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Rudra

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Everything posted by Rudra

  1. At double xp, you are getting zero inf' for defeats and only getting mission completion rewards. And it has zero effect on Reward Merits. You're full of it. This requires you to farm the correct story arcs. Which is why there is a guide somewhere that tells players what are the most optimal story arcs to run for merits. If a player chooses to take a route that is known to reward zero Reward Merits, that is their choice. If a new player chooses to do so, that player should be advised to go do the game's contact driven missions instead. A new player should at least experience the game first before trying to bypass it. That doesn't mean their advice of skipping the game's content to farm radio/paper missions is a good thing. Nor should it be supported. Those are veteran players. They know what they will or won't be getting if they choose to go the paper/radio route and focus on Safeguards or Mayhems. Exactly. And that is their choice to make. Why should the game be changed then? They already knew they weren't going to get any Reward Merits before they even started. Great! Thank you for providing others that guidance. Nevermind the story arcs that only give 2 merits for doing 3 or more missions because of how quick and simple they are? Congratulations, you murdered your own argument.
  2. One. I can agree with one Reward Merit if all five side missions are done. I'm not a dev, I have no say in what they do, but I can only agree to a single Reward Merit for doing all five side missions combined.
  3. I can agree with that. Make it so that all five side missions are done, and then I can agree with a Reward Merit. Yes, that would mean only the Founders' Falls and Peregrine Island ones would be able to grant a Reward Merit.
  4. TFs and SFs are part of the story. The story arcs we get from contacts, the TFs and SFs (which are also story arcs just from repeatable contacts), the trials, and the lore on the plaques scattered around the zones all form the story of the game. Even alignment and morality missions are part of the story, just peripheral parts. (Edit: And that peripheral story will only be seen by players paying attention to the moralities. Such as Frostfire's, Desdemona's, and possibly the ice queen's redemption. Also Flambeaux's fall. How and why it happens, explaining why they are different between the early and late games, is shown in the moralities.) Repeatable missions regardless of radio, paper, or the Dark Astoria and First Ward/Night Ward repeatable contacts are not part of the story. They are fillers where randomly inserted enemy faction with randomly assigned objective can be run without end so players can have missions to get them to the next contact or level range. Safeguard and Mayhem missions are not part of the story either, just an unlock mechanism that lets players play the part of bank robbers and heroes stopping bank robberies.
  5. The mainstreaming of filler content as if it was real content. Edit: Scratch that. Radios and papers already give limited rewards. It is the addition of Reward Merits to filler content as if it was ever intended as actual game content. (Edit again: The live devs even removed a lot of filler so players could get to the stories easier and faster. And now you want to add Reward Merits to filler content like it is supposed to be treated as content the devs put real effort into making rather than the mad libs process of radios and papers.)
  6. Yes, they do. Here is how they differ from your proposal though. Explores can only ever be gotten once per character. Ever. And there is a finite number of zones available. Want to get them again on that character? You have to delete that character and start over. Morality and alignment missions have their own restrictions. You have to complete 10 alignment missions to be able to get a morality mission. And then you have to wait for that morality to drop from a defeated mob. Then you have to complete that morality, which often involves multiple parts to the mission (edit: which cannot be skipped unlike side missions), to get the Reward Merits for it. You cannot bypass any part of that by unlocking a contact that lets you just run morality missions back-to-back. As opposed to Safeguards and Mayhems which can be run back-to-back, and even expedited, and have no limit to how many times they can be run. Look, I agree with you on one thing you said. Players should be free to level their characters however they want. However, there is a caveat to that. Those that choose to level or progress through means other than standard presented game play should do so with their eyes open and understand that some avenues of progression are not going to be conducive to hitting level 50 and immediately being able to slot as they please. Even playing through the game's main content won't let players do that. (Players that know how to can have the inf' available by then, but we're not getting into that.) So if a player chooses to not do the main content and instead just street sweep their way to level 50? Go for it, but understand that the only rewards available that way are mob defeat rewards. If a player chooses to level only doing radio/paper missions after they unlock them at level 5? Go for it, but understand that those don't give Reward Merits. If a player chooses to level only playing AE content? Go for it, but realize that not only are there no Reward Merits, but there are also no mission completion rewards. In other words, some paths of progression are to be considered advanced options that only more experienced players should be tackling, not expecting to give the same rewards as running story arcs and TFs/SFs.
