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CU_Krow

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Everything posted by CU_Krow

  1. Ok, Here's a 10/05/2019 update on the MSR trial of two test runs on Everlasting: 1st test run- Early afternoon, attempted to do test run of league. Met in KW. Recruited 5-team league lvl 35+ and with badge (which took long time to recruit as of itself, even consideration its a wknd). Upon queue, all 48 accepted, but then it mapserved 75% of league back to KW, only 25% left. League left in zone was in chaos, whole test was decided to disengage. Too much of hassle to recruit everyone back in. 2nd test run- Late evening, decided to do an all lvl 50, 16 man (minimum # requirement) MSR trial. We successfully queue'd in, all 16 people. Few things to note: Pros: -trial itself was SMOOTH. Way less laggy compared to RWZ event MSR trial. -smaller map zone. Pylons lot closer than regular RWZ zone. Also, lot less mobs to deal with outside of ship. -With all lvl 50s, trial went without barely a hitch. With less than half a normal full-size league, we earned up to 1000 merits. Cons -With lvl 35+ AND badge requirement, still takes significant time longer to recruit others. Many league members were possibly suggesting removing badge requirement for trial entry. If toons miss out on V-merits, that's on them. -Again, huge part of success was queu'ing in small. Only positive is that when we began with 16, I was able to invite 8 more people from within trial. So we had close to 3 teams. But honestly, using this tactic for a full league is just putting a lot on the league leader and huge turn-off, regardless of extra merits and less laggy-ness. League leaders, such as myself, will still prefer RWZ MSR event due to this reason alone. Overall, it has its pros and cons. I for one am still for the argument of increasing RWZ population cap to 75 or 100. For me, the pros do not outweigh the cons. I understand this might be upon league leader preference, but hey, just speaking my 2 cents.
  2. It really stinks when one complaint from one server becomes a whole game changer for other servers that do not complain or find these things an issue. For example, Everlasting server, where BARELY ANYONE pvps, now has to have their base temp majorly altered because pvpers from a less-used server are complaining about people using it to escape pvp deaths.
  3. I don't have access to my toon atm, but is "Do No Harm" and "True Nemesis" badges look different from "Chameleon"? All three fall under the "Task set badges." Some accomplishment badges are tricky, cause few of them look the same as they fall under the "Complete this mission from this contact" from earlier issue'd content. Such as New Praetorian badges and DA. Others from accomplishment badges look the same even if they don't fall under same story arc. But going back to my first sentence'd question- if the "Do No Harm" and "True Nemesis" badges have their own unique design, I feel like "Chameleon" should not be duplicated from another badge design.
  4. I hope the Devs are paying attention to this thread and looking at regen again. Based off the conversation so far, I see a rising consensus on the following: 1-Return IH to a toggle. 2-Revise Regen set to make it more resistant to debuffs. My main char right now is a stalker regen. I'm fully aware of its limitations, and honestly, I do feel a bit squishy at times as a regen. I've had to balance my IO sets to balance the healing with resis dmg, but if I could respec and add more to the regen side instead of feeling the need to build it up with res, that would be awesome. I would feel like I'm using the regen more towards its intended purpose, similar to a Wolverine or Deadpool, instead of a toon with regen abilities, but having to build up Superman muscles to make it anything survivable.
  5. I'm against Incarnate respec for the above reasons. If you want a different incarnate power set, you simply have to work towards it and switch the incarnate powers out. Unlike regular respec, where those options don't exist. Honestly, I hope an incarnate respec DOES NOT happen, as I think it may potentially reduce numbers for incarnate trial gatherings. Give players something to work towards, not take away from. If anything needs to be added to the incarnate system, I say add more difficult incarnate content.
