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krj12

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Everything posted by krj12

  1. Just a few ideas to make missions more pleasant. 1. CLUES - currently, received mission clues appear to be randomly ordered and if you have 2 or more missions going at the time, can be difficult to identify. I sometimes like to run through arcs and actually read the clues that go with them. Identifying that last clue can be a pain. Suggestion: a. Highlight brand new unread clues a different color than the rest, so that they stand out. b. Order clues by contact, then by time received in descending order. c. Always shows the latest clue at the top. d. Put a sequence number and contact name (or mission arc title) at the top of each clue. 2. ELEVATOR ICON ON MAPS - sometimes on large maps when you have to go back to find missed mobs or missed glowies, it is easy to get confused and forget which are UP and which are DOWN. Suggestion: Color code the UP elevators as green and the elevators in the opposite direction as a light blue. 3. FINAL MISSION TARGET - on a lot of missions, the final target, whether it be a glowy or a hostage, will show on the map. It doesn't happen on every map though, leading to a lot of headache trying to find that final objective, especially on very large maps. Suggestion: Fix all missions to behave the same way. The final objective should always show on the map.
  2. It would be nice if they could just convert those missions to completion on defeating the enemy mobs in the same room as the hostage. Having to lead the hostage to the entrance is very annoying and nothing more than something they implemented to consume time due to lack of content when the game first came out.
  3. I was recently playing a new character through the Rikti War Zone arc, and was a bit annoyed by one aspect of the mission arcs... the fact that you can't continue from one contact to another uninterrupted. Note: This is with double experience on, and actually killing most of the mobs in the missions. What I'm finding is that there is usually a 2 to 3 character level gap in between contacts. For example, I finished Levantara's arc, I'm at level 37. Now I have to get to 40 to start Drummer's. I'd prefer to continue uninterrupted, without having to do multiple levels of other content to catch up. Suggestion: Loosen up the minimum level reqs in between contacts, OR increase the mission completions bonuses to compensate, OR have no min level req after completing the first arc.
  4. It would be nice to have a min fx global option for any external buffs/powers, otherwise you're at the mercy of whoever has the power. I strongly dislike having my costume hidden fully or partially by other players.
  5. Shrug, I've had people quit due to impatience while I fly across the zone. So, it can be an issue. Hard enough to keep people going multiple missions when chaining radios. I would place it fairly high priority due to the popularity of radio missions.
  6. I don't think that's right. Bonuses can apply multiple times or people wouldn't bother with multiple LOTG global recharges.
  7. Yeah, I asked for this some time ago. Very annoying making that trek to the Detective to get the mission, which breaks up the flow of a radio team. As far as new enemy groups, definitely yes. Currently, I usually pick either Council or CoT, when they arent in a cave location. The others - Malta, Carnies, etc. I usually dont bother with unless in a very strong group. More options would be good. Some I'd like to see: 5th column Freakshow Nemesis Clockwork ( Yes, I think they'd work just fine scaled to 50 ) Rikti
  8. Maybe they could give an option at character creation as to which path you want to take... to avoid the forced respec? Option 1: Bane Option 2: Crab Option 3: Not sure atm, Let me decide at 24 Then if you want the other path as an alternate build, you can still do it.
  9. I think I could live with cave maps if they would just do something about the pancake room.... that room is a nightmare for locating mobs....
  10. I remember years ago on live, being on Lambda itrials where a dark ( probably a defender? ) was able to prevent Marauder from jumping using tar patch. Saves quite a bit of time not having to constantly follow him all over the map. I haven't been able to replicate it using my dark/dark corrupter. Does it require a huge amount of recharge, or is it something only a defender can pull off? Or do I need to get to +3 before it will affect the big guy?
  11. I wish the different dev/server teams would stop with the infighting and start helping each other out. The problem with retaining a community is going to boil down to new content - and refusing content or changes just because "they" did it doesn't help.
  12. It looks like that is the issue. I just tried it on various people in Oro. It works on some people just fine, and some people I can get 2 feet away and it still says "You're too far away to use Tar Patch". Very odd.
  13. Same here. I'm guessing their servers are down?
  14. Tried the quotes, it didn't seem to help. I'll try the bind to \ next.
  15. I recently decided to macro "Tar Patch" for my dark/dark corrupter to make it easier to use this particular power. Ground targeting in this game, to me, is a bit awkward. The macro: /macro TAR powexec_location target tar patch What I'm discovering is that even after Tar Patch has recharged, the macro still will not fire on click. It is behaving as if the power is still disabled, even though it isn't. For example, I find on many BAFs, I can use the macro only once for the duration of the trial, which makes it virtually useless. Note: Doesn't happen every time, I can sometimes use it twice. :) Anyone else encountered this issue, and is there a workaround?
  16. I think the point of having a non-visible password is to prevent public access to a partially typed password, in case you have to step away for something. Not an issue for most people who play from home, but could be an issue in a shared area.
  17. I could see replacing the T9 with something useful, but other than that I think the set is fine.
  18. The terms I've seen used most are "Speed", "Kill Most", and "Kill All". I'm guessing you were wanting a Kill Most.
  19. Shrug, I see no difference between it self affecting me, vs having another /Cold troller on the team who casts it on me. Same end result - I wouldn't consider it power creep.
  20. I'm currently playing my Ice/Cold Controller. Decent combination, but nothing special. Probably nothing I'd want to play solo due its extremely low dps. I'm not asking for higher dps, but one thing about the secondary that kind of bugs me, and that's how both Ice Shield and Glacial Shield work. They both appear to work as a PBAE defensive shield for my team mates - HOWEVER, it does nothing for myself, which begs the question - why? It would be nice if it could add *self* to the list of targets, so that I can share in the defensive buffs that the rest of my group has been given.
  21. I can't get this build to load in Mids.
  22. Those danged Carnies are so sexist, you only see the occasional token bucket-head. Something needs to be done about this. ;)
  23. The biggest thing for me is the ability to place objectives/bosses in specific spots on the map. Other ideas: 1. Place contacts out in the real world. Never like the idea of this being a simulation. 2. More space for verbiage and custom mobs. Longer arcs.
  24. This is one of the biggest reasons why I cant play this game for an extended period of time - the graphical effects are way over the top and tend to give me a headache. It would be nice to have a "minimal" setting to tone down or totally eliminate graphical effects from other player's powers.
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