Inspirations


Adeon Hawkwood

 

Posted

Love inspirations, but wouldn't mind a few improvements/additions:

1- Make Inspirations stackable... say you could stack up to 5 inspirations of the same type in a box... you could reduce the foot print of the inspiration tray.

2- Invention Inspirations... the current workshop buffs are tied to an immediate timer which starts ticking as soon as you make them. It would be nice to have some craftable inspirations or buffs that would sit in your inspiration tray and not activate until you actually click on them and use them...kinda like those holliday ones.

3- Single Origin inspirations: these could be made to give a normal buff to most origins, but a larger buff to AT's of the same Origin as the inspiration. It would be cool if they were craftable and tradable.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
1- Make Inspirations stackable... say you could stack up to 5 inspirations of the same type in a box... you could reduce the foot print of the inspiration tray.
I'm not entirely sure what you mean here but all the variants I can think of are not things I'd want. If you mean allow them to stack 5 deep while still having 20 slots I'm going to say no, 20 inspirations is sufficient for most purposes, I would like to see the levels at which the size expands changed so we get larger trays earlier but that's a different issue.

If you mean only have 4 slots but allow us to keep 5 of the same in each slot (so still a limit of 20) I'll also say no. A decrease in flexibility is not a good thing (IMHO).

Finally if you mean allow them to stack up to 5 but still maintain the max limit of 20 I'll just say it sounds like a lot of coding effort for minimal benefit.

Quote:
2- Invention Inspirations... the current workshop buffs are tied to an immediate timer which starts ticking as soon as you make them. It would be nice to have some craftable inspirations or buffs that would sit in your inspiration tray and not activate until you actually click on them and use them...kinda like those holliday ones.
This I quite like, I probably wouldn't make them clones of the base buffs but the idea of craftable inspirations is nice. If they were priced correctly it would be a good way to suck some excess salvage out of the economy.

Quote:
3- Single Origin inspirations: these could be made to give a normal buff to most origins, but a larger buff to AT's of the same Origin as the inspiration. It would be cool if they were craftable and tradable.
Seems like an unnecessary complication. Origin doesn't really mean much anymore and honestly I prefer it that way.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
Love inspirations, but wouldn't mind a few improvements/additions:

1- Make Inspirations stackable... say you could stack up to 5 inspirations of the same type in a box... you could reduce the foot print of the inspiration tray.
...

orrrrrr.... hmm. Not that the footprint has been a big issue to me (and I have a friend who's always happy to get a larger "skittle tray," too,) but if you want to reduce space...

Nah. Idea I was thinking of wouldn't really work. After all, there are three of each type, with apparently a new size coming, plus special ones (the various presents, EoE, the leftover SoW you can still get in Siren's for bounty) so just making a "counter" of each wouldn't really cut it.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
Love inspirations, but wouldn't mind a few improvements/additions:

1- Make Inspirations stackable... say you could stack up to 5 inspirations of the same type in a box... you could reduce the foot print of the inspiration tray.

2- Invention Inspirations... the current workshop buffs are tied to an immediate timer which starts ticking as soon as you make them. It would be nice to have some craftable inspirations or buffs that would sit in your inspiration tray and not activate until you actually click on them and use them...kinda like those holliday ones.

3- Single Origin inspirations: these could be made to give a normal buff to most origins, but a larger buff to AT's of the same Origin as the inspiration. It would be cool if they were craftable and tradable.
1. /unsigned - For reasons others have stated

2. /unsigned - Making this would remove one of the few things that bases are still useful for. No one would use the base buffs at all if they could craft inspirations. I'd much rather have them remove the timer on the base craftable buffs so you can save them for when you want to use them.

3. /unsigned - For reasons others have stated


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Nah. Idea I was thinking of wouldn't really work. After all, there are three of each type, with apparently a new size coming, plus special ones (the various presents, EoE, the leftover SoW you can still get in Siren's for bounty) so just making a "counter" of each wouldn't really cut it.
When I read the suggestion, I was sort of thinking the same thing...like a new interface that, instead of a fat tray, it was kind of like the enhancement window that showed each inspiration and a 'x[a number]' next to it with like a 'fill bar' across the top...

but yea, there are 3 sizes of inspirations + the various special inspirations and event inspirations as well as the new ones coming in...it'd still be messy...


 

Posted

I guess I need to explain a little more where I'm comming from.

First Point:

I generally run with my inspiration tray open... I'm not OCD enough to keep rearranging my inspiration tray every few minutes as I play to make sure I get the right inspiration in the corrseponding f-key. That means I've got to manually click with the mouse everytime I want a specific inspiration instead of using the f-keys.

I can't tell you how many times having to hunt around with a mouse cursor for a green, blue, or purple while I'm getting the b'geezers beaten out of me by a big group of mobs has ended up with me face down in the sewage. This could have been avoided if I was sure I could just hit f-x and activated the appropriate inspiration. I know, it's my fault for playing and trying to have fun rather than being obsessive compulsive.

