base portal says you can't get in because rent is due, and, when you go to City Hall, the Rep says you don't owe any rent - but you go back to to the base portal and it won't let you in because you owe base rent. I'm not sure about the other people with this issue, but I know for the first occurrence of this that I ran into - it was because I didn't owe any base rent. The base rent was still zero after the conversion. The only thing in the base that could have possibly have triggered this is having a warehouse room. However, it only had an IO crafting station in it - which is supposed to be rent free. It seem like it was acting like a logic loop to me with the base saying pay the rent, and city hall saying you can't pay the rent because it is zero - since you can't pay zero, you still owe base rent. I /petitioned this after several days and was able to get into my base as /bug reporting it wasn't doing any good.
I'm a bit concerned about what will happen if the overlapping placement of objects is a bug. I can stick two IO Salvage racks so that they are halfway into each other and access one or the other by clicking on the opposite sides. I don't know what will happen if this was not intentional to allow additional items that are within the limits of the room side of the room as they would not fit due to the geometry before. If this is a bug, please give people warnings so that they can try to fix it. I think that there is a lot of overlapping of objects going on. Some are apparently using it to make base features.
Subjective Feedback :
I'm glad that I didn't have to tear my bases apart and rebuild them to be able to get the prestige refund.
I may be wrong, but I think that there are far more bases now that have to pay base rent that didn't, than there are bases that had to pay rent before. I'm not saying it was bad to lower the base rent for those larger bases. I'm saying why charge the little guy when the weren't charged before?
Some players don't seem to understand that the new way that base items by the use of IO salvage is actually simpler than the old system. I think this is partially because it wasn't "sold" that way; it seems to me it was just presented as "we are getting rid of base salvage and components". The need/ability to convert old base salvage and components to brain storm ideas in order to convert them to IO Salvage added to the confusion. I'm not saying that it wasn't a good idea to implement the change in this manner. I'm just pointing out that better presentation of what was going on could have gone a long way.
The manner in which items can bet placed together to provide surfaces for stacking seems to be unnecessarily complicated. I think that this also should have better documentation. Sure there are threads about doing this, but, when I read them, I have to say - where was that said anywhere else officially? how would someone know that you could do that? How do you even accidentally find out how to make a magic desk? Someone must know somewhere something more than is being said. I'm not blaming anyone to figure it out, but it seems like a lot of witch-doctory necessary to get the end result. Maybe I just haven't tinkered with it enough.
I've seen some really cool bases made when things are stackable.
Base IO Salvage storage cap seems a bit low, but I can understand the need to check the effect on the market before raising the cap. This will be very useful in sharing IO salvage between characters.
-I'm too tired at this point to think clearly enough about this. I will try to think about it some more and post again as I am able. -
[NOTE :: This is a cross-post from the i13 forums. I have moved it to this forum so it won't be deleted.]
Base Components and Salvage to Brain Storm Ideas can be converted at IO invention stations under the listing of convert (what used to be IO salvage covert to base component) ::
<ul type="square">[*] Base Salvage (regardless of rarity) = 1 Brain Storm Idea[*] Component (regardless of level) = 3 Brain Storm Ideas [/list]
In the same conversion menu, there are 9 listings for conversions of Brain Storm Ideas to IO salvage ::
Brain Storm Ideas to random IO Salvage (Tech or Arcane)
<ul type="square">[*] 1 Brain Storm Idea = Common[*] 3 Brain Storm Ideas = Uncommon[*] 20 Brain Storm Ideas = Rare[/list]
Brain Storm Ideas to random Arcane IO Salvage
<ul type="square">[*] 2 Brain Storm Ideas = Common[*] 10 Brain Storm Ideas = Uncommon[*] 40 Brain Storm Ideas = Rare[/list]
Brain Storm Ideas to random Tech IO Salvage
<ul type="square">[*] 2 Brain Storm Ideas = Common[*] 10 Brain Storm Ideas = Uncommon[*] 40 Brain Storm Ideas = Rare[/list]
Gains and Losses
Gains
<ul type="square">[*] Base Salvage converted to Brain Storm Ideas can be converted to Rare Salvage[*] 10 components converted to 30 Brain Storm Ideas conerted to Common IO salvage could fill a new base IO storage rack with salvage.[*] 600 Brain Storm Ideas converted to 30 Rare IO salvage could fill a new base IO storage rack.[*] For double the Brain Storm Idea cost you can get a select random tech IO salvage or random arcane IO salvage (rather than a random IO salvage), which would help narrow down the randomness if you are looking for a particular kind of rare salvage. (Is double the cost really worth it?)[/list]
Losses
<ul type="square">[*] Base Salvage rarity means nothing. One base salvage = 1 Brain Storm regardless[*] Base component level means nothing. One component = 3 Brain Storms[*] Decrease in the ease and quantity of storage of items for empowerment use.[*] Net Loss on conversion of Components that were created from IO salvage. (example - 6 IO circuit board salvage to make a level 26 tech component which converts to 3 brain storms which could yield 3 random common IO salvage or, if you wanted to specifically get random common tech IO salvage, only 1 1/2 random common IO salvage. This means half to 1/4 return on what you originally put into the component and it may not even convert into an IO salvage of equivalent value)[/list] -
[[NOTE :: Please excuse this re-post, but it was listed in a deletable forum and, therefore, I'm moving here to be of use to the community.]
At some time or another, you may run into a player that you would rather not game with. There are features to help you do just that. That is what I am going to outline here.
There is additional information on how to deal with Cyber-Stalking listed here :: http://boards.cityofheroes.com/showthrea...e=0#Post3477354
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In-Game
All Users
Command and Function Explanations
<ul type="square">[*] /ignore charactername[*] /gignore charactername[*] /gignore @globalhandle[*] Left click on the character name in the chat window and use the "ignore player" option[*] Right click on the character name in the team window and use the "ignore player" option[/list]
***** All of these options do the same thing. It sets that player up in your ignore list and ignores all messages from all that player account's characters. The commands used to do different things, but they all apparently do the same thing now.
