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MsSmart

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Everything posted by MsSmart

  1. That is why, I am asking for the Major TT, which could do it...
  2. 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
  3. 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
  4. Hi, simple QoL: All of us go out of our way to load Vidiotmaps every time there is a map change, and I wondered, why have to do this at all? why not just have the data of vidiotmaps be standard of the game maps? Takes care of the hazzle and its much more player friendly. Sue
  5. 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
  6. 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. 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. Change the story, it is artificially cobbled up to force the travel, so now artificially cobble it up to not
  9. 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
  10. It happens that the team trying to find its way to the mission area gets stuck in multiple zones (TIN most notable), it would be nice, if a player made it to the area inside the mission is needed and then MTT the team to her regardless if they are in the zone or not with her. Hugs Sue
  11. The last mission, when you leave the conference room, has you run to a helicopter to take you to a portal, why? just use the portal inside the vanguard base Sue
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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.
  18. it still does not ensure proper number distribution, its just another seed.
  19. 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.
  20. 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.
  21. 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
  22. 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
  23. 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.
  24. Not very useful or constructive, could you do better, and give a logical reason?
  25. 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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