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Luminara

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Everything posted by Luminara

  1. You said that even if people know they have to log in before X period, they're going to forget or just not do it, and they'll lose names. You've said that multiple times, so I don't need to quote it. Now you say that people are not going to forget and constantly log in on time to camp names so they won't lose them. No, I get it, you think the "wrong" people will be camping names instead of the "right" people, but you're still contradicting yourself. The new campers will be subject to the same memory lapses, the same inattentiveness, the same lack of interest in putting in the effort, and the same rules which will cause them to lose the names they tried to hoard, or the current name-holders won't forget, overlook, lose interest, lose names. Well done. You managed to dispute your own argument by arguing against a point you argued for. You're arguing with yourself now. Can't wait to see who wins. Will it be you... or you? The suspense is killing me. I know the GM would ascertain the full situation, make a judgement call, reach out to the player who had the name if he/she felt it was warranted and try to find a resolution satisfactory to both parties. So the people who never come back don't have names locked away...
  2. Status protection usable 3 times within a 6 second period and one of the lowest animation times short of 0? I'm the only one who thinks that's a weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee bit overpowered?
  3. 2x 3-piece. Bonuses only accumulate for IOs in the same power.
  4. Not what you asserted to be the case. You say right there, "most players don't read them (patch notes) at all". Willful ignorance. That's on them. If choose to ignore the newsletters, the open betas, the forums, the Discord channels, the launcher news, the in-game pop-ups, the in-game chatter and the warnings on characters, they have no-one to blame but themselves. It's not the development team's responsibility to personally visit every player and explain everything they do, nor should the willful ignorance of some players ever be considered an acceptable reason to put the entire game into stasis. The problem with your point is that it's based on the presumption that everyone is going to start camping names as soon as they're released, that the GMs will shrug and ignore players who come back and ask for help recovering a name, that "community" is a word mouthed by self-interested assholes who use it facetiously. We have the most awesome GMs, people who bend over backwards to help players daily and who would go to great lengths to help someone who lost a name after an absence. We have an incredible group of players who are community-minded and -oriented. Players who do almost nothing but give away inf*. Players who run costume contests. Players who organize lowbie PUGs. Players who invite newbies to their farms. Players who log in for no reason other than to find someone and help him/her. 20 years on and we still have people who are excited to be able to play this game and deliriously happy to share it with others, and who would gladly give up a name if a GM reached out to them on behalf of someone else. I don't have much faith in anything. I don't believe in gods or devils or reincarnation. I don't believe in fate or destiny. But I'll tell you what I do believe in: Co* players. The people playing this game are... well, they're like the old man who runs the general store down the road where I live. He allows people to buy on credit, even though he's lost tens of thousands of dollars doing it. He just gives things to people when they really need them but can't afford them. He gives discounts even if it means taking losses. He's been running that store for almost 60 years and he hasn't changed how he does it: with compassion. He doesn't make money off of that store, but he keeps it open, keeps stocking it, keeps doing what he can for the community. He's in his mid-80's, he could've retired a long time ago, but he's there every day, doing what he can to help the people who live in this area. That's the men and women in the game and on the forums. That's the GMs. That's the HC team. That's the Co* community. And I have faith that the name release policy won't change that, because they won't let it change them. Of course I can. Doesn't mean I will.
  5. Don't know. I generally street sweep to level 10 or so, then only do filler missions until I can access Faultline. Yes. Natural enemies always drop Nat/* DOs and pure Nat SOs, Magic enemies always drop Magic/* DOs and pure Magic SOs, and so on. They can't drop enhancements that don't match their origin. Each enemy group has a drop table, and for enhancements, only the relevant origin enhancements are included. All of that should be posted in this thread. Immediately.
  6. Willful ignorance doesn't excuse anyone from anything. Never has, never will. Really? You think a pop-up on zone-in for the first character that a player logs into is the worst time and place for it? That the player would be less likely to immediately close it if it came up in the middle of combat, or navigating through a zone, or while he/she's interacting with the market, or trying to choose a reward, or editing a costume, or starting a respec, or... ...
  7. I figured out how to buy converters from a merit vendor, convert set IOs and make inf* selling them on the market. I didn't read a guide, didn't ask any questions, and I had no experience using converters prior to that. Wealth is not a "privilege" on the HC servers. This isn't the real world, no-one has to be born into it or trained extensively to attain it. All it takes is being smarter than a doorknob.
  8. Enemy groups already drop enhancements for specific origins. Council = Natural, Circle of Thorns = Magic, etc. Been that way for 20 years.
  9. No. He snarkles.
  10. Viagra, my man. Viagra.
  11. Both. +Recharge from all sources is capped at +400%. The actual mechanic in question limits powers to 500% total, but the game treats all powers as having 100% because the -Recharge debuff has to have something to work on. So an unslotted power is at 100% Recharge and can benefit from another 400%. Slotting powers with Recharge Reduction enhancements counts toward the +400%. A power with 95% Recharge Reduction from enhancements can only benefit from 305% global +Recharge, for example. Even if you do acquire enough global +Recharge to hit the cap (turn the number blue in the Combat Attributes window), every % above what you needed to hit 400 is ignored. Note that this is on a power-by-power basis. Powers with fewer or no Recharge Reduction enhancements will have a higher soft limit to benefitting from global +Recharge. Alpha slot +Recharge counts toward the total. If you have ~125% Recharge for a power after the Alpha adjustment, that further reduces the total global +Recharge which will benefit that power. All buffs count toward the total. Hasten, Accelerate Metabolism, Speed Boost, the empowerment buff from base empowerment stations, set bonuses, non-Alpha Incarnate powers buffing your +Recharge, everything that grants +Recharge goes into the pool. So, the hard cap is +400%, and the soft cap is 400% - enhancement values (which includes the Alpha adjustment, for Incarnated characters). Helpful for powers with less or no Recharge Reduction slotted, and gives you some wiggle room when enemies tag you with -Recharge. Otherwise, once your attack chain is fluid and your long recharge time powers are at acceptable recharge times for your play style, there's not much point. Like Endurance Reduction, the more +Recharge you have, the more you need to make a big difference. Once you reach a build's sweet spot, you're talking about shaving hundredths of a second off of recharge times, not tenths of or full seconds, for every 1% you add, and every 1% is harder and harder to squeeze in.