[History :: Originally, /ignore charactername was a character ignore and you had to use it on each character. Then /gignore @globalhandle was added to be able to ignore all of a players characters. Then the /gignore charactername was added to make it easier to ignore all a player's characters as there was not an easy way to get a person's global handle if they weren't chatting on a global channel unless you /gfriend-ed them. Then the click on character name for options was added and that "ignore charactername" feature was a character ignore. Apparently, in i12, the systems were merged; so that /ignore charactername, /gignore charactername, /gignore @globalhandle, the "ignore charactername" selection in the charactername draw down menu, all "globally" ignore that player's account. That is to say it ignores all tells from that player's account sent by any means.]
***** This is the best way of getting a stalker off your back. I'm not talking about the the archetype. Also see Add Note below. I suggest you use that for stalkers as well.
***** There is a limit to the number of accounts that you can /gignore. When you go past that number, the newest account is /gignored and the oldest account on your /gignore list is removed.
<ul type="square">[*] /petition charactername[*] /petition @globalhandle[/list]
*****This will put you into the /petition reporting screen. At the top you will see some radio buttons. Click on the Conduct button on the upper right. In the window below, clearly state the character name, account name if possible, server, hero or villain side, and what that character was doing. If it is chat related, then make sure to say the time, timezone, and which channel the chat was happening. If you don't have enough room, don't worry - you will be sent an e-mail and you can make a longer reply later if necessary.
***** You can also take screenshots to use as evidence. You should turn the user interface on to do this. Use /screenshotui 1 to turn on the interface showing up in screenshots and /screenshotui 0 to turn it back off if you don't want the user interface showing in a future screenshot. With the user interface on, hit the print screen button on your keyboard. This will place a picture of your current screen in the Program Files\City of Heroes\screenshots folder which is probably on your C: drive (unless you installed the game someplace else). You will not be able include this through the /petition command, but you will be able to attach it to the e-mails you get or the possible follow-up through the NCSoft website. Make sure that any text you are concerned about is showing on the screen so that you can have visual record of it as well.
*****/petition's won't be responded to very promptly and you may never know what happens in regards to it. It is a good thing to use, but, if you don't like that players behavior, I always suggest using /gignore.
***** If all your information won't fit in the initial report, keep good records and provide this information when replying to the e-mail that you will be sent in regards to the incident.
<ul type="square">[*] "Spam" button in the e-mail window.[/list]
***** This reports the account as a RMT (aka Random Message Tell, a goldfarmer, influence/infamy and/or power-leveling seller, etc.). If you get a message about using real world money to buy something in game, report them using this button. It is against the EULA to send these messages. Help stop the RMT spammers by reporting them.
***** This function works like /gignore and /gignore's the e-mail sender's account. There is a limit to the number of accounts that you can /gignore. When you go past that number, the newest account is /gignored and the oldest account on your /gignore list is removed.
<ul type="square">[*] /ignore_spammer[*] Left click on character name in chat window, use pull down option "ignore spammer"[*] Right click on character name in team window, use pull down option "ignore spammer"[/list]
***** Ignoring someone as a spammer, reports the account as a RMT (aka Random Message Tell, a goldfarmer, influence/infamy and/or power-leveling seller, etc.).
***** In general, I have understood that this is not for reporting/ignoring players for other reasons. Some players are saying that you can use that for reporting players that are spamming a channel, but I haven't seen any references for it's use in that manner other than players.
***** Usually if you use the /ignore_spammer command or the one in the character name pull down menu, you should still send a /petition about the RMT tell and include the text that the RMT sent you. The e-mail "spam" button is better about this as the e-mail is available for forwarding with the text of what the RMT sent you.
***** This function works like /gignore and /gignore's the e-mail sender's account. There is a limit to the number of accounts that you can /gignore. When you go past that number, the newest account is /gignored and the oldest account on your /gignore list is removed.
<ul type="square">[*] Add Note[/list]
*****If you left click on a players name in the chat window or right click on them in the team window, you will see a pull-down menu. Click on Add Note. This will open a window where you can put notes on a player as well as rate them.
*****I suggest using the following rating system in order to be able to keep track of players easily.
<ul type="square">[*] Rate them 1 if you don't want to game with them again.[*] Rate them 2 if they are new or their play styles don't fit yours.[*] Rate them 3 if they were fun to team with.[*] Rate them 4 if they were especially cool or you game with them frequently.[*] Rate them 5 if they are one of your friends accounts (people you know).[/list]**** Go into the menu-options-general tab- reticle. At the bottom of the list, change the player rating to "always show". Now when you go through the City, you will see stars over the heads of players that you have rated.
***** Unfortunately, these player ratings don't show up when you are searching for a team, but you can check the player notes from the search screen as well by right clicking the name and checking the "player notes".
What to do when
<ul type="square">[*] Stalkers[/list]
*****And once again, I'm not talking about the archetype. I also don't mean they are "hounding" you in a PvP zone. I'm taking about someone that is following you around and you don't want them to.
*****Tell them to leave you alone.
*****If they continue to stalk you, put them on /gignore. /ignore won't do it as they probably have your global handle (aka account name). The formats are listed above.
*****Once you have them on /gignore, use the /petition function as well and petition the player. If they are doing it to you, they may be doing it to other players as well. If they are doing it to enough players, their account will be banned. Follow the directions listed above under /petition.
<ul type="square">[*] Players with rude or bad language[/list]
***** First off, if you don't want to see cursing, then turn your profanity filter on. It is listed in the menu-options-chat. It is a very good filter, and it will filter out vulgarity.
***** If they are bad mouthing you, you can ask them to stop. If they don't, you can /ignore them or /gignore them and/or you can /petition them. Depending upon what they are doing or saying action might be taken.
