Jump to content

MsSmart

Members
  • Posts

    352
  • Joined

  • Last visited

Reputation

241 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I really don't understand why the medicine power is to an extent so lame, or to be more precise so handicapped. Why heal other or self are interruptible at all, it seems like quite a cruel thing to do to a player who is trying to heal another or one self, no other heal in any power set are as horribly handicapped. Then why is heal other has a practically insignificant range, is the intent to get the medic killed by getting next to the meat grinder to help the tank in distress? This simply makes no sense. I get, that somebody thought it was being colorful to consider this pool set as a field medic as in real life, but for a super type game, this concept is simply not right. So I am asking to remove the interrupts from heal other and self, and give heal other a range of 50' or better, so it can be much more useful. Obviously field medic, would become irrelevant if this is done, would suggest to make it regen and recharge buff, similar to what emps can do Hugs Sue
  2. That does not work as cleanly, because it makes all the GUI's larger, I think what Rocket wants is to only increase the size of the buttons in that bar specifically
  3. Hugs I was thinking the other night as I played my MM and being accosted by AOE Holds and what not, it came to me, if my mind is split among my pets, would it not be more difficult to use a status effect on me? As I thought of it, I recollected that if my pets are in defensive mode, any damage I take, would be shared with them. So if damage can be shared, why not the Status Effect? Thus my proposal: 1) When pets are in defensive mode 2) The MM gets 1 point of Status Effect Protection per living pet (Since you can only spawn 6 pets, the limit would be 6) It would be obvious that the status effect protection would vary as you have pets dying and re-spawned A thought occurred to me, if despite the protection the MM falls pray to the status effect, so does all the pets as well simultaneously. Any htoughts? Sue
  4. I did, it was part of my master degree. But I picked up the tables, when studying cyber courses, in where they clearly teach the superiority of the use of tables Hugs Sue
  5. I am not sure, I understand you. Your third statement would be erroneous in its assumption, if you have a 95% chance to hit, using a table, you will get 95% of the time hits.
  6. it still does not ensure proper number distribution, its just another seed.
  7. Excellent question, if tables are used, there is no need for the streak breaker. In live days, the reason for the streak breaker was because the RNG was less than random and it itself would get stuck on narrow bandwidth of results and thus prompted the need for a streak breaker. With the streak breaker software removed, then the reading of the tables is smooth. I would prefer a table to an entity to ensure everything has the right variety of rolls and no odd repetitions occur.
  8. They would not, the use of tables actually replaces RNG, it guarantees no repetition of values yielded by an RNG source, and thus over time, as you play you will experience all 100 values, and then table repeats itself or a new table is used. In general it is good practice to have multiple tables, so "card counting" is pointless.
  9. Many games and even scientific analysis had always had difficulties with the Random Number Generator (RNG) being less than random, and seeming to get stuck in a much narrower band than 0 to 100. As a result in many applications the use of the RNG has been abandoned for the use of Tables. These tables have randomly generated values, but each table ensures that no number is repeated, and thus all values can be found on the table. If the system were to use tables instead of RNG, it would get rid of that pesky "I have a 95% chance to hit" but I am missing 20% of the time, and boy those mobs seems to be nailing me much more often than they should (may be a perception) and also would eliminate to need the so called streak breaker, since the 5% or less would happen guaranteed 5 times in a hundred, which would award the auto-hit. Only a suggestion... In Dark Age of Camelot, players are allowed to enter the RNG seed of their choice in order to attempt to change where the RNG is stuck on stupid. But I prefer the use of tables if possible. Sue