  7. Please tell me you are joking. The game introduces players to contacts immediately. They do the tutorial, and when they get out of the tutorial, they have a contact the game told them to go talk to. That contact gives missions and then another contact. And as the player moves through their contacts, they get Reward Merits for doing the story arcs. The game absolutely makes it clear they can get Reward Merits. It is players that keep telling other players "no, don't do the content, you can go back to those later when you're fully developed. Instead come do these radio/paper missions in a zone where you won't survive at all unless you are already part of my team and be sidekicked up and get to level 50 fast that way". If a new player chooses not to do the tutorial and so that player does not get immediately introduced to a contact? That's on them.
  8. And how much warning did anyone get about spawning a Winter Lord before this year? None. At all. He spawned from any present on the map. And he has always been available in all the zones. Just last year I was on a Winter Lord hunting team in Atlas Park because I happened to be in the zone when he spawned. You're arguing that the Suspicious Packages are detrimental, especially to low-levels in low-level zones, but he has always been spawning on low-levels even in low-level zones. What makes the Suspicious Package so egregious when the regular presents from previous years was not while doing the exact same thing? (Edit: And yes, he would spawn from the regular presents on solo players even if that character was just level 1.) Edit again: Now at least we can tell other players they should leave the Suspicious Packages alone unless they want to face a Winter Lord, and those just gathering presents can go "Okay, got it. I'll just grab the brightly colored ones that aren't the size of a waiting Winter Lord then." Something we couldn't do before. Another edit: For that matter, the author could have gone "Wait a minute, this present is different than previous years" and then ask in Help or Broadcast if anyone knew what was the deal with the new, over-sized, grey and blue present marked "Suspicious Package" and been warned beforehand. The author's OP very much implies previous knowledge of the event after all.
  9. Then run them. Edit: I am so tired of the new players arguments. To even the newest of players, it should be extremely obvious there is more to the game than radio/paper missions and/or Safeguard/Mayhem missions. Veteran players advocating the radio/paper teams because it is the fastest way to get to 50 outside of AE farms without telling others the downsides of doing so is a player issue, not a game issue. And even just running papers/radios on a team in PI, those new players can still AH or vendor their recipe, salvage, and enhancement drops. Add to that the fact they were able to get to level 50 without having their powers understood or enhanced, and they can just keep on running with those teams and accruing inf', recipes, and salvage to outfit their characters with. And at level 50, they can slot their SOs that those level 50+ enemies are dropping and be perfectly fine. They won't be as powerful as an IO'ed out character, but they will still be plenty powerful for the game content. And then they can learn about IOs and the market to build up their IOs and replace their no longer subject to degradation level 50+ SOs.
  10. Agent Hassel. Once you get the badge that unlocks him, you can do constant Safeguard missions.
  11. I can't really help you then. I'm left with my fallback response for these situations. Re-validate the game files. Check for memory leaks. Check the hard drive for bad sectors the game may be on. All the standard "what is going on?!" checks.
  12. This is a suggestion, not a bug report. The change was intentional and is working. I don't like it any more than you do, but that doesn't change that it was intentionally done, making your request a suggestion or feedback.
  13. No, I haven't. Are you sure you don't have a background program interfering with the game? Or a virus? Watch your computer processes when you play, see if there is something else that spikes and then see if that remains spiked even after you close the game. (Or, and this is very unlikely given the age of the game, check to make sure your computer meets the game's minimum specs.)
  14. Can you clear those by taking down just 2 spawns? The one at the vault door and the one in the lobby in a Safeguard? Or do you have to actually have to put in effort of some kind? That is all it takes to clear a Safeguard. The time it takes you to get to the bank and take down two groups of enemies. So no, I don't find your argument compelling. (Edit: There is a starter arc red side that can be blitzed in 7 minutes or less depending on your build. It has 3 parts to it though.) (Edit again: There are also single mission badge missions we can farm in Ouroboros in about 5 minutes or so. However, they usually include an escort we have to protect or fail the mission. So even those require more effort than drop two spawns and click the exit button. You want Reward Merits? And you want them fast? Go do things that actually involve risk and effort. There are several fast ones you can grab.) Yet another edit: This is probably going to sound rude and I apologize for it, but it needs to be said. You saw when you did your first Safeguard or Mayhem that it rewarded 0 Reward Merits. So you knew going into it that you weren't going to get any merits when you decided to level up through Mayhems and Safeguards. So the only way that was a "Level 50 and Broke Trap" was by consciously choosing to go through with it. That makes it not a trap, but a choice. You chose to take a route you knew after you did the very first one would hamper your ability to amass merits. That is a "you" choice. And just because power-levelers are giving poor advice to other players does not mean the game should adjust to make it good advice. There is an entire game to be experienced, and radio/paper missions aren't it.