<ul type="square">[*] Aggrivating Emotes toward your character[/list]
***** The most obvious of these is someone using the /emote slap, /emote batsmash, etc. That is to say, they are using the emote to strike your avatar.
***** Ask them to stop.
***** If they don't stop, /petition them. If they are reported enough, they will be banned. Using /ignore or /gingore as this behavior is done to avatars that are in visible range.
<ul type="square">[*] Bullies or bad conduct on a team[/list]
***** You always have the right to polite ask someone to stop what they are doing if it is disruptive behavior.
***** If you are a team leader, I suggest giving the person at least three (3) warnings with an explanation as to why their behavior is unacceptable. If they won't listen, feel free to kick them from the team. Most of the time, the rest of the team will understand. If someone speaks up, let them know that you are the team leader and that you warned the person. If they continue giving you a hard time, kick them as well. Use the "add notes" function to rate these disruptive players, I would tend to rate them 1 as I would not want to game with them again. If they are too disruptive, use the /ignore or /gignore functions.
***** If you are a member of the team, your only real option is to let the leader know that if the behavior continues that you are going to quit the team. Then the leader has a choice on their hands, keep a player that is working with a team or kick the disruptive player. The answer seems obvious, but if they won't kick the player, then quit the team. There are other teams out there.
<ul type="square">[*] Bad-mouthing in PvP Zones[/list]
***** This is going to happen. If you don't want to listen to it, then put that player on /ignore.
***** If they go so far as to hound you on your global handle, then /gignore them and /petition them. It's one thing to yell some stuff on /broadcast or to send you a tell, but, to track down through your global to harass you, is not going to go over well with NCSoft.
<ul type="square">[*] Players that threaten you[/list]
***** If another player threatens you in any way, you can ask them to stop. If they don't, you should /gignore them and you should /petition them. Depending upon what they are doing or saying action might be taken. Make sure to follow the directions I gave under /petition in order to give a full account of what is going on.
Trial Account Users
<ul type="square">[*] When you first log in, you are by default chatting on the /help channel. This is good for asking questions and to get a team, but it isn't for general conversation. It is for asking questions.[*] It is okay to look for a team on the /help channel, even if someone in help or in a tell says otherwise. Make sure to note you are on a trial account, what level you are, and if you are a hero or a villain.[*] If you are currently on a team, please change to the team channel. You can do this by clicking on the small "T" over the chat line.[*] If you are chatting with someone near by, pleas use the local channel. You can do this by clicking on the small "L" over the chat line.[*] You are limited to /local, /team, and /help channels, so use them responsibly.[*] You can also change channels by clicking on the channel name in the chat window and you will get a list of channels.[*] Another way to change channnels is to click on the small "A" over the chat line. The "A" is for"active tab". now if you click on tab in the chat windows, you will talk on that default channel for that tab.[*] Remember, ask questions on the /help channel (cross server chat), talk to others locally on the /local channel (general vicinity), and when on a team please use the /team channel (reaches teammates no matter where they).[/list]
Forums
<ul type="square">[*] Report Post/Notify Moderator[/list]
*****Sometimes a post is in extremely bad taste, defamatory or just plain out-of-line. This is a good time to Notify the Moderator.
*****Beneath a post there are a couple of little icons. The one on the far right is the "notify moderator button". It looks like a little printed page with a circle-and-slash over it.
<ul type="square">[*] Ignore User[/list]
***** You can also ignore the posts of someone in the forums. It will still list their postings, but you will get a message saying that "you are ignore this user" or some such if you open one of their posts.
**** To do this, click on their name listed to the left on one of their posts. This will send you to another screen. At the bottom of that screen, click on the "ignore" button.
Forum Tactics
<ul type="square">[*] You can disagree with people without insulting them. Some people don't know this. You don't need to call names or insult people in order to get your point across. In fact, you probably are less likely to get someone to agree with if you go that route.[*] Some people just don't like something, but they have idea why. If you don't know why, how can it be improved? If you don't know, then it's okay to ask others for ideas in the forums. Discussion is good. That's why there are forums.[*] Some people know why they don't like something, but can't accept that that is the way things are going to be. They can't let it go, and they keep posting regardless of anything. These posters need to get over it and let it go.[*] Some posters are just trolls. They are trolling for conflicts. They have no intent other than to cause trouble in the forums. If it's obvious that someone is operating in this manner with no attempt at being beneficial to the community then they need to be ignored.[*] Just because you disagree with someone, it doesn't mean that they are wrong. Many times disagreement is just a matter of opinion. State your case or reply to theirs with your counter-argument. There is no need to call names or insult people while doing this.[/list]***** Everyone needs to decide for themselves if someone has become too offensive, too negative, or useless to deal with. At this point, there is only one option. Notify the Moderator and put them on ignore in the forums. It is highly unlikely that their posting style will change for the better until they have been reprimanded for their behavior. We, as users, are not in a position to do that. The Moderators are. They can ban the account if it is being too disruptive. I really don't know why this hasn't happened more. I see that they are still looking for a moderator on the hiring page. Maybe once they hire a new Moderator the ax will begin to fall on these negative and unruly posters. -
[ QUOTE ]
<ul type="square">[*] One Freespec Token for each character, to find out more about Respecification check out the Paragon Wiki Article at the Titan Network.[*] One Costume Tailor Token for each costume slot, per character, to find out more about changing your costume read up on how to do this here: Costume Section of the Paragon Wiki. [/list]We look forward to having old and new players join us in celebrating Issue 13: Power & Responsibility.
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Is it only me, or is it kind of weird that all (at least what seems to be all) the game documentation on CoX is done by the players?
This is by no means meant to be an insult to the players that do an outstanding job of documenting the game. (I especially like the comic book format ones myself, but then, well, I guess I like comic books for some reason...) Players go to great lengths to do their own mining of the data that is available in the game, track contents, locate and describe parts of the game, etc.
I'm glad to see an updated booklet on the website finally, but, well, I would like to see more documentation from the DEVs. There is good information and then there is information "strait from the horse's mouth" as it where.
