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Everything posted by Luminara
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Better for the market to sell there...
Luminara replied to JasperStone's topic in General Discussion
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Better for the market to sell there...
Luminara replied to JasperStone's topic in General Discussion
Only if you don't vendorize it. -
Better for the market to sell there...
Luminara replied to JasperStone's topic in General Discussion
$0.05! Cough it up! -
Better for the market to sell there...
Luminara replied to JasperStone's topic in General Discussion
You can have poof gone. I'll fight you for poofgone. Put 'em up! 😠 🤜🤛 -
Better for the market to sell there...
Luminara replied to JasperStone's topic in General Discussion
Anything sold to a vendor disappears forever. Poof gone. Everything which can be sold to a vendor is created on the fly by the game engine. There aren't piles of SOs, recipes, salvage, whatever, sitting in a secret warehouse, shipping out to characters every time they receive a drop or make a purchase from a vendor, it doesn't exist at all, as anything more than a number in a table, until the very instant when it's created. Poof exist. Whether it's economically better or worse would require an analysis of all relevant factors. Total items created per unit of time, number of items vendorized in that unit of time, total inf* generated by vendorizing those items within that unit of time, number of created items listed at the market per unit of time, total inf* exchanged for created items sold per unit of time, amount of inf* poofgoned by market fees per unit of time... you get the gist. What you do with your stuff now is likely of no great consequence, as there are a couple thousand players all doing their own things with their own stuff, and that tends to create a balancing effect. Vendorize away, someone else is almost always packing the market with the same things you're vendorizing, keeping prices low, tipping the scales back to center. Mmm... vendorize... I like it! I'm going to need a nickel every time someone uses that, m'kay? Oh, poofgone as a verb is mine, too. Anyone who uses it without my permission will be poofgoned. -
My Dark/Martial and Grav/Fire dominators are both at 150% global +Recharge without Hasten or the Increase Attack Speed empowerment buff, Domination on auto. The Dark/Martial also has Link Minds bound to mouse4... and I frequently forget to activate it, which is why I don't take Hasten on dominators (or any character with even a single long recharge click buff that i'd set to auto). I log in to play, not to watch timers.
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Ah, I understand now. An early production photo showing the head design before it was altered is all the proof you need. You're comfortable disregarding everything established as canon in the continuity of the films because you have a picture of the helmet without the opaque dome added when they decided to change the design. Cool beans, I'll stop throwing down real science and citing actual film content. 👍
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That isn't a skull, it's head comprised of soft gooey bits inside an external structure. Like a beetle. Hard bits on the outside. Skulls are internal structures. The human-Xenomorph hybrid in Alien Resurrection had a skull. Hard bits on the inside. https://en.wikipedia.org/wiki/Exoskeleton <- Exo. External. Outside. https://en.wikipedia.org/wiki/Endoskeleton <- Endo. Internal. Inside. Yes, it could be argued that life on some other planet could have developed both an exoskeletal and endoskeletal structure, but that argument would fall flat on its face because it would present a number of unsolvable problems. First, it's a horribly wasteful expenditure of resources, and evolutionary progress is always represented by the most energy-efficient result. This is true regardless of planet, conditions, anything. Energy efficiency is key to evolution, and to all biological life known or speculated. Anything which is inefficient at using energy is out-competed by more energy-efficient organisms. That's a given, because the ability to use energy, be it from radiation (sunlight), simple digestion of less advanced life (cows eating grass), or predators eating prey (om nom nom), is what permits life to continue. Poor energy usage results in death. An entire species which develops with poor energy usage dies out, while more efficient species thrive. Anything which did evolve in this manner would become extinct within a few generations. Second, the added weight and physical limitations of a dual skeletal system is absolutely unsuitable for any predatory creature, in any environment. Such a predator would be out-competed by faster and more nimble species. It would be deprived of resources by more efficient hunters. This adaptation would be more suitable for prey animals, as they tend to respond to predatory tactics by becoming harder to kill in some manner, but the same limitations which make it unsuitable for predators would impose the same problems for prey animals (and, again, not energy-efficient from an evolutionary perspective. simply evolving to move more quickly, change environments (swim or fly) or improve one skeletal structure or the other would result in a superior organism). Such a species would be incapable of evading predators and move too slowly to compete for resources with other prey species. Third, even as an engineered form of life, as is shown in Prometheus, the engineering is still dependent evolutionary and biological limitations laid out in points one and two. A Xenomorph with an endoskeleton and exoskeleton would not be capable of moving as lithely and quickly as depicted, they'd be heavy, slow, and cumbersome, and its growth stages would require so much energy that it would starve before it achieved maturity. And a predatory species, even bio-engineered, would have no need for multiple skeletal structures. There are no benefit to be gained by adding a second skeleton, only detriments. And fourth, as I already noted, they're very specifically and clearly depicted as having exoskeletons in Aliens, Alien 3 and Alien Resurrection. In all of these films, their heads are shown to be comprised of a shell of chitinous or similar substance, not a bony skull inside a leathery layer. At best, Xenomorphs could be argued as having a cartilaginous internal structure, thus a cartilaginous "skull", similar to sharks, but even that would be an enormous stretch of believability when taking evolution, biology and the actual purpose of such a structure into question when the organism already has an exoskeleton. All it would do is add weight, increase energy requirements and make it less efficient as a predator/weapon. It's not a skull. Period.