  12. No-one's doing classic these days, it'd be Snarky Remastered. Which, in this case, would sound more like he found a new sugar daddy. Not sure if that's better or worse...
  13. Loved you in Planescape: Torment, by the way.
  14. The endurance cost was changed, not the recharge time...
  15. Looking back to when I started, what I remember is learning that there were players using "Brawl Index", a measurement of the strength of attacks relative to Brawl. That was a direct result of both the lack of detailed information and the Minor/Light/Moderate/Yadayada nomenclature. Detailed Info was a significant step toward removing some of that confusion... but it's not always reliable. Some attacks display the wrong information (corruptor and controller powers run into this problem frequently), others just don't display damage info at all, even though they deal damage (pseudo-pets mucking up the works). And then there are the secondary effects, which tend to be unnecessarily vague. "Some enemies may be Stunned by this attack." That doesn't actually tell the player that Stuns use the mag scale, that it only works on minions or below, or even that it's not restricted to working on specific enemies in a specific group. It doesn't tell the player that it's only a XX% chance, or that slotting enhancements for that doesn't improve the chance... or the magnitude. That's detrimental to the new player experience. Point being, a lot of the nomenclature for descriptors is too vague. It works against the game, not for it, by confusing and misleading the player and creating the potential for a negative experience. Someone looking at one archetype's "Light Damage" attack, then seeing another's dealing almost twice as much damage, isn't developing an appreciation for scalars or modifiers, he/she is disgruntled at having selected the "wrong" archetype. Someone slotting for those low chance secondary effects and never seeing them do anything useful isn't going to open the info window and look for the problem, he/she is going to feel "cheated" because he/she could've used those slots for something better. And all of the hard info provided by the game is nerd food, not newb food. Descriptors are noob food, and it needs to be more nourishing. Descriptors need to be better. Normalize the references to damage across the whole game, so players aren't left wondering why this attack that deals "Moderate" damage only deals as much damage as that attack which is "Light". It can still be relatively vague, but informatively vague, so players always know what a descriptor means, can always look at that "Light" descriptor and know it means the attack deals between XX and YY damage. The same needs to be done for secondary effects, and in the same way. If an attack has a 10% chance to Stun minions, let the player know by adding that information. A slight chance to Stun minions or lower rank. Descriptors are one of the first things players see when they're looking at powers. They should be clear, informative and intuitive, not obfuscatory and confusing. The addition of detailed info windows and Real Numbers and combat attribs only brought the game halfway out of the dark. It needs to come the rest of the way into the light. I'd also recommend looking into alleviating the over-reliance on the mouse. There's a lot of repetitive clicking and dragging, and it's not just annoying to new players, it's a problem for long-time players as well. Having to drag and drop 70+ enhancements during a respec, having to drag-click-click-click for conversions... repetitious actions need to be streamlined in some way. Crafting, working in the market, respecing... Keyboard actions in the respec window, for example, to highlight an enhancement, navigate to a slot and deposit the enhancement. The same could be done with conversions. The "Hey, look, these computer thangs has mices, people LOVE CLACKING AND DROGGING!" era died before this game launched, but 20 years later, we're still Windows 95ing our way through the UI. It's off-putting for experienced players, to the point of numerous threads in the Suggestions forum asking for respec overhauls and conversion overhauls and AH overhauls, imagine how it feels to a new player, especially in the smartphone era. Of course, UI design is a challenge and a lot of old hands would be up in arms if the Co* UI were ripped out and replaced, but just allowing the keyboard to be used for some of the clicking and dragging would go a very long way toward making it a better experience and easier for new players to become comfortable with the more complex aspects of the game. A key to select something, keys to move it, a key to drop it, boom, easier, faster and smoother interaction. And a dedicated key to dismiss pop-up windows would be fucking brilliant. Pop-ups have been discussed already, and moving them out of the center of the screen would be good, but why the fuck don't they just go away when we hit Escape? That's been an industry standard since the 90's and we still can't do it without navigating binds or macros. Come on.
  16. The KD on both is locked at 0.67, so you're either fighting KB-weak foes, -2 or lower foes (purple patch would increase it to 0.804 versus -2 foes (0.75 is the KB threshold)) or you have a power active which increases your KB magnitude or reduces enemy KB resistance.
  17. Missions with jails disallow base rez.
  18. Storm Cell and Cat5 might both be affected by the bug that caused player pets to run out of OSA's burn patch. @Captain Powerhouse @Booper
  19. The discrepancy is a result of posts being removed. One total accounts for them, because you did make them, the other total excludes them because they're no longer visible.
  20. They're baaaaaaaaaaaaaaaaaack! Click that Report button! CLICK IT LIKE YOU MEAN IT!
  21. Did you change the field of view?
  22. Just logged into the game to test it... and it's location-targeted. That's why your bind doesn't work. powexeclocation self Pet: Power Drone
  23. I was about to ask why you were asking about scene switching during childbirth on a video game forum.
  24. They were all changed to Pet: Petname a Page or two ago. I think, from looking at the CoD page, it would be Pet: Power Drone Pet, so try powexecname Pet: Power Drone Pet.
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