I know the DEV digest fills some part of this, but I think some people might understand where I'm going with this.
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Oh, yeah, this is the reactivation weekend thread.
So here's the short list of what to look for!
<ul type="square">[*]New Power Set :: Shields - for Brutes, Scrappers, and Tankers![*]New Power Set :: Pain Domination - for Corruptors and Masterminds (yeah, I know it's Pain Domination, but Dominators cant' get it.)[*]Base Changes :: Lower prestige costs for rooms and gear, base rent structer changed (base rent based on storage and impowerment stations in base), base salvage storage changed to IO salvage storage 30 slot limit (still holds old gear, but can't add to it if over 30 items are in the base storage unit), base salvage is being phased out and can be converted to Brain Storm Ideas, Base components are being phased out and can be converted to Brain Storm Ideas, Brain Storm ideas can be converted to random chances of IO salvage (common, uncommon, rare, arcane common, arcane, uncommon, arcane rare, tech common, tech uncommon, tech rare) [SEE :: http://boards.cityofheroes.com/showthrea...ue#Post12649891 ], all base gear is now made with IO salvage, empowerment stations are also powered by IO salvage.[*]Merit Reward System :: Merits granted for completeing story arcs, tasksforces, strikeforces, trails, etc. and defeating giant monsters. Merits can be used to purchase such things as random or selected IO recipes. This is to replace the current arc, taskforce, strikeforce, trail, etc. completion reward system. This is supposed to make it easier to help players to gain certain IO recipe sets.[*]PVP i13 version :: Lots of changes. Capping of skills to level the playing field through Diminishing Returns (kind of like ED (enhancement diversification) but for IO sets, mainly - but this also is for inspiration use and healing powers), travel power suppression upon behind hit or attacking (the longer the range of the attack the longer the duration of the travel power suppression - yes, it completely shuts off Teleport Self), power damage based on how long it takes to active the power (the longer it takes to activate and run the animation the more damage the power does),and XP for PvP "kills" (or is that arrests...well, arrests for heroes, I don't know what the villains do...kidnap?)[*]Day Job Badges :: now when you are off-line, you can park your character at specific locations in the City (or the Rogue Isles, you villian, you!) after 21 non-contiuous or continuous days time (unless it's been changed again) at that location, you will gain a Day Job badge. For example, park inside a Hospital in Paragon City to get the Caregiver badge. When you gain a Day Job badge, you gain the use of temp powers for a certain amount of time based on how long you were logged off at location related to that Day Job. There are also Day Job Accolades for getting combinations of two Day Job badges what will grant you temp powers (duration also granted based on off-line time). Also under the Day Job banner, Patrol. When you are logged off, you gain Patrol credit which gives you 1 1/2 times XP for a limited time (note the light blue bar which looks like extra xp). Once you hit 50, you can get a badge for being off-line and on-Patrol for a set amount of time.[*]New Costumes :: Have a Day Job? Get some clothes to match! Suits for your professional carreer.[*]Option to stop XP gain :: Yes, now you can turn off your XP gain without being exemplared or malfactored. Don't want to out level that arc? Like your powers at a certain level? Lock that exp growth![*]Level Pacts :: Link up with a friend and you will never outlevel them again! When you level, so do they! When they level, so do you! Even if you are off-line you still earn xp from your leveling buddy.[*]Pocket D :: now with base portal and tailor![*]And even more.... :: Port Oakes gets Black Market and IO stations, new zone content for time travelers, etc.[/list] -
[ QUOTE ]
Greetings Heroes & Villains,
We are proud to announce that Issue 13 is NOW LIVE!
To help you enjoy this issue launch the following has been set up for your convenience:
<ul type="square">[*] Character Freespec, one per character has been granted on live servers.[*] Character Tailor Token, one per character has been granted on live servers.[*] Prestige refund, for base owners only, this feature can be accessed by utilizing the base editor tool, once you have done this all prestige that would have been granted from changing out your items will be automatically granted to your base totals.[/list]
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Really could have used some free character slots to check out the new powers.
Oh, well. I think I still have one free somewhere I think. -
I'm sorry, but I had to laugh at this from the linked article...
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"In WoW if you wanted to get a specific item, you would just end up farming the same boss over and over again. It doesn't work that way in City of Heroes."
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I guess it is true. CoX players don't really farm the same boss over-and-over for specific drops; the farmers in CoX just farm the same mission/enemy-type over-and-over again for specific drops. -
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I want event salvage in a public place. I could keep it on my person if I really wanted, the point is I'm trying to share.
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But *how much* do you need to share?
I'm not saying remove it from the bins. I'm wondering if you only need to share a little, would the problem be where to keep the rest while sharing that little?
30 is still kinda low. but if 30 is enough for what needs to be shared, then 30 isn't the heart of the particular problem with holiday salvage.
[/ QUOTE ]
Right before Beta Opened and I was able to check it out, there was this holiday event going on - you know - Halloween. I got this great idea. Every year I end up at some point wanting to make a 2nd costume on some lowbie character and I end up going to the market and paying like 500k-750k for one part of Halloween salvage or another for a costume slot. So when the event was on and Halloween salvage prices were down I bought some to save up for my alts, friends alts, and sg mates....about 10 of each - so that's 40. Base salvage racks - now IO salvage racks - only hold 30. So I need two racks just to hold the Halloween salvage I had purchased - which could have all been stored in one base salvage rack- along with candy canes, all the components we had stock piled - some times as many as 100 of each type (yeah, well, sometimes more even of some) and base salvage that we were accumulating to make more components - that salvage and gear is share-and-share-alike for most of the sg/vg's that I'm in.
EDI :: Don't you know the base salvage change pretty much bit my Holiday Salvage plan in the butt.