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They never should've been made. I don't say that from the perspective of someone critical of the films (i've never watched any of them), but because Xenomorphs were established as exoskeletal creatures in Aliens, Alien 3 and Alien Resurrection. Exoskeletal. Skulls are endoskeletal structures. Xenomorphs don't have skulls. They don't have any bones. The skull on display in the Predator ship in Predator 2 couldn't have come from them. So the entire AvP franchise exists because the writers were morons, the directors were idiots and the producers were even dumber. Makes me want to punch everyone involved with the franchise.
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3.828 seconds animation time, 2.828 seconds of which is just dead time until another power can be activated, 90 second duration and 300 second recharge time for all versions of Mind Link, which includes the dominator and sentinel Link Minds variant. And NPCs. And *PP pets. And Lore pets. Comparatively, we have a 2.244 second animation time, 120 second duration and 240 second recharge time for Farsight, which is a copy of Mind Link with +Perception and resistance to Perception debuffs substituted for Psi Res, and increased Defense and ToHit modifiers. Mind Link/Link Minds really should use the 2.244 animation if it's locked at 90s duration, as maintaining it requires more frequent usage and makes it more likely to be activated mid-combat. Alternatively, increasing the duration to correspond to Farsight's 120s would be appropriate, if the animation time won't be reduced, to achieve the same goal. Mind Link/Link Minds also doesn't accept Endurance Reduction enhancements (Farsight does). Players restricting themselves to SOs would appreciate having that option, since the endurance cost is on the high end (especially the *PP variants). Sentinel Link Minds is using ranged tables (Ranged_Res_Dmg, Ranged_Buff_Def, Ranged_Buff_ToHit), all other variants use melee tables (Melee_Res_Dmg, Melee_Buff_Def, Melee_Buff_ToHit).
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That's what Mids' is for. City of Data is a different tool.
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Loud or obnoxious, what are the worst sounds in the game?
Luminara replied to gameboy1234's topic in General Discussion
Sewers, helicopters and Portal Corp portals. -
Stay away from lava planets and low ground.
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Grav/Trick Arrow - Hyper Velocity - DO NOT TRY THIS AT HOME
Luminara replied to Ringo's topic in Controller
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Rolleyes - And Forum Reactions Suggestions/Discussion
Luminara replied to Marbing's topic in Website Suggestions & Feedback
Wait for Apple to release a 20" phone. -
Ranged and Melee Damage -- What good is the distinction?
Luminara replied to Completist's topic in Suggestions & Feedback
You're referring to defenders and corruptors, I presume, since blasters and dominators have melee attacks in their secondary sets. The answer would be, because it's unlikely that it would appeal to many players. 0.55 (defender) and 0.75 (corruptor) are low Melee Damage modifier numbers, and the relevant archetypes have low HP pools and almost no status protection options in their bag of tricks, so the end result is a slow crawl up a steep hill, a whole lot of setting things up with the "right" Support set and a whole lot of trying to knock them down with weak attacks. I built and played a Kin/pool melee attacks defender back in Issue 5. "Sub-optimal" doesn't come close to describing the experience. Mez was a constant issue (not dangerous, as everything was debuffed, just immensely frustrating), damage output was low even with Thunder Strike (Elec APP) and saturated Fulcrum Shift, and every attack had to be followed by a debuff to keep the character upright, so it was even slower. And despite posting a guide and detailed analysis, including ways to improve on my approach, I never met a single person who attempted what I did. It didn't even have a tenth as many readers as my TA or Archery guides. Most people just don't want to play a bad combo, and Support/Melee Damage or Melee Damage/Support is bad. Having said that, I think it could be workable for corruptors, given their higher Melee Damage modifier and Scourge, but they'd be better served by Assault sets than "pure" Melee Damage sets. I doubt any development team would just throw Assault sets or Melee Damage sets into the pile for them, though. Giving them access to either, or both, when all of the existing corruptors use Ranged Damage sets would generate as much backlash as replacing Ranged Damage with Assault or Melee Damage. This really is an idea best served by a new archetype. It does work with controllers. I have a 50+3 Grav/TA/Stone that only plays in melee, and it's glorious. Wormhole/Cross Punch/Fissure/Cross Punch/Seismic Smash, that's the entire attack chain. It's effective for a controller because Containment effectively bumps their Melee Damage modifier from 0.55 to 1.1. If you're really hot and bothered for melee madness on a Support archetype, try a controller. -
Loud or obnoxious, what are the worst sounds in the game?