The above scenario could have turned out different if the first row in the inspiration tray held multiple inspirations of the same sort, connected to the approprate f-key. If this was the case I wouldn't need so many rows for the additional single inspirations--which would allow the foot print of the inspiration tray to be smaller in the higher levels... one could get away with 3 rows of 5 columns rather than the huge 1/8 of a screen tray that's currently at the top levels.

A second scenario which I find annoying is to be saving a large inspiration (usually to sell) and accidentally hitting the wrong button and launching it because it dropped down to the first row while I wasn't looking... which is why I don't use the f-keys.

Second Point:

I have a base that has multiple machines in it for buffing people in my SG, and we never use them. Why? 1) it costs salvage, 2) they only last a relatively short playing time, 3) it's very inconvenient to have to shuttle back and forth to the base during a task force or mission. The problem with getting the buff in the base is team missions and TF's. You spend a lot of time waiting for folks to get themselves together. By the time you actually get around to doing something that base buff is usually gone, and you've wasted the salvage you just spent.

If instead of an applied buff on a timer, you could make a corresponding inspiration which would give the buff when activated, that would be alot more useful. You could activate it right before you entered the mission.

Third Point:

Origin Should mean something. Allowing players to make special inspirations or temporary powers or buffs in their bases based on their origin would add meaning to their origin, and make bases more popular. We just basically use our base for storage and crafting IO's now.

Another Idea:

I wish we had a storage unit for recipes in our base. Alot of times you find a really nice recipe, but you don't have enough cash to get the materials right away. It would be nice to have some place to store those recipes until you're financially able to make it.


 

Posted

Last point first - Origin used to mean something. It was degraded back in alpha. (see sig, links to the old trailer, and I believe I have wayback links to the old site with the different origins and what they did.) Now, it doesn't. And, really, this late in the game, that's fine (and highly unlikely to change, as you'd be affecting literally millions of characters.)

As far as F-keys and inspirations? Use binds, or set up some macros and keep your insp tray closed. Set up an extra power tray with macros for "H" "D" "Res" "Def" "BF" or whatnot, and in each set up /inspexec_name <tier 1>$$inspexecname (tier2)$$inspexecname (Tier 3) - then you don't have to root around in them.

List of slash commands. You could even set up a delete button for those you never use, or insp_combines (though it'd help if you could see what was in the tray to do that, but still.)


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
Another Idea:

I wish we had a storage unit for recipes in our base. Alot of times you find a really nice recipe, but you don't have enough cash to get the materials right away. It would be nice to have some place to store those recipes until you're financially able to make it.

I'm all for increasing our storage capacity but just out of curiosity, are you aware of how much storage we actually have available to us on our accounts?

When the devs gave us the ability to email items they also gave the ability to store tons of stuff on our accounts using other characters. Using badges, vet reward, and temp powers each character can carry roughly:

Inspiration slots - 20
Invention Salvage slots - 85 (50 from levels, +10 V-Merits, +20 badges, +5 vet reward)
Recipe Slots - 34 (20 from levels, +9 from badges, +5 vet reward)
CH Transaction slots - 22 which can hold stacks of 10 recipes and salvage for a total of 220
Vault - 50

Email - 20 global slots

So if you multiply those number by the number of characters slots we can have on an account

NA Account (144-396 characters)

Inspiration slots - 2,880/7,920
Invention Salvage slots - 12,240/33,660
Recipe Slots - 4,896/13,464
CH Transaction slots - 3,168/8,712 (then in stacks of 10) 31,680/87,120
Vault - 7,200/19,800

Even on an EU Account (48-144 characters) (we) players have the ability to store thousands of items.

The only downside to using other characters for storage is that we can only email items 1 at a time, and we have to keep track of where we store things.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Last point first - Origin used to mean something. It was degraded back in alpha. (see sig, links to the old trailer, and I believe I have wayback links to the old site with the different origins and what they did.) Now, it doesn't. And, really, this late in the game, that's fine (and highly unlikely to change, as you'd be affecting literally millions of characters.)
Well, of course it would be affecting millions of characters... so what? It's not signfiicant enough of an addition to make people erase their characters to change their origin any more than people will erase a character to change from mutagen to throwing knives. Why would it in any respect be a hardship on a character. Your objection makes no sense based on your statements.

Quote:
Originally Posted by Memphis_Bill View Post
As far as F-keys and inspirations? Use binds, or set up some macros and keep your insp tray closed. Set up an extra power tray with macros for "H" "D" "Res" "Def" "BF" or whatnot, and in each set up /inspexec_name <tier 1>$$inspexecname (tier2)$$inspexecname (Tier 3) - then you don't have to root around in them.

List of slash commands. You could even set up a delete button for those you never use, or insp_combines (though it'd help if you could see what was in the tray to do that, but still.)
Too much of a hassle for me. I'm no tyro. I'm never going to get into doing macros and the only binds I use are to my 4th mouse button (usually for spamming healing or teleport). I wouldn't be able to remember the other binds anyway. The purpose of the game is to have fun. I think the suggestions I made contribute to that without overburdening people.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
I'm all for increasing our storage capacity but just out of curiosity, are you aware of how much storage we actually have available to us on our accounts?