Luckily, there is almost always a way to get around limitations. Usually it just requires time. Time which could have been spent running missions. -
-
[ QUOTE ]
Q. Base salvage, why replace it, and what will happen to it?
A. Base salvage has little value to most players. Since there are a limited number of base items to construct, once those items are built there is little need for any further base salvage.
As a result, base salvage tends to either gather dust on salvage racks, or be a source of confusion with Invention salvage. Base salvage will not be removed though, so anything not converted to Brain Storm tokens will remain in game.
[/ QUOTE ]
Well, my sg/vgs were using it as intended....to convert into components for use in the empowerment stations.
The use of empowerments was on-going. We were actively buying base salvage and components on the market, building components in the base with base and IO salvage, and using empowerments quite often.
I can understand why many players weren't doing this. We weren't doing it until the last issue or so.
[ QUOTE ]
Q. Salvage Storage Racks, Why only 30 pieces of invention salvage?
A. In short, the market. The market system is designed to have a steady supply of salvage coming in. If large salvage racks were added, it would create a temporary supply problem of unknown duration until the salvage racks filled up.
Since having salvage temporarily dry up would be a big problem for all players, this number was intentionally kept low. Once the impact on the markets as a whole can be measured, we will look at adjusting these numbers again.
[/ QUOTE ]
I'm not sure that allowing IO storage in base items is a good idea at all - in regards to the market - but it will be good to be able to exchange salvage between my characters through the base storage items.
I kind of wish there was recipe storage for this reason as well.
[ QUOTE ]
Q. Whats happening to Rent?
A. Rent still exists, but it has been reduced dramatically. Rent is no longer charged by plot size, and is instead based on the number of utility items in the base.
These are the items that charge rent:
- Storage bins: 100 prestige per bin.
- Workbenches, and Enhancement terminals: 100 per tier
- Medical Items: 100 per item, excluding Basic Reclaimator
No rent is charged for basic utility items like Teleporters, Teleport beacons, Medical Reclaimator's, Basic Work Tables, and Invention work tables. Rent free bases of any size can still be built, with all the normal utilities available. In the future, we will be looking into improving how rent is charged as well.
[/ QUOTE ]
Reduced dramatically?
We weren't paying any! We intentionally didn't build past the base plot level in order to avoid the hassle and prestige drain of paying base rent.
Now most of the sg/vgs that I'm involved with will be paying base rent - at least the ones that have been built up to a usable level.
We have at least one base that just went from free to 1500 prestige per month. I guess that isn't a whole lot in the big picture, but it isn't a dramatic reduction - it is an increase!
We tended to have at least two base salvage racks- one for arcane and one for tech salvage w/ the respective type of components each, and sometimes another one for components only (so it would be easier to access them due to the way bast storage salvage operates).
Multiple enhancement tables allowed us to store ehancements by level so that as our characters progressed we would have gear ready for them. We usually have one table just for IO sets and often one for DO's and SO's. I don't usually save DO's and SO's since IO's came out, but one of my friends is into using them so, we all thrown them in a bin.
Empowerment stations were a recent addition. Now that components are useless, so is a lot of time building and buying them. The Empowerment stations will be less useful as they require IO salvage and the storage bins don't hold as much. (I've gone into the stats before so I won't repeat them). Now they will cost us base rent if we leave them in bases.
[EDIT]
Well, maybe the decrease in cost of base items and rooms will make up for the base rent, but still - we will actually have to go to the base contacts to pay rent.
How about a way to pay base rent when zoning into a base? or at least some way to pay base rent instead of running back to the base creation contact once a month. (Even when I was renting an apartment, I didn't have to go to the main office of the company renting the apartment to me every month in order to get into my apartment. I could mail them a check.)
Is there a reason why there can't be an option for the base rent to get paid automatically if the prestige is available? -
Status Reports
Star Strider Force
Name: Angel o'Death (Level 39, dark/dark Defender)
Global Contact: @The Alt-oholic
Reporting on Assignment: Dropping a Rikti Ship, Thurs 20th. 8 pm EST
Star Strider Force Unit: Team 6
Time/Date Location: 2000-2115 11/20 Earth-11/Virtue
Level of Alien Threat : [High]
Main Opponent(s) : Rikti Ships
Report Details:
I am not one usually to be involved with invaders of the spacial kind. I was not given these powers to fight aliens. As you may or may not know, my dealings tend to deal with the supernatural and the so-called Heaven and Hell Wars. I was rushed through training. My angelic form is only a mystic-armor granted to me by mantras within a sacred book that was temporarily entrusted with by the highest power. I am destined to a greater destiny in saving humanity for far greater threats than this Rikti Invasion.
However, I was told by members of the earthly group that I have been sent to support the so-called H.E.L. Laboratories that my ability to fly would be key in assisting the heroes of Earth-11 (Virtue Shard) in grounding the crafts of the invaders. It was, of course, not known to me that they were working to initiate their own plans in regards to the Rikti Wars.
The Rikti struck before we were fully assembled on the central hill of Talos Island. I don' t know how they knew that we were preparing for their arrival, but their ambush did not succeed in catching our forces off-guard.
I was assigned to Strike Team 6 with another agent of H.E.L. Labs. It is a metal demon known as CyberKnight7. It has no soul as it was built by man. It is a monstrosity of false life that offends my spiritual sensibilities, but I was instructed of it's nature and the important part it will play in the future even before I was sent back down to Earth.
As I looked around I realized that there may have been more than eight strike teams involved as more recruits continued to arrive even as the pre-arranged forces were arraying themselves for battle. I would wager that it was a group of easily more that sixty heroes prepared to give their lives in order to repel the Rikti forces.
We took to the air and placed ourselves in the path of the strafing Rikti ships. I summoned up the Darkest Night upon each that approached. Far others were there to disable to ships, while even more were dismantling the ships with one skill or another. It took only moments to drop each from the sky. Some say it was twenty Rikti craft that fell from the sky in that first encounter in the skies of Talos Island, but we were not done.
