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MsSmart

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Posts posted by MsSmart

  1. MSR needs to be instanced only so it does not conflict with LGTF and TINPEX, other activities that have the same conflicting effect as MSR should be made to be instanced only as well.

     

    I do not think Hami needs it, because hami is the only thing that happens at the Hive or abysss.

     

    Sue

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  2. On 5/11/2024 at 5:46 PM, Rudra said:

    To the best of my knowledge, that can't work. You have to be in the same zone to teleport anything. (Edit: Especially from inside an instance. It's the same problem of trying to access the AH from in an instance. You aren't even on the same server.)

    That is why, I am asking for the Major TT, which could do it...

  3. Please take away from mobs Moment of Glory or alike abilities (personal forcefield that no one can hit them, but unlike players they can hit)

     

    Now why am I asking for this?

     

    Giving mobs MOG and Forcefields that prevents them from getting killed are no challenge to players, it is only a time sink and a really bad annoyance to the players, take Manticore, kill all mission, and OMG is this planet of the Paragon Protectors? What really makes me mad, its a kill all, so when the PP goes nah nah you can't hit me, we can't go, screw you, we moving on in the mission, but we can't because its a kill all, so 8 of us just sits there doing nothing, totally bored, until the PP is actually engageable!

     

    Please start removing the time sinks from the game, they are not needed.

     

    Sue

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  4. Hi:

     

        When I play my granite tank, it turns me in to a rock boy reminiscent to Optimus Prime, it really aggravates me there are no female optimus prime look.

     

        But then when I read comics, say Superman, his skin is just super tough, and he does not look like the Thing.

     

        So why not give us, at the tailor, a flag we can chose to have super skin and look human instead fruity pebbles or look like we been stoned?

     

    Sue

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  5. On 5/8/2024 at 4:50 PM, Eiko-chan said:

    Where am I supposed to discuss this topic? Why the hell is the Council hard now? Who's fucking idea was this and why is it just allowed to happen!? 

    Sadly there is a group of players from a particular server, that reserves the right to tell others how to play and enjoy the game, their continuous complaining and demanding the game is to only be played in their way and no other way, because you see they know everything and the rest of us are just stupid.

     

    So because of those, really sweet people, who thinks way too much of themselves, they have devastated AE, and PI missions with the objective that you MUST play the game as THEY see fit, what you think and want is totally irrelevant to these people

     

    Sue

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  6. On 4/23/2024 at 11:43 AM, tidge said:

     

    Imagine if the final power in the Flight pool was a toggle that made you fly faster.. oh wait...

     

    Excuse, back to the Medicine pool. TL;DR: I think it is fine. Re-read the post by @Glacier Peak above.

     

    I don't see the role of the Medicine pool to be to turn characters without healing powers into healers, I see the pool as a way to give a limited number of healing/support powers to characters that want them... plus (as mentioned in the referenced post) a pretty good %damage melee attack option.

     

    I'm not categorically opposed to making some updates to the Medicine pool, for reasons:

     

    #1 The Medicine pool occupies a peculiar, particular part of design space from my PoV... there isn't often much need for healing (+status) that can't be addressed by the use of Inspirations... or just running away and allowing Regeneration to do its thing. Since Inspirations are essentially just 'click powers', I don't know why a character who invests an actual power pick needs to have those early powers be interruptible.

     

    #2 In a lot of team play (in my experience), preemptively applying the Absorb from Spirit Ward (Sorcery pool) to someone on the team who is likely to be taking damage is probably superior to retroactively applying Aid Other to someone that has taken damage. This doesn't sit right with me.

    I agree with you, I do not consider pool powers to have to be inferior to regular line powers, but instead are powers to help round your character, something that lets you in your mind and play style feel your build is whole. So no, power pools do not make tank blasters, or melee to be healers, but it would give a tank a range attack, and a scrapper a means to self heal, just like fighting gives many support some semblance of a chance for defense and resistance; and thus the objective of a pool power. There is no logical reason for the power pool abilities to be superior or inferior to regular powers in nature. Frankly, I would just assume and be happy if the heal pool had no interrupt handicaps...

