
DrRocket
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I get the QoL suggestion... I have over 55 alts, all but 1 are in the same "home SG" where they can share goodies. The 1, my main is a member of Chaos United and as aa result I can't save stuff with that alt in the home SG" which at times, the work around, is just tedious, such a getting a friend to take your stuff and hand it back when you switch alts... Perhaps, a QoL solution is for SGs to have a "Special Guest" status, where the base allows the special Guest, while not a member, to have access to the storage in the base. Thus the base would show a list of members and another for special guests. Just a suggestion....
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ITF - Last Mission Imperious Upgrade (or removal?)
DrRocket replied to Renatos1023's topic in Suggestions & Feedback
I have made it a little game or goal to get Imperious and the Positron like roman to actually survive the missions, it would be a cool set of badges to get: Kept Imperious Alive and the same with the positron looking looser Regards -
ITF - Last Mission Imperious Upgrade (or removal?)
DrRocket replied to Renatos1023's topic in Suggestions & Feedback
No? No what? Can you give a bit of detail of what is so objectionable? -
I get it, that during the live days of this game, there was a need to have time sinks to give players the illusion that the mission is longer or bigger, the maps bigger and what not. Yet today, we play the game willingly, and it is free too (but I am happy to contribute when I can), so there is no need for time sinks, they are irrelevant for the contemporary player seeking to have a good time. So why not remove them, little by little? Time sinks that come into mind is making players traveling across zones, when really it is not needed. I remember doing an SF, where it sent you to another zone, but the pointer sent me to a boat in my zone, did the mission at the other zone and when finished we returned to the home zone. Thus the feel of going elsewhere was there, but the time sink of the pointless travel was not there, which I felt was great. Another time sinks are the kill all mobs, this was a problem even during live days. It was resolved by making them a 90% kill of the mobs, perhaps this can be re-instated. Of course if the players want to stay in the mission, despite that the mission has been completed, and do kill all the mobs in order to gain experience its their choice. Frankly, I like choice. Another time sink is kill the boss and his guards, but it becomes a near kill all when the boss is placed in a mega room (which often the room is about 80% of the map) because you have to kill all the mobs in the room, not the mobs that were part of the boss's team. Perhaps killing the boss and his immediate guards would be a fix to this time sink. Makes me think, when you rescue the councilman in Manticore you defeat the mobs only in the room where the councilman was at, and not all the mobs in the mega-room. Another type of time sink is when mobs that have Moment of Glory which I refer to "way too long moment of boredom" really needs to go , the game needs to be fluid and able to keep a good fun pace, without "commercial interruptions" Another insidious time sink is running mobs, really is this needed at all? Running mobs actually makes the game boring and tedium, not more fun. I am sure there are other time sinks, feel free to add to this list, but also include with your nomination what you would think the fix would be. I will not deny, the game as is is fun, but it can be improved and be made even greater, and much more fun which is the intent of this post. Please try not to propose work arounds, work arounds are band aids at best and not a fix, but if provided they could be informative and thus welcome if provided with good heart Perhaps those that disagree with the removal of time sinks, could start another threat asking for the addition of time sinks? Regards
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I would like to see the running mob mechanic go away, since it is a time sink event. Frankly, the days of the time sink as a necessity to fake the game is bigger than what it really is, is no longer needed at all. So yes, remove the running mob, it is a very unwelcomed time sink event, that adds boredom to the game, I am sure there will be a player or two, who actually will claim that chasing mobs all over the map and looking for them all over the map is the greatest form of fun they could possibly experience. regards
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If I understand properly your suggestion, it would mean, you click the toggle, and an area about you provides to all friendly players get the status effect protection If my understanding is correct, I can find myself supportive of the suggestion, but truly why bother? In the case of my emp, since clear mind is really not needed in the game (in my opinion), as it used to be in live days; I dropped it in order to get Rune of Protection instead. Other support classes if built right, would also have Rune of Protection and Sheer Will for status effect protection making clear mind pointless. Hope this helps you with your dilemma
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My standard is 2 LotG, the Defense and the defense/Global recharge ones. because I am going for the defense bonuses primarely and then the recharge is just frosting on the cake Regards
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Making the Long Range Teleporter better organized.
DrRocket replied to Mystoc's topic in Suggestions & Feedback
Would like a choice of having the zones based on zone level or alphabetical Regards -
Make the power tray bar grow to 10 instead of the 3
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I have, but the sample quantity is low, under 25 atm, and all were supportive of it; from many folk's perspective it did not impact how the play -
Make the power tray bar grow to 10 instead of the 3
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I really do not know if this would be popular or not QoL, doubt very much you could be the judge of that as well unless you done some polling to back your statement about popularity (Because of your reply, I asked my many friends (14 thus far) in Everlasting and they have been supportive, but that is hardly an appropriate statistical sample, ha, ha ,ha. I have seen pics with a screen distributed set up as you shown, I like some of your exhibited practices in where you have a larger area for chat and more square and larger sized map, that is pretty neat, and yes the middle screen is clean, love it. I may adopt some of your practices to my standard GUI build. -
Make the power tray bar grow to 10 instead of the 3
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Deal, if you read closely what I wrote, I wished for the tray to go up to 10 with the arrow but also to allow if I wanted to detached a few along the way would be great. I love the idea of the down arrow, so you don't collapse all the trays in one single hit, that is a wonderful suggestion! -
its always easy to critique, the idea is for constructive how to solve the issue...
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Make the power tray bar grow to 10 instead of the 3
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Still a quality of line, it is not mandatory, but a nice thing to have available... Ir really don't get it, why folks are so hard against QoLs? -
Mmm, tough topic here... I seen a lot of comments complaining on the downsides of red side, and maybe they are done so with the intent if removed red side would be appealing. Frankly, I don't believe that if we were to redraw Grandville, players would flock to plat red side. I have made by now over 50 alts, and not once did I remotely consider starting them red or gold side, why is that? Mainly because, I truly master blue side, and thus its easy for me to get around , find contacts, etc. So its not because red side is inferiorly made, its because of my great familiarity with blue side. In fact many of the SFs are rather witty, the exception is Ice Mistral which has the kill all after kill all in much keeping with the idiotic synapse, and it has the travel tour requirement like Citadel, so its a double bad whammy! But besides the stupid inter zone travel used as a time sink, and the kill all, the last mission is a treasure! In fact many of the SFs have remarkable good ending missions. I give credit to developers for the use of the Sheer Will Accolade has done some help in giving reason in doing the SFs, which is a good step towards revitalizing red side. I would think, that doing more things like Sheer Will, which addresses a major vulnerability for support types, would be the key to making red vigorous again. For example select a repeatable red thread that anyone can do (please do not force it to be thru Oro) and get some other useful Accolade that for example provides protection against terror, and another for taunt would be minor beanies that might make red more worth while. Perhaps defeating the ugly spider men gives naturally double exp, could be an incentive As i see it, red needs an incentive to make it more appealing that blue and yes, using accolades as bribes seems a way to accomplish that Regards
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I find it difficult to believe that receiving buffs from well meaning players to be a bad thing, but be as it may, I would like to see the choice to be or not to be buffed be done in the option window where you can choose to be or not be teleported, why group fly is not there as well, simply bewilders me!