When the devs gave us the ability to email items they also gave the ability to store tons of stuff on our accounts using other characters. ...

The only downside to using other characters for storage is that we can only email items 1 at a time, and we have to keep track of where we store things.
Yes I'm aware of our current storage limits. However it would be nice to have base recipe storage. (While I'm an alt-oholic I don't use my characters as mules, mail has an expiration date, and I'd prefer to use my Wentworth slots for things I'm actually buying and selling).


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
Well, of course it would be affecting millions of characters... so what? It's not signfiicant enough of an addition to make people erase their characters to change their origin any more than people will erase a character to change from mutagen to throwing knives. Why would it in any respect be a hardship on a character. Your objection makes no sense based on your statements.



Too much of a hassle for me. I'm no tyro. I'm never going to get into doing macros and the only binds I use are to my 4th mouse button (usually for spamming healing or teleport). I wouldn't be able to remember the other binds anyway. The purpose of the game is to have fun. I think the suggestions I made contribute to that without overburdening people.
Two more reasons not to agree to your suggestion.

1. Your casual disregard for how it would affect other players.
2. Just because you personally are too lazy to use the tools the devs gave you to make playing the game easier isn't a good enough reason to change the game.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
Two more reasons not to agree to your suggestion.

1. Your casual disregard for how it would affect other players.
2. Just because you personally are too lazy to use the tools the devs gave you to make playing the game easier isn't a good enough reason to change the game.
1. Who's to say it would not be a positive effect on the player population in general. As far as the general population goes you have not given one good reason why implementing what I suggested would be bad. Don't interpret a casual disregard for your non-argument to be a casual disregard for players.

2. Just because I'm not into intricacies of writing macros does not make me Lazy nor does not being a computer programer nor does finding better things to do with my time, like play the game instead of try to figure out how to program obscure code provided by the developers for people who are interested in doing that sort of thing.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
2. Just because I'm not into intricacies of writing macros does not make me Lazy nor does not being a computer programer nor does finding better things to do with my time, like play the game instead of try to figure out how to program obscure code provided by the developers for people who are interested in doing that sort of thing.
"Obscure code?" You don't need to be a computer programmer. It's not being suggested that you rewrite MIDS.
1. You know (or can see) the inspiration names.
2. You were GIVEN the actual command to use. Hell, I almost wrote it as is.

Put the two together. Not difficult. Spend three minutes (maybe five if you're a slow typer) doing that, you get a series of buttons that you can use *for the rest of the game.*

Don't try to make sticking two Legos together sound like building the Eiffel Tower from scratch.

Oh, and:
Quote:
It's not signfiicant enough of an addition to make people erase their characters to change their origin any more than people will erase a character to change from mutagen to throwing knives.
You underestimate how important any perceived advantage or benefit - or even RP reason - is to people. Yes, actually, I *did* hear of people deleting and rerolling to get throwing knives (once they became permanent,) for instance.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
1. Who's to say it would not be a positive effect on the player population in general.
Certainly not you.

Quote:
As far as the general population goes you have not given one good reason why implementing what I suggested would be bad.
I don't have to retype what was already posted by Memphis_Bill, and Adeon Hawkwood.

Quote:
2. Just because I'm not into intricacies of writing macros does not make me Lazy nor does not being a computer programer nor does finding better things to do with my time, like play the game instead of try to figure out how to program obscure code provided by the developers for people who are interested in doing that sort of thing.
They aren't intricate nor are they obscure. They are readily available for everyone to use. You chose not to use them. That's not a problem with the game. that's a problem with the biological interface that is found between your chair and your keyboard.


 

Posted

Quote:
Originally Posted by Cptn_Courageous View Post
Well, of course it would be affecting millions of characters... so what? It's not signfiicant enough of an addition to make people erase their characters to change their origin any more than people will erase a character to change from mutagen to throwing knives. Why would it in any respect be a hardship on a character. Your objection makes no sense based on your statements.
I rerolled a level 50 Mutant character because I discovered that I had to be of Natural origin to get the "Fabulous" title above my name.

People roll specific origins based on which SOs Mr. Yin will give them access to after completing Penelope's arc.

Something that actually has an in-game effect, no matter how minor, WILL make some people reroll, or complain that they're being "forced to" (regardless of whether they follow through or not), or complain that they're being "nerfed" because they picked the wrong origin for their AT or powerset because they didn't know that this was going to be implemented.

If each origin has the same selection, it just functions as a T3 for the "right" origin, and a T1 for the "wrong" origins, then it's not worth the effort. Most people will have the wrong type most of the time. And assuming that the type that drops is tied to enemy faction, like the drop types for SO enhancements, it will just make it more obvious how unevenly spread the mix of enemy origins are. Seriously, go find enemies that drop Mutant SOs. They're out there, but a LOT harder to find than other origins.


@Roderick