  15. Sorry @Greycat, but I have to disagree with you on this one. The Suspicious Package is already different from every other present in the game by its size and color. It already stood out to me as being different before I even read the patch notes. (I went back and read the patch notes when I spawned a Winter Lord and died.) Unlike other presents, it also has the unique identifier of "Suspicious Package". Sure, players may not read the patch notes, but it is an obviously different style present. Edit: There is also the consideration that the author stated in the OP that (s)he/they is/are an experienced player. (S)he/they has played the winter event before. And previous years would spawn a Winter Lord from any present once 100 presents were opened. So the author should have already known the possibility of spawning a Winter Lord on his/her/their character's head from interacting with presents. This year, it is just one specific, obviously different present.
  16. No. (Edit: Let's say Safeguards and Mayhems reward 1 Reward Merit upon completion. I already skip the sides, so I can clear a Safeguard or Mayhem in about 5 minutes. Maybe less, maybe more. That would be 1 Reward Merit for 5 minutes of play fighting 1 named adversary (that can be a boss or a lieutenant based on my difficulty settings), 1 lieutenant, and 4 minions. That is a ridiculously good reward for such trivial effort.)
  17. There are two kinds of presents starting with the winter event this year. If you don't want to spawn a Winter Lord and his support, then don't grab the Suspicious Package. Like @lemming said, that is the large grey and white present. Grab any of the small colorful presents and you won't get a Winter Lord.
  18. Oh yeah, we should probably discuss the permanence of "killing" giant monsters in City of Heroes/Villains. Let's start with Paragon City. Babbage, Paladin, and the Monstrous Construction: These are psychically held together bits of scrap metal animated by the Clockwork King's mind to accomplish what only he knows. Go ahead and take them down all you want. He'll make more when he's ready. Adamastor: He was banished a long time ago. He only manifests when the summoning ritual in Dark Astoria (now Echo: Dark Astoria) is completed. Take him down all you want. All you're really doing is taking down his physical world manifestation. He'll be back with the next summons. Eochai and Jack in Irons: These chosen champions of the Firbolg and Red Caps respectively are bound to their eternal war. Jack in Irons was found by the Red Caps in the spirit realm and brought to Croatoa. The Firbolg and Tuatha de Danan are bound to forever come back until the war is ended by the Red Caps. Kill all the Firbolg and Tuatha de Danan you want, they can't stay dead. And Jack will just shift back to the spirit realm until the Red Caps manage to get him back to the physical world. Still no permanent giant monster deaths. Lusca: This impossibly large octopus dives after each defeat, bringing less force to bear as it tires from its injuries. Defeating Lusca causes it to dive. No corpse floats there. It got away. Kronos Class Titan and Goliath War Walker: These are hardly unique entities. In one arc, you see several Goliath War Walkers lined up around the room and fight multiples of them to cross the map in another mission. Not as powerful as the shielded one in Boomtown, but obviously as a man-made construct, another can be built. The Kronos Titan is in the same boat. You see two of them in one mission. Take these giant monsters down and you place a severe dent in the finances of their respective manufacturers, but that won't stop them from making more. There is even a Giant Mek-Man that rivals both of these giant monsters that in some future missions are shown in (small) numbers scattered across the map. Still no permanent deaths. Sally: Flees the moment anyone hits her with anything. Kraken: This giant monster is described as a mutation of the Hydra Spawn. So if you kill it, assuming its lack of recognizable physiology allows our attacks to actually do so, another can still mutate into existence. (Edit again: Oh yeah, and we already know there are at least two in existence at the same time. There is the one in Perez Park and the one locked away by the Rikti as a guard in the Abandoned Sewer Network. So while we don't know the frequency of mutation, we do know it is at least an irregular uncommon occurrence.) Jurassik: This is the only giant monster blue side I am not sure about. Maybe it actually is unique and when defeated would go away forever. Or maybe another Granite will mutate into a new Jurassik. Unclear, but still not likely a permanent death. On to the Rogue Isles. Deathsurge: This electrical demon is not a separate entity in full. Like the Gremlins that plague the power centers of Cap au Diable, Deathsurge is a manifestation of the power harvested from Bat'Zul. As long as Bat'Zul remains the power source, the Gremlins will exist. As long as the Gremlins exist, another Deathsurge can appear. Ghost of Scrapyard: This mountain of a man is already dead. Captain Mako killed him. The Scrapyarders keep calling him back with prayer and magic