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For those upset by the PvP recipe drop change:
Blame the farmers who flaunted their activity by openly, repeatedly and shamelessly rez-killing alts on the platform of the villain base in BB.
This is yet another example of how farming hurts the game. Not too many people care if someone farms, but when it becomes so obvious that the devs nerf it, it hurts EVERYONE who was playing as intended.
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There's a big assumption here.
That assumption is that the devs intended anything other than the infinitesimally small drop rate we see now, making the various farming techniques we saw being an end run around the drop rate the devs were really trying for.
It's not safe to assume that the drop rate we have now is done in a punitive spirit. -
That's correct. The change only affected defense typing.
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It's a reference to a now purged post by peterpeter listing a limited number of categories for types of posts in this forum. Post type #9 was, I believe, "look how rich I am", which is now sometimes used to label people's 1B and 2B threshold posts.
To the OP, grats.
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Your picture compression quality is pathetic!!!
Your monies, however, are lawlsome!
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Since when does pic quality matter, I lowered it as low as I could get it so slower connections could view it. Not all of us can load a 1 mb file in a matter of seconds
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Use that inf to buy a faster internets!
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Why do you have to pay to list, then pay to sell? Sounds dumb to meh.
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The non-refundable listing fee is to keep you from constantly fiddling with the sale price to find a price something will sell at.
The 10% total fee is to remove inf from the system, to help damp the tendency for ever-increasing total wealth as people continue to play level 50s, defeat mobs, complete missions, and sell common recipies (the three most common ways to create brand new inf). -
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I'd wondered the same; if some standard mobs give greater xp (Tsoo, Freaks), it would make some sense for custom mobs of greater difficulty to give greater rewards. Unless that could somehow be gamed too.
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It could be gamed heavily if done naively. I believe it could be made so that it could be gamed in a limited way, but this would likely take a great deal of playtesting and tweaking. In other words, setting it up right would probably be very time consuming. As a result its ROI is probably not attractive to the devs. -
Unfortunately, no.
However, there are some things you can do to increase challenge without increasing individual mob power. You can design custom groups of mobs which contain only higher-ranked foes. For example, I have an arc mission that contains only LTs and bosses, with no minions.
You can also do some things to increase spawn sizes. Patrols and Ambushes, for example, have a difficulty setting. Putting it at "Hard" makes them unusually large - 5 critters when solo. -
It doesn't. They are all worth the same (for a given rank) at any setting.
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That's odd. Invince does this with no targets in range.
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Bwuh? I've never noticed that.
And now I can't look, because the servers are down. -
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Some of you have very crowded or even blocked up lower portions of your screen. Do you play zoomed out or something? I try to keep gaps there, especially, if I have side-by-side Team and large (Mastermind or Illusion) Pet windows. This is so I can drop patch type powers (Caltrops, Freezing Rain, Tar Patch, etc) on the ground at my feet while in a rush without having to fumble around with my view.
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Probably something like 1/2 of my time is spent playing characters with patch or place powers. Having stuff on the bottom of my screen never really interferes with placing them at my feet. I play in 3rd-person view for the same reasons already mentioned - it lets me know what's going on behind me. If, for some reason, I need to place something in a place my interface blocks, I just rotate or tilt the camera as needed. I'm very "camera active" when I play, and I use the middle-mouse wheel to change zoom rapidly. -
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Sending their damage to the other team members is one way for Defenders to get some kind of armor/defense that they are critically lacking and it counter balances their lack of powerful offenses.
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That idea sounds like it would have horrible social dynamics. People would demand that Defenders never do things that could cause them to take large bursts of damage (getting in close to an AV, for example). It could also drive even more people to prefer Controllers to Defenders. ("Their buffs are larger, but we eat their damage! Screw it, grab a Controller.") -
Mine.
I have that basic layout replicated to every character. Since I started doing that before we could save and load the layout, some of the exact positions vary, but the composition is always the same. What's in the attribute monitor varies, so its size varies, and that moves around power tray 6 (upper right). -
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with defender/corruptor getting .25/.20 +dmg and .30/.225 -res damage bonuses
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Now what do you precisely mean by this? Do you mean you moved the defender base modifier up to .9 and the corrupter up to .95? That certainly seemed to be what you meant. If it was then thats a *large* jump in damage.
