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MsSmart

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Posts posted by MsSmart

  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

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  2. 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

  3. 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

    • Like 1
  4. 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.

  5. 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.

  6. 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.

  7. 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

    • Like 1
  8. 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

  9. 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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  10. 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

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  11. 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

    • Like 2
  12. Not quite with you in its entirely...

     

    Would help to have a written criteria, on what really goes into determining the number of merits given as a reward.

     

    For example, number of missions should be worth something, did you fought an EB or AV in the mission (1 merit per defeated EB/AV would make sense); are the AVs ultra special (over the top) with special powers like Lord Recluse  in LRSF comes to mind should be worth at least 5 merits;  is the mission tricky have a strange maze to go through or process, etc.

     

    So by using my partial above, you do a 10 mission story arc, 8 of those, since you soloed it, had EBs, at the end there was tricked-out EB (next to immune to holds like Director X in Tin Mage, thus 8 ebs, or 8 merits, a tricked out eb +5 merits and thus 13 merits.

     

    This is an illustration, not a must be like

     

    Sue

     

  13. This is only a quality of life improvement...

     

    When doing PI radios, it seems you randomly get Detective Selum who is deep inside the police headquarters or the other detective who stands next to a planter across the police station. Why not, just move Selum to stand outside the station?

     

    Even better, you are a known super in PI, surely the detective could give you their number and avoid the pointless travel to go personally visit him.

     

    Sue

  14. if you stock with the name summer IOs, because of the ones you get thru the summer block, call it spring IOs for all I care, the important part to me as indicated in the title, is the attributes you get when you are starting to have IO sets. As mentioned the winter set defense benefits come usually at the 6 set combo, and the resistances upon the second set of IOs; I am looking for a reversal, where the for example the 5% range defense, be now when you have 2 sets as opposed to the winter's 6 sets, and thus being more support type friendly.

     

    Hugs

     

    Sue

  15. Hi:

     

        There are times, when upgrading alts, I only need to move 1 slot from power to another, unfortunately I have to a full respec and the worst part yet is to redo my power trays! If I could move a single slot, it prevents all the other efforts. I can use an io remover, to recover the not used IO, and then place my new IO in it.

     

    Hugs

     

    Sue

    • Like 2
  16. Hugs

     

         I would like to see more temporary products made available to acquire through the Pv2 vendor. There are permanent powers that are power source locked, it would be nice if those very same powers were available for any player to get regardless of origin but in a temp basis, where you buy number of charges.

     

         Also would like to be able to summon a merchant, like I can do with a crafting table, and thus able to craft anywhere I want and be able to also buy materials as needed.

     

        Another addition is a permanent fly without the self-affect only feature, make it more expensive to buy, etc. Would be cool, to buy a sphere that is around you and transports you as you need, like the X-Men cartoon shows Magneto .

     

       If you have any other ideas, please tell us here.

     

    Hugs

     

    Sue

  17. Sorry, while you can transfer emps which can be converted into incarnate salvage, you just can't transfer within an account or anywhere else incarnate salvage.

     

    Personally, as a minimum, I would like to be able to transfer incarnate salvage among alts in my account, and also would like to see incarnate salvage sellable in AH, I really do not know the why of such a limitation, can any one illuminate me in this topic?

     

    Hugs

     

    Sue

  18. Mmm...

     

        I am sadly, on the opposite camp. When you have an event, be Halloween or Winter, they have the attribute to pull in very large number of players into it, which creates a vacum that really makes it very hard to form groups to do Tfs. I would rather limit those events to a single week, maybe two, in order to allow players to have sufficient numbers of folks to partner with to do the game content.

     

    Sorry sweetie....

     

    Hugs

     

    Sue

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