Luminara replied to gameboy1234's topic in General Discussion
Diamagnetic Interface. High-pitched and constant, even after foes are defeated. -
Loud or obnoxious, what are the worst sounds in the game?
Luminara replied to gameboy1234's topic in General Discussion
Stone Armor with all of the toggles (except Granite) sounds like a Hoover in the lower intestines. Time's Juncture is loud, whiny and takes at least 30 seconds to fade. Side note: the graphics are also bad, can't see the ground when I'm jumping, had to /suppressclosefx 1. The act of flying produces a loud wind rushing noise that causes me to subconsciously clench my jaw until I develop a headache. Ice sword powers make loud, irritating whine when the sword is "drawn", and constant crackles and whooshes until it's "sheathed". I've used the silence mod for flight and Ice sword draw sounds. -
Would that... Wait for it. WAIT FOR IT. Yes. Yes, I did.
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If you stopped wearing them as shirts, they'd fit better.
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Rolleyes - And Forum Reactions Suggestions/Discussion
Luminara replied to Marbing's topic in Website Suggestions & Feedback
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issue 27 Focused Feedback: Attack Typing Adjustments
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
They couldn't. It wasn't a code limitation, it was because of non-stacking buffs and toggle mutual exclusivity. They'd already created power sets with typed Defense, and typed Defense only works when the relevant toggle or buff is active. Because Emmert was adamant that players be kept in the dark about basic information, there was no way to know which toggle or buff was necessary. And since it's an action MMORPG, it wasn't even possible to keep up with which toggle or buff was applicable within a specific combat situation, because there was no control over enemy actions. At any given 0.125s increment, multiple different types of damage could be hitting the character. Nor did the combat logs list damage types originally, only the name of the attack used. Worse, the animations and graphics they expected to use to telegraph vital information to players were either glitchy (critters just standing there while attacks execute, no animation performed), or obscured by the graphical spam from player effects, or just ignored as players rampaged ahead (again, action MMORPG). All of these problems together threatened to relegate typed Defense sets, such as Stone Armor and Force Fields, to the bottom tier, if they even made it to launch. Exacerbating the situation was their spawn and critter design. They made lieutenants and bosses not only stronger and more dangerous, but also use attacks with more exotic damage types (non-S/L), and appear in greater numbers in teams. The consequence of that was that typed Defense was even less useful for team players, because running the "wrong" toggle or buff in a group wasn't just a greater risk of defeat, it was a guarantee of a team wipe. Against an average spawn. They knew no-one would want to play with sets which were "only good for trash mobs". They had to find a solution. They could've made typed Defense sets positional, but that would've watered down the "flavor", the uniqueness of every set, and they were counting on that uniqueness to draw in players. They could've let players know more about enemy attacks, but that would've violated Emmert's zero information policy. They could've made powers in the affected sets defend against all types, but that would've resulted in players rushing to the last power, or second to last, and ignoring all of the other powers. Instead, they concluded that adding an extra damage type to most attacks, and making certain damage types ubiquitous, would make typed Defense viable, with the least development time. That way, if you were running Rock Armor, or had a FF bubble, you were actually gaining a benefit. Your typed Defense actually mattered in most combat situations, even if you were only using one toggle or buff. That was key to making typed Defense sets playable. And it worked. When the game launched, sets like Stone Armor and FF were functional in the way they wanted, and unique enough to interest players. TLDR: typed Defense wasn't viable without those extra tags when certain restrictions were still in place. They were necessary at launch, to ensure that sets like Stone Armor and Force Fields had a place in the game. Opinion: The extra tags should've been removed at the same time the restrictions that made them necessary (toggle mutual exclusivity and no buff stacking) were lifted. Leaving them in resulted in GDN, a degree of homogenization ("Just focus on S/L Defense, that's all you need for 90% of the game") and limited content development. Good riddance to them, I say.