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Those are the bumps in damage the ATs can achieve through readily available +damage self/ally buffs or -DR foe debuffs. Note that +damage buffs are additive with enhancements and ignore foe level, while foe DR debuffs are multiplicative and degraded against over-level foes. -
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I don't know where you get scaling resists for Widows. Widows tend to operate as something between a Claws/SR Scrapper and a Claws/SR Stalker (but with their own unique set of powers). /SR has scaling resists, but I have not heard of Widows having any kind of scaling resists, let alone be able to speculate which power would have them. You are the first person that I have seen bringing it up.
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Widows have scaling resists in Foresight. -
Yes I have sent one, yes I have received one.
Most were long before we had global handles or channels. I do have one from around I16 where a coalition leader invited one of my SG leaders to some coalition event.
More recently, for a while some folks I play with used them to give everyone TF completion timestamps for TFs we ran daily. No one's done that in a while, though. -
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I'l answer why for me.
Paragonwiki (the Titan wiki) is advert free and actively maintained by a reasonably large cross section of people.
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Actually, you can safely ignore my posted responses here. That's what I get for reading a post while trying to debug something at work.
My eyes saw Titan and my brain read Wikia.
My replies so far hopefully made this synaptic misfire clear.
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But if that is all the better they do keeping their News section up to date, why do you think any of the other articles are up to date? The News should be the easiest thing to keep up to date, but they can't manage that? But I know people like Zombie Man and others work hard at getting up to date, accurate information into ParagonWiki.
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Perhaps you aren't familiar with how a wiki works. Users are free to manage individual pages of interest to them. It's not like the volunteer updaters are "site admins" who visitors would expect to be responsible for updating the main page. I rarely even look at the front page, but I visit deeper pages often and sometimes make corrections or additions to deeper pages I do frequent, such as pages on Inventions.
There are many people like me doing that. As a result, I find the "Titan" wiki's deep-dive content, the content most visitors probably care about, far more frequently updated than the pages on the old Wikia version. I have often blindly followed a link to a Wikia page and then wondered how things had reverted so badly, only then to notice all the advertisements and then realize where I was. -
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Front page, top news at COH Wikia:
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Tuesday, April 14, 2009
Architect Edition on Shelves
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Front page, top news at Titan Wiki:
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Monday, June 29, 2009
Issue 15: Anniversary Released
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Heh. OK. Judgnig a book by it's cover, apparently.
I don't go to a wiki for its front page news. -
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I know these people existed before. But why do they ALL have to come to the surface at AE?
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Because there are a bunch of new players trying out the game having bought the "Architect Edition" of it that's in stores.
The AE isn't at fault here. What's at fault is new players coming here with notions shaped in other games. What's at fault is how much more apparent big green numbers are than the effects of buffs and debuffs.
The AE has its faults, but let's try not to blame it for everything. -
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I prefer the Titan wiki
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I think you're the first person I have ever seen say that.
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One caveat on the time limit - I believe there is no time limit as long as your account is active. If you let it lapse, the 60-day limit is probably in force.
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There are no stores that will let you sell a crafted IO to them for money. You basically have to sell it on the market, trade it to someone, or delete it.
The same is true of the small variety of other "special" enhancers like Hamidon-Os, etc. -
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Okay, maybe its time to kick the tires and see if the old "new idea machine" can come up with something...new.
I mean, another invasion?
Haven't the Rikti gotten the point, yet?
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I truly have problems comprehending this outlook.
Atlas Park is really old. Should they get rid of it because we've all seen it a billion times, and we all find it tedious and not furthering new content?
Since the Ghost Ship and Adamastor are really old, should they stop them from spawning and replace them with something else?
I have no doubt that someone will point out that the invasions are different. They're more intrusive, in their way, because they "take over" a zone. I've had an invasion halt TFs in their tracks more than once because of how they now clear the zone of "normal" spawns. I still like it when they come back, for badges if nothing else. -
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Edit: I also wanted to add this may be something as simple as server ticks allowing them to stack. The same way AAO, RTTC and alike powers will stack for a fraction of a second. They allow a split second to stack but quickly revert back to the normal buff but since the proc has a times effect it has no choice but to last its duration before going back to one debuff
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Those powers are (intentionally) not flagged "does not stack from same caster". So it shouldn't be that.
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But shouldn't AAO and RRTC be flagged not to stack from the same enemy in range?
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No, or they couldn't stack for multiple enemies. -
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Having damage in Terrify always struck me as odd. It's especially odd when my Mind dom terrifies a bunch of crates in a Mayhem mission and they explode.
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He's just that damn scary.