What Rikti forces remained descended upon the city. Many I'm sure had escaped the destruction of their landing ships. We fell on them like a plague of locust. Their number was few compared to ours. They stood not a chance in hell. Surely, we were righteous in our actions for we were victorious.
Even as the skies cleared of their sickly green hue, the alarm rang out that the Rikti had begun their invasion anew near Peregrine Island. There was no delay. Only a call-to-arms was needed.
But we were many, and all of us could not fit aboard the ferries. Even with our flight powers it was as if a force was holding us back from the fray. Was it some power of the Rikti (that caused a second instance of Peregrine Island to spawn at such a critical time)?
But once again we set ourselves in the path of the ships, and once again I drew darkness down upon them. Even as we chased them they fell, and suddenly I was in Talos Island again separated from my forces.
It was a good while until I was able to pierce the mystic barriers and re-enter Peregrine Island where my team was combating the Rikti. And so one after another the Rikti ships crumbled and fell from the sky to crash into the soft earth or to explode while still in flight. Those that called out of our victory said that it had been more than another twenty Rikti ships drawn down from the sky to there destruction.
The final count of our carnage showed that some forty-one or may be more Rikti ships had been destroyed.
Analysis of Current Situation:
The Rikti though they are numerous stand no chance against the heroes of Paragaon City. Clearly we have proven that the Rikti ships are no match for us when we work as a team to defeat them. I would call out in praise for the great acts that were done this day, but the are nothing in comparison with what must be done if the Heaven and Hell Wars are to be won.
Do not doubt that there are forces in this world far worse the Rikti. The horror they bring will weigh much heavier on the souls of humanity. Prepare yourselves. The time is coming.
------------
Security Clearance Alpha necessary to access information below.
If you do not have proper Security Clearance, you are not authorized to read further.
---------
Name: GoldDragonNinja (Level 50katana/super-reflexes Scrapper)
Global Contact: @The Alt-oholic
Reporting on Assignment: TOP SECRET - Archivist Agent Duties
Star Strider Force Unit: Dragon Ninja Clan (sub-group of H.E.L. Laboratories)
Time/Date Location: 2000-2115 11/20 Earth-11/Virtue
Level of Alien Threat : [High]
Report Details:
It was not easy to convince CyberKnight7 and the Angel o'Death to leave H.E.L. Labs to engage the Rikti forces, but we (the Dragon Ninja Clan) do as we must to distract even those who are our allies when we need to do what needs to be done.
This was different than many of our other assignments. Instead of using stealth to strike down a foe, our job was to use stealth to secret away digitally-stored knowledge and lore of our civilization(s). As always we know the importance of our duties.
Dividing up parts of the encrypted data (which had been stored in various media), the members of the Dragon Ninja Clan went about hiding these important records through out time and space by use of our affiliations with various organizations not limited to the Midnight Squad and Vanguard and gateways created through so-called Ouroboros.
Let us say that the work is on-going; by no means have all the records of our civilization are hidden away. Other Brothers are working to compile and hide further data as we are able to process it into the digital media or seize it through whatever means is necessary in order to convert it.
We are sorry that we can not give you more details, but it is critical to the secrecy of the mission.
As they say Loose lips, sink ships.
I have to wonder what the Rikti think about that? Our little slip up to release information to them about the meeting of heroes in Talos Island this evening seems to have proven quite the bait to lure their ships into certain destruction.
Analysis of Current Situation:
As Archivist Agents, we can only do what we can to secure knowledge and lore of our civilization(s). H.E.L. Labs was granted no special access to art treasures and the Dragon Ninja Clan is in no position at this point to rob from the Museums of Paragon City in order to facilitate this task.
Perhaps it would be best for Archivist Agents among the villains of the Rogue Isle to abscond with such property for hiding as it won't raise as many suspicions. This is, of course, just a suggestion.
If the leaders of Paragon City wish us to secret away such treasures in order to secure them from possible destruction, they need only to provide us with access to those items or, if the request for us to do so through proper channels, we can liberate those items ourselves for safe keeping.
As you know this, mission is on going (as many of our activities) and we will strive to see that we continue to facilitate this directive as it has been issued to us. -
I have experience with base editing on the live severs. I have not done any base editing with the new system on test at this point as I have heard stories of bases being "damaged" when people tried to edit them.
I have looked at some of the listings that some people have done in regards to the new base pricing.
I haven't seen any detailed information on the conversion of old base salvage and components into IO salvage.
I have seen how the empowerment stations have been changed from using components to IO salvage.
[ QUOTE ]
Base Repricing
1) How will the repricing of bases affect you personally?
2) Will you dismantle your base to gain the additional prestige from the repricing?
[/ QUOTE ]
Well, I have to dismantle my base to take advantage of the new pricing...it appears that that aspect will affect me personally.
I guess I will dismantle my bases to some extent, but this will be tricky, but I we have to dismantle to get the advantage of the new pricing, then some dismantling may be done.
[ QUOTE ]
3) How long would this process take you if you were to engage in this practice?
[/ QUOTE ]
I have about 8 bases on different servers that would take a while (over an hour) to tear down and rebuild.
I think that there are 2 or 3 others that I probably wouldn't tear down and rebuild.
The others are small enough that they could be torn down and rebuilt fairly quickly (less than 45 minutes probably).
Due to the fact that I always use the smallest plot size (to avoid base rent) placement of rooms is critical, any base with enhancement storge would require creating a warehouse room and enhancement tables, moving all the gear over, tearing down the old warehouse room, creating a new warehouse room in the same place, putting enhancement table back in, and moving all the storage back into where it was before. I don't think I have over 5 or 6 enhancement storage tables in any given base, but a character can hold ten, the storage can hold 100. So 5 tables x 100 per table = 500 enhances. 500 enhances/10 per trip = 50 trips. 50 trips x 2 (for returning them) = 100 trips loading and unloading into storage. Low ball it to 2 minutes per trip x 100 trips = 200 minutes = 3hr 20 minute to move enhancements if that is required. So I think I will avoid that like the plague. I don't think I have 5+ in all 8 of the more extensive bases, but several of them do. (so 10 hours to just move the enhancements if I have 5 bins in 3 of the 8 bases).
