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Luminara

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Everything posted by Luminara

  1. Actually, their intent was for players to trade what they had for what they needed. If you needed a Magic Range enhancement, but all you had were Science and Natural drops, you were supposed to trade with your Science and Natural friends for their Magic enhancements. That design faltered badly when they released CoV, due to content bottlenecks which forced all players through specific content and left them incapable of trading for what they needed because no-one had it. They'd hoped that the Invention and player market systems would bridge the gap between origin-specific drops and player needs, but they built both around a hyper-inflated economy, not the economy they envisioned when they created the game, and just crossed their fingers and hoped it'd all take care of itself. And then they completely abandoned the original intent when they released Going Rogue, which changed to story-specific content instead of origin-specific content, which meant no-one had a good source for drops and trading was about as relevant as nipples are to a fish. And @Super Atom's point about the XP/inf* to level discrepancy has merit. Either the XP/inf* rewards were boosted or the XP/level requirements were reduced when the game went underground. On the original servers, we had to go through several story arcs or dozens of one-off missions to gain a level, whereas now, even at 1x XP, we can gain a full level with one or two missions. If the game didn't have IOs, we'd be out-leveling our own builds daily, every SO blood-red and screaming to be replaced. What used to take weeks, we do in hours now, and it's not power creep or muscle memory, it's how much XP we gain in relation to how much we need. Note that I'm not calling for an XP nerf, or an increase on required XP per level, just saying that this does exist and it does impact players who use SOs.
  2. That's a load of bullshit. This is a game in which people willingly carry low-level turnips, who have two attacks and nothing but body odor for defense, through level 50+ content; and team composition is so flexible that a bunch of Empathy defenders with one attack apiece can ROFLstomp everything they see, there's nothing "cringe" about playing a petless mastermind on a team. If you're so bad at the game that you can't progress without being surrounded by seven living gods, the problem isn't the petless mastermind, it's you. Get off of that high horse before you fall and hurt yourself.
  3. I don't think reducing the price significantly is actually a good idea, as it risks encouraging the notion that a player can or should keep all SOs at +3 at all times, "since they're so cheap". That could have the opposite effect, costing the player more inf* in the long run, if they try to maintain their slotted enhancements at max instead of saving for what they need. There's also the question of whether sale prices would be cut as well, and I suspect they would be, given the efforts to date invested in regulating inflation. If that does happen, it magnifies the problem, rather than resolves it. I also don't see free SOs as a viable option. If they can still be sold, that's open to exploitation. If they can't be sold, that's cutting off a supply of inf* for those same new players who supposedly can't afford to buy SOs now. Neither is an improvement. Change the drop tables. Force the game to always drop SOs for character origin instead of enemy group origin. SOs equate to basic gear in other games, the almost useless crap you're given or collect from trash mobs to keep you running on the gear treadmill. If you want better leveling gear in those games, you grind for cash/salable drops and use the proceeds to buy what you want on the game's auction house. So treat SOs like that. More of what drops will be immediately useful, either in an empty slot or combined with a slotted SO, and the leftovers can still be sold at full current sale value. Less inf* spent, more slots filled, net improvement in income without impacting the game negatively so they can save up for the switch to IOs.
  4. Inner Light -> Incandescent Strike -> You missed!
  5. If you're asking why 18 hours was chosen, the answer is presumably for the same reason it was used on the original servers: to set a limit which equates to once per day for the majority of players, without setting a hard 24 hour limit that might impose an undue penalty on players would couldn't log on at exactly the same time every day. If you're asking why I believe Scrapyard should have an 18 hour timer on rewards, I never said that. I explained why the timer was implemented. And if that's abused, the rewards for it will be put on a timer, too.
  6. You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! You hit! The streak breaker forced a hit! You hit! You missed! Now imagine that every miss is one of your best attacks. When it starts doing that to me, I stop and wait for the attack to recharge so it gets the forced hit. Not because I believe it resets the streak breaker or anything of the sort, but because it pissed me off and I am going to make it do what I want. That's not even the worst it can do. I regularly miss 3+ times in a row even with everything well over 95% hit chance, by mixing single-target attacks with AoEs/PBAoEs/cones (when the streak breaker checks AoE hit rolls, it does it in a specific order, which means the target you just missed with your single-target attack is only guaranteed a forced hit if it's the very first target in that specific order (which it isn't, in my case, most of the time), thus allowing the AoE to miss that target, and you can then miss it again with the next single-target attack because, again, specific order for AoE checks, and again with the next AoE... the miss streak can continue until that one target is all that's left, at which point the streak breaker has run out of ways to fuck you over and has to force a hit on it). I can also do it by using an attack with a Sleep (the change to Sleeps which made them auto-hit, but still requiring a hit roll on other aspects of the power, causes the streak breaker to ignore the attack with the Sleep). The power itself will hit every time, because that's what auto-hit powers do, but the damage part can miss, miss, miss, miss, miss, miss... When the day comes that I log out of the game and delete it, it'll be because of that lying piece of shit that we call a streak breaker. I hate that bitch so much.