  10. I remember reading how in the last revamp how the mission entries for APEX were document with the latest release, and it made sense after all if your missions started on a helicopter, it would be logical to expect the players left on a helicopter. When I look at TIN MAGE, the first mission, it begins with you leaving a helicopter, so starting with the helicopter behind TIN MAGE made sense. The second mission, you start a Vanguard conference center being invaded, so it makes sense to exit the helicopter that took you into the first mission and dash and zone into the Vanguard building to access the conference center room. The last mission of TINPEX has you dashing to portal corp to take you to primal earth. Now after all these very logical starting point to missions, why have the players leave the conference room, exit the vanguard facility, zone to RWZ, to board a helicopter? It seems the original entry point inside the Vanguard facility, being a portal, was the correct entry point to the mission and not the current helicopter. Given the above, please fix the last mission entry point to the original entry point, please. Also given this, why can't portal corp deliver us directly to the mission area in primal earth, instead of the current entry being in the primal earth tunnel system, where you needless forced to zone 3 times? While fixing the entry point to make sense, please remove the not needed zoning steps as well. Thank you Sue
  11. I am after a form of compensation for classes who has a harder time, by developer design, when doing the material, that exp and what was nurfed is irrelevant to the topic to a large extent for both the melee and support were equally affected. The problem with advanced mode, is that the increase of challenge was not even between melee and support, the point I was trying to make, the so called new challenge has a much greater impact on support and thus asking for a greater reward for a greater risk.
  12. Not very useful or constructive, could you do better, and give a logical reason?
  13. With the upgrading of many of the mob groups such as Council, which did spice up the game. I looked at what the last run of "challenge" upgrades were made, specially since I experienced the advanced mode Lady Grey TF, and now done the PI missions with the improved mob groups. There is an old saying: "little risk, little gain" That said, it seems to me as we enjoy the content of the game, the risk experienced by players as they play the various character classes is quite different, and as the saying above would indicate, why do all classes receive the same inf and exp reward? After I endured advanced 2 star Lady Grey, I noted that the vast majority of the challenges were Status Effect centric, with some rather interesting tactical approaches such as teleport the victim player to the middle of the mob group. When you give the above some thought, and think about how the different classes were affected by this new and improved challenge, it is very easy to observe that the support classes are much more impacted by these changes. With the increase of status effect usage, the support class who by design has no status effect MAG protections, is extremely susceptible to this form of attack (one can only carry so many break frees) and with the drastic increase of Status Effect spamming AOE mobs the effect is simply brutal. Usually over time support classes, who are experienced, usually know to target through the tank to avoid aggroe, and to stay away from the main mob group for safety. But by giving mobs the ability to automatically/not resistible teleport the poor victim player (usually a support class) into the middle of the mob group to be quickly overwhelmed by the spam status effects and direct attacks is just a very cruel thing. A melee player, would love to be transported into the middle of the mob group and make them pay in spades for their dumb tactic, but the feel is just the opposite for support types. When you look at the new challenge that a melee experiences is light at best, and ultimately, the challenge melee really experience comes from having their support reduced to dust. But this article is about rewarding justly, no risk - no gain, little risk - little gain, crazy stupid risk - crazy stupid gain. So my proposal would be a 25% modifier increase (or there abouts) to the awarded inf and exp received by any class that does not have organic powers that gives Status Effect Protections, since this form of attack is now quite prevalent in the game. Another look, could be to even out the risk taken by a class, by now giving Support classes Status Effect Protections. Not suggesting Tank (12), Scrapper (8) Status Effect Protection, but perhaps a 4 MAG status protection since these classes now need it as opposed to live days when the mobs did not even have ranged attacks and ranged status effects. Change is good, if it is fair Hugs Sue
  14. Hugs Its great the updates done to some of the villain groups, specially for PI. But it occurs to me, it would add variety and be more comprehensive if the choices of villain groups being handled by the radio missions would go after all the groups that can be found in the zone. For instance in PI, you could add Rikti, Malta and Nemesis missions to readily to my mind. Just a suggestion... Sue
  15. I always had an issue with lightning storm not being able to follow me, like other classes' pets. I would suggest if you move out of range of your lightning storm, it dissipates and your icon is refreshed for a new recast, if it had not already happened. Sue
×
×
  • Create New...