Then there is the necessity of recrafting teleporters if I have to tear down teleport rooms and rebuild them. Which would of course also require time to track down the IO salvage in order to make the teleporters as the base components will be invalid and will have to be deconstructed into Io Salvage.
[ QUOTE ]
4) What are the positive and negative concerns regarding repricing?
[/ QUOTE ]
Positive - Great for new groups just starting that don't have to tear down their bases to take advantage of the new pricing. This will be just as great of a leap forward for small sgs as was the addition of the oversight centers.
Negative - Apparently being required to tear down and rebuild a base in order to take advantage of the new pricing. If this is true, that's just a pain. Glad some of the stuff will be cheaper, but it's at the cost of time to deconstruct and reconstruct a base.
[ QUOTE ]
5) How will this feature affect you long term and short term?
[/ QUOTE ]
In the long term, bases that are not as developed will be able to advance at a slightly quicker rate than before.
In the short term, it will give me some headaches thinking about what to try to rearrange or to just leave stuff alone as it might not be worth the effort to change things for just a little bit of prestige.
[ QUOTE ]
Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation?
[/ QUOTE ]
Base Salvage racks won't hold as much. A rack can hold 30. It takes 2 or 3 for an empowerment so one rack will have about 10-15 empowerments worth of gear in it. Before we had sometimes 100 of each type of component in a rack right next to an empowerment station. So say something that would cost 6 of one kind of component, we could empower ourselves 16 times off that 100 of one type alone. Multiply that by say 5 diferent kinds of components (I think there are six, but I'm not going to take the time now to checK) and that pushes you up to 80 empowerments (at a rate of 6 per, and we know some cost less). So that's 80+ empowerments per rack as compared to the new system that will hold 10-15 empowerments. So 6 or more times less storage in the new IO salvage rack compared to a base storage rack.
I will have to convert all the components and base salvage into IO's. There is alot of it and remember there are 8 main bases...and other small ones. I can't convert it all at once, because the tables won't hold it.
Time sink to enact changes.
I will probably need to try to squeeze in a Warehouse room to hold just base salvage racks. As before a base only really needed one or two (if there were two empowerment stations and sometimes I would have a salvage rack near each, with arcane gear and one with tech gear), now I'm figuring we would want to hold at least 100 IO salvage units, so that's 4 racks. So we would have to figure in the cost of the new room and the 4 new racks in to base costs...and the space concerns....
[ QUOTE ]
2) What is the positive effect on your base for this feature implementation?
[/ QUOTE ]
I will be able to trade IO salvage amongst my own character without needing to use a middle man. Without the ability to trade recipes between my own characters without a middle man as well, this is a relatively minor benefit. If I didn't know how to work the market so well for what I need (not want or something that has become inflated to some crazy price that I won't even consider buying). then the ability to pass IO salvage between my characters would become more critical.
I will be able to trade IO salvage amongst my sg/vg mates while off-line by leaving them in the base.
[ QUOTE ]
3) How long will it take you to adjust to learning this new system?
[/ QUOTE ]
That depends if the system is fully documented or not or if I have to try to stumble through it and learn it by trial and error like I and my sg/vg mates have done with the old system. We'd find out something new and implement it, many times needing to wait until we had earned enough prestige in order to proceed further. Documentation is key, so with out it..who knows how long it will take to adapt to a system that we have to figure out on or own?
[ QUOTE ]
4) What side effects to this system do you currently see from transitioning the old to new system?
[/ QUOTE ]
1) Decreases the ability to store large amounts of empowerment materials.
2) Increases the ease of inf transfer between characters by buy expensive salvage and putting it in the base for other characters to sell.
3) Increases market manipulation by allowing more IO salvage and exchange. Some players will use characters for mule-ing (aka storage only)
4) Both of the above are a RMT inf/PL sellers dream come true.
5) Possibly makes it easier to craft recipes by allowing other character to contribute to another characters needs, but without sg note display capability within bases, this will probably be more between one players characters.
6) Less salvage will be destroyed if a rack is destroyed during a base raid - if the stories of this possible change to make the racks destructible comes true. As I do not participate in base raiding, the bases that I have do not need to be protected from this kind of damage.
7) A lot of wasted time converting components back to IO salvage (much of which was made from IO salvage to begin with), in order to use it.
8) Far less storage space.
9) Learning curve to memorize new empowerment system.
10) Requires possible base reconfiguration to make room for more IO salvage racks.
11) Learning curve to memorize conversion of base salvage.
12) Learning curve to memorize conversion of components.
[ QUOTE ]
5) What security concerns do you have regarding this change?
[/ QUOTE ]
We are very tight on security. Most bases only have members that are close friends outside of the game that we know we can trust.
The obvious security issue would be putting expensive IO salvage in the racks and then having it stolen by a base looter.
Even if the storage racks become destructible eventually, this shouldn't be an issue for us as we do not take part in base raids.
(I'm not sure how anyone can be taking part in base raids but some still say that they do. I thought this required an IOP and I thought that all of those had been removed. However, I still hear of base raids going on. None-the-less, we will do what we have to do to avoid these as they are a prestige sink for repairing equipment. We don't have the luxury of having pretige that we can throw around to repair destoyed objects in our bases.
[ QUOTE ]
Additional Notes:
[/ QUOTE ]
The new system may be very good for new bases.
I'd like to see the combo energy/control unit have enough energy and control to power and control; 1 med teleporter, 1 personal salvage storage vault, and 2 teleporters. You can fit all of these into a small base plot. Converting from the start-up generator and an Oversight center to a power and a control room with more expensive generators on down the road once you've finally gained enough prestige for the second teleporter is a major pain.
I certainly hope that there is an official guide to the new bases.