  7. Allowing players to take advantage of it without repercussion doesn't change what it was. It was an exploit. A five minute hit it and quit it isn't going to improve red-side retention.
  8. Players were spawning him every 2-3 minutes (and broadcasting announcements that they were exploiting it for rewards until the next patch imposed the timer so they could recruit more players and speed up the reward train even more). That's why it can't have a shorter timer. The reward rate was grossly imbalanced for the amount of "work" it took to spawn the GM.
  9. Type /targetdistance 1 in the chat box, hit Enter. That will add a number to the top of the Target window, telling you how far away the targeted enemy is. To use it with Fold Space, for example, you'd want to target the enemy at the far side of the spawn that you want to teleport, and move toward that spawn until the number at the top of the Target window was 99 or less. You're confusing me with someone else. I don't team.
  10. I've been trying my favorite characters on the adjusted groups. I target */x5 for my play experience (+1/x5 for my 50+ characters, +0/x5 for my sub-50 characters). CoT are a little more interesting, but not threatening unless I get two spawns at once (which is unfortunately common in a lot of Oranbegan maps). Actually had to use the heals on my Ill/Savage dominator and Storm/Storm corruptor (loving the new Ice Mastery options) for a change. Beat my Dark/Martial dominator's ass a couple of times because of spawns being too close together, had to start paying more attention to spawn proximities. I expected more of a struggle on my Fire/Rad sentinel, which I discovered after the fact was short 5% Melee Defense (one enhancement missing in one power, don't know if it was lost in the big bug last month, or if i just never slotted it)... but I never even noticed a difference. Last one I tried was a level 42 Psi/Ninjitsu scrapper, and even the all ghost spawns weren't a problem, just a bit slower to clear. If it weren't for the +Res bubbles on some of the Galaxies, I wouldn't even know that the Council were different, but I tended to avoid Council before because I don't like the damn Warwolves (when they flee, they run at top speed and go a lot farther than other things, which means they take a lot longer to come back at the default casual stroll). They didn't feel any different on any of the characters I used, I should probably test some more against them, but even one Warwolf exceeds my daily bullshit quota and I'm not going to play against them with any regularity anyway, so fuck 'em. You guys can deal with them, they're not my problem. The real surprise has been the Rikti. Nothing was mentioned in the patch notes, but in the Stop Rikti Raid tip mission, bosses are in almost every spawn now, whereas they previously only spawned on the office workers and Stalwart (hostages). Nice bit of extra potential for drops, but since this mission did have bosses already, albeit in specific spawns, not really an increase in risk. Confused one of the new CoT bosses and got a World of Pain buff, so I'm actually looking forward to tormenting them some more. I love Confusing enemies and getting free buffs. Extra bosses in the Rikti spawns are just more chances for better drops, that's another win. Don't care about the Council, so I'm three for three.
  11. Make sure you don't have the recipe window set to hide recipes which are missing ingredients. Bottom-right corner of the window.
  12. Because there was nothing to record. This is the parking lot where you took that screenshot, with a thumbtack at the location where you were targeting a spawn and my character standing where yours was. 39 yards is 117'. 117' is 17' outside of the radius of the power. Since all of those guys more than 100' away from you, no hit rolls were made and the power didn't try to teleport them. You're the center of the AoE. That means all enemies you want to try to teleport have to be within 100' of you.
  13. It's a PBAoE, not a targeted AoE.
  14. I assume full responsibility for informing the community that it's all @Snarky's fault.
  15. No. Yeeeeeeeeeeeeeeeeeeeeesssssssssssssssssssssssssssssssssssss.
  16. Too obvious. 😛 And no, because I can't afford new games. My excess income goes into the mouths of the cat colony.
  17. It's "Would you like to know more?", you pancake.
  18. I don't know what that is. Guessing it's a game, @PeregrineFalcon mentioned it in another thread. You can't tell me how to live my life! I DO WHAT I WANT!
  19. You're not the only person who's encountered this problem. Storm Cell isn't the only power which exhibits it. If they do it for one, they do have to do it for all. It doesn't really matter, though, because they're not stupid enough to even attempt it. Too many ways to create worse problems, too many ways to introduce worse bugs and some powers that just wouldn't work at all in that form. It would, in fact, be less overall work and have a greater chance of not fucking everything up if they changed location AoEs to foe-targeted instead, but they're also never going to do that because it would remove the ability to use any of them as area denial/control powers. They'll do the smart thing and fix /powexeclocation when they can. For now, use the mouse when the command spazzes out.
  20. S.T.A.R.T. stands for the same things you do! Freedom! Democracy! The right to walk around without pants! Stand with S.T.A.R.T. today!
  21. They'd have to change every location-targeted AoE in the game. Don't hold your breath.
  22. @Jimmy has unequivocally stated that monetization is not on the table, so there's no discussion to be had. IBTL, though.
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