ritual. You can't kill what is already dead. Take him down all you want. As long as the Scrapyarders are oppressed, they will keep calling to their champion, and he will keep answering. Caleb: The ultimate spectral demon, Caleb arrives in response to attacks on the other spectral demons. Not driven by madness, hunger, or other apparent reason beyond responding to the assault on the spectral demons, defeating him causes dissolution, not death. He can and will return. The Arachnos Flier: Another man-made construct, Arachnos has an entire fleet at their disposal with more being built. You can get one for yourself (briefly) in one of the SSA arcs. You can also see multiples of them in zone. These are the Black Helicopter Line transports, the PvP zone transports, and even specific mission transports. Only the one in Grandville engaged in anti-Arachnoid patrols or the TF are valid for the badge and can be attacked. Take it down and earn Arachnos' (angry) respect. They will field another though. They have lots. And then Praetoria. Seed of Hamidon: This colossal assault organism is known to not be unique. You face it in First Ward and Last Bastion. You also see several assaulting Imperial City when Praetoria falls. Still not permanent death as in once defeated you will never see another. So except for maybe Jurassik, all players do is temporarily stop the giant monsters. Giant monsters are a fact of life in Paragon City.
  19. That isn't a map geometry issue. That is a render limit in play. That map doesn't render all the spawns because of the render limit. So you can see the Freak' captains comments when you get near, but not find them until you have removed enough of the other mobs for them to finally be rendered. Or in your case, having spawns suddenly appear when you reach them.
  20. They were moved to Prometheus. Jack in Irons, like Eochai, is a spirit, a supernatural being from beyond the world. The only thing you can really do to him is banish him back where he came from. Congrats, you got the Giant Killer badge, but the war continues (as per the story) and Jack in Irons will return just like Eochai. Because leveling an entire neighborhood, killing everyone in it, is such a small scale activity. This game is not real life. It is a comic book we are playing in. In real life, every leader or government has to worry about taking care of their people to some degree. In a comic book, characters and organizations, even governments, can be out to destroy the world, conquer the world regardless of how many die in the process, and worse. In a comic book world, a government like Arachnos can be perfectly fine with letting most of their population die to see how many are strong enough, smart enough, or otherwise capable enough to survive on their own as long as their own assets are not destroyed in the process and not be a contradiction. Especially for things as small scale and defined as limited in scope as Deathsurge (all the Gremlins are supposed to only exist within a set radius of the main power lines and that includes Deathsurge) and (Ghost of) Scrapyard who is known to not himself be destructive. Or Caleb who is known to remain at his island while Arachnos already has anti-ghost and spirit technology ready to employ should Caleb for any reason move against them. For crying out loud, Arachnos moves people into the Gutter unless they are worth having elsewhere. And all indications are they are put there to be food for the Arachnoids that have intentionally been let loose. The war walls have only been broken in one area: Siren's Call. For the Rikti invasions, the energy fields of the war walls fail and so the Rikti are able to send their ships to attack. There is no giant monster anywhere in the game other than the Kronos Titan (edit: or the Goliath War Walker) with the capability of taking down the war walls itself. Even the Kronos Titan (edit: or Goliath War Walker) would have to spend an inordinate amount of time attacking a specific section of the war wall to collapse it, and it is a dedicated war machine. What is Jurassik going to do? Pound away at it with its car? It will be left hammering away at the war walls with its bare fists because its car will be immediately crumpled on impact. (Edit: Let alone giant monsters like Kraken who won't even be able to damage the walls at all. Or Lusca who would have no reason to leave the water where it can presumably find food to sustain it versus the tiny humans that it would need to expend more energy gathering and eating than we would provide it. Or Babbage in Boomtown who is motivated by the Clockwork King's plans rather than a mindless beast's desire to rampage.) And the time it will take Jurassik to hammer away at the war wall and get it to collapse, just for a small section, will probably take at least several days. And if Jurassik or the Kronos Titan were to stage an assault on the war walls? There is already a military response available for the mayor to call up beyond the hero response, which would also include the Freedom Phalanx and Vindicators. Those walls aren't coming down to to the giant monsters. Have you realized just how massively thick those walls