     

    Sue

  7. 8 hours ago, Shin Magmus said:

         TFs are mostly fine the way they are.  Because of QoL feature creep: there are so many "cheater" ways to fast travel in this game now that a lot of players reflexively use Ouro/TT/Long-Range-Teleporter/SG Bases and literally do not know how to manually travel to their destination.  In addition, all actual travel powers are roughly 35% faster (when enhanced) than they were in the past with the exception of Teleport.  I think Teleport's range was not buffed, but it's by far the fastest travel in a straight line regardless.

     

        You can get from Point A to Point B so quickly that the idea that you actually "travelled" is hard to believe IMO.  I just don't see the issue I guess.  TFs that *actually* involve a lot of travel (such as Dr. Quarterfield) routinely take 1/4th the time on Homecoming that they took on Live when they were first added.  What are you suggesting exactly, moving all the doors for such a TF to be the same rock in The Shadow Shard?

    It does not change the fact that inter map trave is a time sink, the additional travel powers does not fix it, just make it less stupid

  8. In the old days, I get it, the need to go all over the zones was a must for developers in order to make TFs to take longer, that is it required lots of unsolicited travel, and thus the basis for what it is known as time sinks.

     

    Today, the game is free, players play for the fun of it, so as a result one must question the need for time sinks.

     

    The simple answer is, there is no need, time sinks and irrelevant travel are now boring and irritating.

     

    So why not redo the TFs where they are executed in the zone they are initiated at, for example Manticore would have all missions done at Bricks.

     

    Citadel would have them all in Talos, Synapse would be sky only, etc.

     

    Hugs

     

    Sue

  9. On 4/22/2024 at 5:58 PM, Rudra said:

    That's the thing though, support ATs are all about support. It is their identity. Players dipping into the Medicine pool aren't support characters. The Medicine pool isn't supposed to make your character a support character, it just gives you the ability to throw some supplemental heals. (And I just checked Aid Self during combat in the game. I'm not seeing any interrupt time. So the OP isn't correct.)

     

    Hate to tell you, but support types use this, because they can't heal themselves, at least not all the support types, and yes some melee like scrappers needs because their secondary are not strong enough and need the self heal to supplement their defenses. Think of shied for example, you do take damage and wear out, the self heal is glorious for this secondary

     

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  10. 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

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  11. 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

  12. On 3/12/2024 at 1:07 PM, megaericzero said:

    Right. If someone can keep track of when their table is rolling over and knows whether they've gotten more desirable or undesirable numbers since the last rollover, they can extrapolate the probability of the upcoming rolls. You could also potentially poke at it with things like Secondary Mutation - you'd know when you got the low roll because you turned into a monkey.

     

    Again, not that it would be easy. I suppose the biggest counterargument is that the sheer number of evasion checks happening in TF/trial content would continually roll your table over, making tracking it moot. At that point there's also so many people, though, that tables are also probably moot since you would average as a group anyway from the sheer number of people doing things that need rolls.

     

    I never took statistics in school, though. Probably should've. 😛

    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

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  13. 21 hours ago, American Decoy said:

    "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...."

     

    So, if the table system will not allow repeated values. the result for a hit-or-miss check would be "I have a 95% chance to hit" but I am missing 50% of the time."

     

    RNGs are not perfectly random, but if they were we would still get repeated numbers.  And we would still get 95% chance items that are not 95% results in our limited sampling.

    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.

  14. 17 hours ago, lemming said:

    Curious on implementation:

    Would each entity get a table that they would then run thru, or are tables shared?

     

    I suppose what one could do is when an entity is generated, a list is generated that has unique 1-100 (or 1000, so 0.1 to 999.9) and then you pop off the numbers as they are used.  If list gets to under a threshold, a new list gets tacked on.  (And these would be generated constantly and given out to requesting entities)

     

    Not sure if this would really solve stuff, but maybe?

    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.

  15. 19 hours ago, megaericzero said:

    Wouldn't tables introduce the potential of RNG manipulation? At least inasmuch as card counting.

     

    Not that it would necessarily be easy but that it would become possible.

    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.

  16. 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

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  17. 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

  18. On 2/25/2024 at 12:05 PM, Lunar Ronin said:

    I mean, considering that XP and INF in +3 and +4 difficulty content outside of advanced mode TFs/SFs was just slightly nerfed, I very much doubt this will be likely.

     

    Also, some support power sets already offer status effect protection - Force Field, Sonic Resonance, Electrical Affinity, and to a lesser degree Radiation Emission and Trick Arrow.

    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.

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