  6. Fair enough, I appreciate all the feedback so far. Least it's confirmed that there's no added benefit rewards-wise from the trial MSR outside 1) Everyone is bumped up to lvl 50 and 2) Potential for increased Vanguard merits. In the end, looks like it will come down to personal preference of the raid leader. My SG on Everlasting has several raid leaders that run various trials. In addition, we're friendly with the other known raid leaders on the server. From my understanding, the average MSR run is usually well-balanced with lvled toons, so having lowbie toons has never been a major concern for MSRs on Everlasting server. We're pretty consistent with kicking known leechers as well and being able to find easy replacements within very short time. To my knowledge, there has not been any complaints about the vanguard merit count either. The lvl 50 leader crashes are far and few between, so that has been another minor concern that I rarely witness/hear about as well. So as of the moment, I still can't see the outweighed benefits of running MSR trial in contrast to reg MSR, just based on recruitment time alone. Like I said though, since this came out two days ago, the outlook on this could very well change and maybe people will lean more towards MSR trial for the reasons mentioned above. From above comments, my highest seen concern is in regards to the RAM and system resource usage build-up, which I was not aware of, but makes sense.
  7. Hello, Decided to post this here instead of the Patch thread. As of evening of 10/02/19, on Everlasting server, we attempted the MSR trial through LFG by recruiting 48-man league. Some things to note: 1-MSR recruitment took longer than usual time, not due to the lvl 35+ req, but the badge requirement. It was just unnecessarily long, and some people were willing to do MSR despite the Vanguard merit obtainment. 2- With current league bugs+the badge req, the decision was made to disengage from the MSR trial and instead resume it regular through RWZ without going through the LFG. Currently, It's easier, faster, and simpler than MSR trial through LFG. 3- At this time, MSR Trial through LFG does not seem to pose a greater benefit compared to running regular MSR through RWZ (e.g. as far as I'm aware, MSR trial does not give increased awards, badge...). If there are known reward benefits, #3 will be reconsidered. At time of league creation, none of the 48 members could identify any reward benefit of doing MSR LFG trial compared to the regular MSR run. Summary: As of now, Everlasting players (and I generalize, cause this was general consensus from league discussion), have not found the greater benefit of running MSR trial through LFG in contrast to regular MSR run through the RWZ. Despite that, I am planning to run a minimum #, 16-man lvl 50 incarnate MSR trial test run just to double check if there are any awards given through the trial that are not obtained through regular MSR run. If so, I will post those results in this thread either the night of 10/03/2019 or some time on 10/04/2019. I know some people were test runners for the MSR trial, so if they have any feedback where they disagree with any of the above points, please share! P.S. Just a side note, and this is towards the Devs, very big THANK YOU from multiple players for the added timer on the MSR! Everyone who commented on it were appreciative. :}
  8. Apologies for double post, just saw Hedgefund's comment. So it is the same for missions? Interesting, I never recalled this occurring during Live. Curious how it was never reported as a bug, unless it was reported and just never addressed.
  9. We probably did. If I recall, the last mission is the "Transit" mission. Some people went to the monorail, others may have used the Oro portal. If so, that explains what happened as you described it. If so, it still sounds like a bug report worth addressing because the difficulty, I feel, should be consistent throughout the trial, regardless order/difficulty setting of the person who loads into a mission. Is this a bug report that has already been submitted? To me, it should be a bug, because you don't see difficulty settings change on mission teams based upon zone changes or people with varying difficulties. It is usually determined and set by the team leader and consistent throughout----or it should be.
  10. Hi, This happened probably two weeks ago. Per GM email response, I'm posting this bug report here to see if others have any feedback on it. On Everlasting server, me and a few SG/coalition-mates were doing a +4/8 Market Crash trial. The settings were consistent with +4/8, then as we entered last mission, it switched randomly on us to +0 difficulty setting. I was team leader, so I did not switch the difficulty settings at any time during the TF. The team at first discussed everyone logging out, then having difficulty switched to +4/8, but at that point everyone just wanted to finish the trial, so we wound up completing it at +0. Best, Kenny (Krow)
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