are? And they are described as being reinforced even beyond their ridiculous thickness. Exactly. The war walls are a game narrative that says access to any of the zones can only happen by passing through the designated openings in the war walls. Their construction isn't just not easy to pull off. It is excessively over the top. You're talking about major dam sized construction, reinforced beyond even that architectural robustness for alien (actually alternate dimension human) attacks with advanced weapons. They aren't impregnable, but the amount of power it would take to break down just one small section is insane given how the game describes it. And because it is part of the game's story, regardless of the reason why they exist, they have to be accounted for. And that means the giant monsters of the game aren't getting past them. Not without a lot of time and energy devoted to it. Time that would give the city, the military, and the various super groups (both player and NPC) opportunity to respond and put a stop to before any major damage is inflicted on the walls. And all that? Is just from a lore perspective. When you get down to the mechanics of it? Adding giant monster markers would make it even easier for players to pop in, see no monster on the map, and then move on to the next zone for their monster hunts. Or if a monster announcement comes up, pop in to the zone, already know where the monster is, and put it down. You want new players to be able to get involved? Then don't make it even easier for the monster hunter players to fast clear the monsters by removing their need to check all the spawn points.
  21. In the "Kidnap Phil's Mother" mission from Veluta Lunata, Phil's mother is shown cowering before some Legacy Chain that are apparently threatening her. This makes no sense. Especially in light of the dialogue given: [NPC] Pledged of Steel: We'll explain later, ma'am. For right now, we have to get you out of danger. [NPC] Emma Kane: I don't understand. My boy's gone! I request that their emotes be changed to something that makes sense. This can be the conversation emote or just about anything else. I see no reason for the Legacy Chain to be threatening to hit her given what is being said and what is happening in the story. (Edit: It would also make more sense if their comment order was reversed so that her "I don't understand" precedes the "We'll explain later" part.)
  22. Again with the new players. A truly new player knows absolutely nothing about the game other than what they learn through the tutorial (assuming they opted to go through one of them) and what they previously discovered from friends talking about the game or other sources they found that piqued their interest. And let me emphasize this next part: new players are not stupid. They don't need anyone to hold their hand and tell them every little part of the game when they first start playing. When they first start playing, their focus should be on learning the mechanics of their chosen AT and selected power sets' powers. Then they have the advanced tutorials thrown on their contacts list automatically to show them what isn't covered in the basic tutorial. After which they are learning about the different zones, new enemy factions to contend with, and how their later powers work. They should not be out hunting giant monsters as a new player by themselves. There are already announcements of the giant monsters spawning in the chat window. There are already experienced players recruiting to take down those GMs unless someone else already took the GM down, and those experienced players recruiting are doing so from the GM's location. So a new player that wants to tackle a GM can easily just join a GM team, go to their team or league leader, find the GM sitting there with no effort, and take down the GM without having to search the spawn points they should not even be checking yet. And even then, new players can ask absolutely anyone else currently online in the game about giant monsters and be told about them. And if for some reason they don't want to ask others for help? There is a wiki they can go to and look up giant monsters in the game. This constant "but the new players" argument is an insult to new players. Because again, they aren't stupid. New players that join the game are going to get bored if the game treats them like kindergarteners unable to figure anything out without someone holding their hands, and just makes everything a brainless activity. remember from a narrative perspective Giant Monsters are one of a kind they just reappear for so we have repeatable content to do, you don't need a normal citizen nearby to know a Giant Monster is in a zone they are massive Monsters who could wander out of their hazard zone into a populated area at moment's notice keeping track of them is still very important. This game has satellites just like real life and from a superhero angle psychic powers exist to see the future and be warned of threats like GMs. Giant monsters are defeated by the players in the game, not killed. That is something the game emphasizes. (Edit: Even typical giant monster movies like the Godzilla series doesn't kill