Why do all the rooms have to be square?
Is setting security settings per storage unit really that hard to implement?
Being able to label storage tables would be great.
I'm too tired to figure out more stuff at this point. Sorry. Maybe I'll add another post attached to this with more stuff tomorrow - I want to get some gaming in tonight. -
Good luck out there, Lighthouse.
See you in the City. -
Star Strider Forces Registry
Name: GoldDragonNinja
Global Contact: @The Alt-oholic
Level of Classification: 50
Origin: Natural
Super Rank & Super Group: Project Manager, H.E.L. Laboratories
allied (alien-fighting) alts
Name: Ninjette
Level of Classification: 20
Origin: Technology
Super Rank & Super Group: Project Manager, H.E.L. Laboratories
Name: Torque Master
Level of Classification: 25
Origin: Science
Super Rank & Super Group: Project Manager, H.E.L. Laboratories
Name: Scream Maiden
Level of Classification: 38
Origin: Mutation
Super Rank & Super Group: unaffiliated
Name: Sweat Dorgan
Level of Classification: 16
Origin: Science
Super Rank & Super Group: Project Manager, H.E.L. Laboratories
Name: Kara DZ
Level of Classification: 13
Origin: Natural
Super Rank & Super Group: unaffiliated
Name: Aquarial
Level of Classification: 14
Origin: Science
Super Rank & Super Group: Project Manager, H.E.L. Laboratories
Name: Armor Ace
Level of Classification: 21
Origin: Technology
Super Rank & Super Group: Project Manager, H.E.L. Laboratories -
Star Strider Forces Registry
Name: Meteor Saint
Global Contact: @The Alt-oholic
Level of Classification: 24
Origin: Magic
Super Rank & Super Group: Guest, Crossover Squad
allied (alien-fighting) alts
Name: Fleet Engineer
Level of Classification: 15
Origin: Technology
Super Rank & Super Group: Guest, Crossover Squad
Name: HeWhoShallNotBeNamed
Level of Classification: 18
Origin: Mutation
Super Rank & Super Group: Guest, Crossover Squad
Name: Agent Frank
Level of Classification: 13
Origin: Technology
Super Rank & Super Group: Secret Oversight Council, Independent Paranormal Research Scientists -
Star Strider Forces Registry
Name: Silver Snowflake
Global Contact: @The Alt-oholic
Level of Classification: 50
Origin: Magic
Super Rank & Super Group: Founder, Abandoned by the Winter World
allied (alien-figting) alts
Name: Medbot 5600
Level of Classification: 26
Origin: Technology
Super Rank & Super Group: -not used-, Abandoned by the Winter World
Name: MachoWoman wGun
Level of Classification: 15
Origin: Technology
Super Rank & Super Group: -not used-, Abandoned by the Winter World
Name: Old Master
Level of Classification: 42
Origin: Natural
Super Rank & Super Group: -not used-, Abandoned by the Winter World
Name: Leonidus Claw
Level of Classification: 11
Origin: Natural
Super Rank & Super Group: -not used-, Abandoned by the Winter World -
Star Strider Forces Registry
Name: Aurilean Medic
Global Contact: @The Alt-oholic
Level of Classification: 13
Origin: Magic
Super Rank & Super Group: Castle Guardian, FreedomKnights -
Star Strider Forces Registry
Name: Puppetteer
Global Contact: @The Alt-oholic
Level of Classification: 29
Origin: Science
Super Rank & Super Group: Pledge, The Paragon City Harmony Project
Allied (alien-fighting) alts
Name: MechaHero
Level of Classification: 13
Origin: Mutation
Super Rank & Super Group: unaffiliated
Name: ColorfromOuterSpace
Level of Classification: 14
Origin: Natural
Super Rank & Super Group: unaffiliated -
Star Strider Forces Registry
Name: EDF Trooper 108
Global Contact: @The Alt-oholic
Level of Classification: 17
Origin: Natural
Super Rank & Super Group: -, Justice League Society
Known allied (alien-fighting) alts
Name: Vegaton
Level of Classification: 35
Origin: Science
Super Rank & Super Group: Founders, Justice League Society
Name: Uban the Mysterious
Global Contact: @The Alt-oholic
Level of Classification: 20
Origin: Natural
Super Rank & Super Group: -, Justice League Society -
Star Strider Forces Registry
Name: Level23Intellec
Global Contact: @The Alt-oholic
Level of Classification: 25
Origin: Technology
Super Rank & Super Group: Current Leader, League
Other allied (alien-fighting) alts
Name: Crimson Rider V
Level of Classification: 15
Origin: Science
Super Rank & Super Group: unaffiliated -
Star Strider Forces Registry
Name: Yogi
Global Contact: @The Alt-oholic
Level of Classification: 24
Origin: Magic
Super Rank & Super Group: 75+ Alts, Benchwarmers of Paragon City -
Star Strider Forces Registry
Name: Armor Ace
Global Contact: @The Alt-oholic
Level of Classification: 50
Origin: Technology
Super Rank & Super Group: Founders, RPG Heroes of Champion
known allied (alien-fighting) alts
Name: P M Slaughter
Global Contact: @The Alt-oholic
Level of Classification: 39
Origin: Natural
Super Rank & Super Group:Founders, RPG Heroes of Champion
Name: Technoninjaman 2
Global Contact: @The Alt-oholic
Level of Classification: 16
Origin: Sciencel
Super Rank & Super Group:Founders, RPG Heroes of Champion
-
My favorite stalker-hunter character is a AR/Devices blaster.
I have found that flight is very useful.
Falling speed is never suppressed, it is also very fast, and can be stopped on a dime, so if someone tried to "fall" after you, they are very unlikely to be able to stop at the same time that you are (unless you are stopping by hitting the ground).
Usually by the time the drop-and-stop has been used, the timer is up for travel suppression.
Jet off, wait until invisibility comes back up, and move to another sniping point.