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Well, some of these replies make little sense to me. And the "just move around the AFK'ers" replies are condescending. The most popular place for AE farming is Pocket D. Near by it has everything anyone would need. I have seen farming teams (one player three accounts) in multiples standing around between the data stream and the contact for hours and obviously they are all AFK. 15-20 characters sometimes more. No joke. Anyone who uses the Pocket D AE knows what I mean. Troo rightly frowned on AFK farmers saying they need to keep their activity on the low down. Not draw attention. It is obvious these players entered the data stream, set themselves up with toggles and auto-attack and went AFK. The mission was timed and ejected them when the timer expired. If they were not AFK they would either get a new mission, re-enter the data stream, or move away from the data stream. Either of those two actions would signify they were not AFK. These AFK'ers auto-attacks shake the camera and create a lot of sound adding to the disruption. (Yeah, some genius might say "Hurr hurr hurr! Move around them! Turn of sound! Disable camera shake! Right, nincompoops none of us should have to do any of that to accommodate inconsiderate players that are not abiding by the same rules as us!) It's none of my business what players do inside an AE mission. If they go AFK inside the mission and remain inside the mission until they return that's fine by me. If they use a timed mission and are ejected, they need to be there to take one or other action with their characters. I have a problem and everyone else should have a problem with AFK'ers that really are AFK disrupting other players. The Code of Conduct does too. If you find yourself guilty of the above type of disruption please do yourself and everyone else a favor. Choose a non-timed mission in AE for your farm. Go AFK inside the mission to your own contentment. This will help you stop disrupting other players using AE and the data stream. And it shows your consideration. The author of "that guide" that setup the timed mission could also remove the timer. These are vital steps to help prevent farmers being seen as a damaging blight to the culture of the community. * NB Please take no offense if you are a player that "AFKs" inside a farm meaning minimal keyboard input or makes movement but very little.
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I did not think Troo was being elitist rather their OP and opinion was to the point, matter of fact and difficult to disagree with. It's none of my business if another player AFK farms unless they are disrupting me and other players (see above).
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That is your opinion (it's wrong and patronizing) factually those players are bypassing the AFK and auto-disconnect mechanics and the CoC says they are subject to GM disconnect. Nobody can know why those players are AFK we can observe them standing there for hours outside the data stream. This is disruptive to other players in AE trying to access the data stream. Better if those players did farm missions that were not timed and they were never ejected. Better if a script just took care of disconnecting them all. As Troo noted they read a "guide" took it as "best practice" when it is the opposite and established a disruptive anti-pattern.
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Alright, I am going to have a moment to complain about AFK Farmers. The type that go in to an AE data stream and the mission completes on a timer, they are ejected and remain inactive for hours. It must be really boring and tedious to the GMs to go visit AE and disconnect them. Answer: An LUA script to automatically disconnect players inside and outside an AE data stream who have not taken/given damage. Not so much those inside the data stream on a mission but the ejected. I reckon 5 minutes is a fair time. Fair, as well, to prevent them from logging in for a day or two. Players in AE standing away from the data stream not included in this, they may be editing a mission.
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XP - Triple Experience - XP And guess what I am doing at the moment? Highly recommended!
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Yes, the implication was a Scrapper - Brutes did not exist at the time. I do not know about the numbers but health bar instantly filled up I think the rates were far higher than you are trying to calculate. If critters got my Scrapper to 1% health the bar would fill up right away. Not in a few seconds, 1-2 seconds. Would I swear to that in court? Nope. That 25% Health for MoG sounds about right, I did not pick it for that reason.
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What I know is possible is (with capped HP) 110 HP/Sec, 249 HP/Sec with IH with a better build it may be even more. (Not sure how far away the regeneration rate cap is?) A non-compromised build (not filled with damage procs) using set boni can round up resists mid-way to resistance caps and ok defense. The build I use at the moment does not use Sorcery for Rune of Protection, nor any pick from the Fighting pool. I dislike taking technical debt from Pool picks (those two Pools mentioned you have to take picks I do not want to get the picks I do want). Regeneration on Brutes is pretty good and fun to play no changes are needed here. I was very grumpy when IH was changed from a toggle to a click - it was before ED and sets health bar went from zero to full in a click of the fingers.
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If a team clicks on exit, the leader needs to follow them.
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PSA: Bonus XP on Lower Populated Shards Coming to an End
Digirium replied to Lunar Ronin's topic in General Discussion
Good while it lasted, the news is however outrun in terms of gold from the entertainment value delivered by the emoji responses -- which we "total avoidance of Discord" people would never have known without this PSA and thread. Good players probably never needed the +100% XP anyway, they moved their 1-50 + incarnate slot farms to low population servers without the need of persuasion due to being considerate.- 56 replies
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"Why isn't the name I wanted available now??? Reee". Meanwhile... a portion of the 1.6M have been silently logging in while muttering to themselves "Oh no, no you will not. Denied!".
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A possible solution to the kheldian revamp
Digirium replied to FlammeFatale's topic in Peacebringer & Warshade
No, adding more enhancement slots to Kheldians is not an answer. Kheldians are offered a choice from a lot of powers leading to a compromise of how enhancement slots are allocated to make the best build according to your ideas. What would actually happen is the Hurf-Durf Lords would mindlessly fill those extra enhancement slots with damage procs instead of making any attempt to develop a set-based build. Anyway, being able to add more set boni in a proper build does not answer the Kheldian problem. For me, the simplest idea for any revamp to address Kheldian problem is: Making certain human-form powers in primary/secondary available to nova and/or dwarf forms without cross-shifting forms to access them Making certain power pool powers and toggles available to all three forms (f.ex Hasten, Maneuvers) Add +DEF (may be instead of +RES) in the cosmic balance power I agree Kheldians were never intended to be rapid form-changing changelings. -
The OPs macros generated enough interest for me to create a couple of PopMenus that can knock on doors. It requires a key binding, a macro image button and reserved spot in a tray (3, 4) for a MacroSlot that is rewritten to point at either the upper or lower floor. There are some notes within the MNU file for how to use. ToT.mnu
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Different contexts i.e. actual Roman vs made up name for a game. Even in Roman usage it varied as was rightly pointed out between Ps and Cs in proper usage, it was linked to the month of birth and used as a nickname. I think it was as stated, as a reference to the order of birth to parents no matter where it was placed in the given names.
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Quintus is like an index number from a parent to a child (in this case a son, it would have been Quinta for a daughter). In this case, Elerius was the the 5th born and a son.
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I have a hunch the OP macros could run in to problems in the corners on each floor, where there are two doors adjacent to one another. Two doors are both in range of the EnterDoor command, if both doors were included in the macro one would be "clicked" and the other never clicked. Which door is ignored is dependent on the order of the doors in the macro. Without taking a closer look I think because of this the macros choose one door per corner? For the sake of completion may be a third macro for Interact Ok?