the giant monster, just drives the giant monster off. Or something else enables the giant monster to return despite death like with Mothra.) Our characters per the game do not kill anyone unless the mission, story arc, or other content specifically says we do. (Edit: Like throwing that CEO out the window to Lusca who promptly eats him.) Players are the ones that say their characters killed their targets. The game has most targets we take down be defeated and go away. The criminals to jail or wherever red side. Giant monsters are toppled and go away. We do not kill them. Even the Arachnos Flier isn't killed by us. It is destroyed, but Arachnos has an entire fleet of them with replacements constantly being built. And the whole point of the war walls is to prevent anything in one zone from crossing into another zone. That is why the Galaxy City gates are sealed now. They didn't go away, they were simply closed to keep the Neo-Shivans out of the rest of the city. So no, the giant monsters cannot just leave their hazard zones and rampage in a populated area. As for player characters utilizing satellites or their psychic powers to find giant monsters? First, the satellite has to be overhead. Then the satellite has to be a spy satellite or other surveillance satellite. Yes, satellites used for Google Maps count for this. However, while the spy satellites can give real time information, satellites like what Google uses do not. Who knows how many hours old that satellite picture either showing a GM present or not is. Psychics can use their powers, sure, but that isn't something every character can do. It isn't even something every psychic character can do. And then you have the question of how large a radius that psychic character can scan at a time. Which means, you guessed it, they have to check each area in turn unless they are a global psychic style character. And the game doesn't have player characters of that magnitude. (Edit: We can define our characters as being that powerful all we want, but the game does not allow for that magnitude of power.) Containing Lusca does not require a zone-wide change. Containing Lusca can entail the same things we see with the Zig Breakout event and the Troll Rave event. The (non-interactable) PPD are spawned as part of the GM event at the GM location. They would have a wider cordon for it being a giant monster and would probably see Ascended and the bots as the containing forces. Then when the event concludes, either because players defeated Lusca or the server reset, they despawn just like the other events. No zone changes required at all. I never said Arachnos just lets all civilians die. I said they view everything as survival of the fittest, the strong survive and the weak die (or hide). This is made abundantly clear at many points in the game. Especially a Rogue morality where Arachnos tries to hire you to wipe out an entire neighborhood of people to kill a single escaped Bane Spider. (Edit: Let that part sink in. Arachnos tries to hire the player to completely wipe out an entire neighborhood for the sake of making sure a single Bane Spider is killed. And when you refuse, they have an arsenal of missiles from Malta they are going to launch to completely eradicate said neighborhood anyway, which they were originally going to use to silence you at the end of the mission....) Arachnos maintains a force at any parts of the Rogue Isles where they actually care about people. For instance, the heart of Cap au Diable has Arachnos forces stationed at every entrance/approach to protect the area. Grandville has security at the docks, along the wall perimeter, and any point where they want to keep the Arachnoids out. The rest of Grandville? Arachnoids eat people constantly, and beyond Arachnos deploying abatement teams to keep Arachnoid numbers down, doesn't put any effort into protecting the people of the Gutter. (Ghost of) Scrapyard is not hostile to the people. He only attacks Arachnos, Cage Consortium, and the Family. (Edit again: Oh yeah, and Banished Pantheon and Circle of Thorns, but they are also known to be hostile to civilians.) That is part of his background. He will not attack the civilians. And he doesn't go to the secured area of Sharkhead Isle which is the only real part of Sharkhead Isle that Arachnos cares about. So yes, Arachnos is perfectly fine with random civilians dying. They control the media. They control whether or not anyone outside the Isles finds out they are letting people die. And as you can see in Grandville, there are a lot of people trying to get in. As far as Arachnos is concerned, only Grandville is really important, everywhere else is little more than a proving ground and place to hold things at a safe distance. And even Grandville is allowed to suffer continuous predation by the Arachnoids, which the Arachnos Flier is out hunting on its patrol. As I stated earlier in this post, Paragon City has the war walls to stop giant monsters from leaving the hazard zones and Arachnos only cares about critical infrastructure.
  23. Originally there was just enough different heroes/villains to get the badge. And each one only counted once towards the badge.
  24. You are really, really trying to find something that sticks.... Okay, here we go. Firstly, there are already players that solo, not multi-boxing, hunt down GMs and wipe them out without announcing the GM. The GMs were fairly recently updated to make that more difficult, but I am not aware of that stopping. And since those players know the spawn points and check them, all adding markers will do is take away the need for those players to check the spawn points. Enabling them to wipe out the GMs in less time. Second, most players I know of announce the GM in multiple chat channels so as many players can get credit as possible. Giant Monsters most often are in zones where civilians are not. Kraken in Perez Park. Babbage and the Goliath War Walker in Boomtown. Adamastor in Echo: Dark Astoria (even when it was not an echo zone and was the active Dark Astoria zone). Jurassik in Crey's Folly. Only Eochai, Jack in Irons, and Lusca are in zones where there is a civilian populace. And in Croatoa where Eochai and Jack in Irons are, they are in parts of the map where the people don't go. Areas where things that will kill them are, so they stay away, reporting sightings as something in the woods was seen. Only Lusca is in an area where people are, and even Lusca is not tracked by the city. The PPD can easily set up a cordon to make sure people stay away from Lusca, but they don't. And then you get red side, which has the Arachnos Flier in Grandville which no one is going to report other than players hunting it because the people there know better than to draw Arachnos' attention to them for getting involved, and Arachnos isn't going to advertise where their flier is just so random villains can take it down. Those things are expensive to build. And then you have Arachnos being the government of the Rogue Isles and their philosophy of the strong survive and the weak die. So they aren't going to bother posting any response to Caleb (who is off on his own island with the rest of the Circle of Thorns), Deathsurge, or (Ghost of) Scrapyard. As far as Arachnos is concerned, people have to fend for themselves, and Arachnos only gets involved when events start affecting them. Like the Goldbrickers' data thefts. So either you have the thing of the giant monsters are off in areas not available to the city, let alone the general public, and so limited resources are not devoted to them and instead are directed to sapient threats actively causing problems, or you have a government that doesn't care because it views the giant monsters as just another test/challenge. And Arachnos is not in the habit of helping others deal with their tests/challenges. The only exception is Lusca, who again still does not have a city response.
  25. Steps for your suggestion using what you just posted in the comment I am quoting: 1 - Log in character with salvage to transfer. 2 - Go to suitable vendor that can do the conversion. 3 - Access said vendor and make the conversion X number of times. (6 in this case.) 4 - Open inventory and find now converted salvage. 5 - Open e-mail window and select to make new e-mail. 6 - Fill in e-mail and hit send to finish. 7 - Repeat step 6 X-1 number of times for the rest of the converted salvage. 8 - Log off character. 9 - Log on other character. 10 - Open e-mail and claim e-mailed content X number of times. 10a - Delete completed e-mails. 11 - Go to suitable vendor that can do the conversion. 12 - Access said vendor and make the conversion back X number of times. Steps for multi-boxing trade: 1 - Log in character with salvage to transfer. 2 - Log in character to receive salvage being transferred. 3 - Move either character to the location of the other. 4 - Open inventory of character with salvage to be transferred and find salvage to be transferred. 5 - From the window of the character with the open inventory window, click the other character and select trade. 6 - Drag salvage to be transferred to trade window. 7 - (Edit: Added step plus renumbering) Input quantity to be traded and hit accept. 8 - From the window of the character receiving the salvage, hit accept without inputting anything to give. 9 - Log off character that no longer has the salvage to be transferred. Steps for multi-boxing transfer: 1 - Log in character with salvage to transfer. 2 - Log in character to receive salvage being transferred. 3 - Move either character to the location of the other. 4 - Open inventory of character with salvage to be transferred and find salvage to be transferred. 5 - Drag salvage to be transferred to other character. 6 - Input quantity to be transferred and accept. 7 - Log off character that no longer has the salvage to be transferred. In both cases of multi-boxing, the process can take longer if you have one screen and have the game windowless full screened, because then you have to alt-tab between windows. However, in both cases, you can choose to run in windowed mode and have both windows open and accessible at the same time, returning the steps to what I listed. You said you were trying to transfer candy canes between characters not in the same SG that are on different accounts. And the already existing process for doing so is much less tedious than what you are asking for.
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