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Icecomet

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Posts posted by Icecomet

  1. 3 minutes ago, srmalloy said:

    If you're going to add new defeat badges, add one for Snipers; there's as much justification for them as there is for the Nemesis Jaegers and Warhulks, they're multi-faction (Nemesis Comets and Tirailleurs, Crey Sharpshooters), they're annoying (tooling across the zone, and *zap* some sniper shoots you), and they're common enough to make getting the badge viable with a little work.

     

    Good call, I hadn't considered that separately, but back on live when I was leveling up, I used to hunt them exclusively because they were only as difficult as a lieutenant but gave more influence than lieutenants, so, more reward!  😁

    • Like 1
  2. Hello devs, let's be honest, people LOVE badges (me included) and I had a few ideas for new badges and I was directed from discord to post them here, so, here it is:

     

    1. Defeats:  First and foremost a "defeat" badge for defeating all the various AV's (or Hero's) in game.  While I know there are many, it's still an achievement for  your character to have taken part in defeating the AV/Hero.  Can be associated with an already defined and not live badge in point #2 below.
    2. Associate the badges that were never implemented.  I am sure there are more I don't know about, BUT, the ones I do know about and what details I know about are as follows:
      • Accolade: Iron Man/Woman (Undefined) (+10% Max HP, +10% Max End)
        • So many possibilities of what to do to tie into this one!
      • Accomplishment: SG Mission Computer (Base Mission Computer) (Undefined)
        • This could still be neat to have in base instead of having to earn the AE computer on every toon.
      • Defeat: Street Crime (Undefined, defeat 1000 of all street gangs, all outdoor)
        • I am reaching far back into live on this one, but I had notes here on my live tracker that this was supposed to be like 1000 of all the various street gangs (Hellions, Skulls, Vahzilok, 5th column, Family, Tsoo, etc). 
      • Accolade: Super Patriot (Undefined) (+5% Max Endurance)
        • This one would need to also have an alternate for villains, like "Super Villain" and could easily be associated with say the AV or Hero badge I mentioned in point #1.  So, as a hero, if I defeat all the AV's on the list,  you get Super Patriot or as a villain if you defeat all the Hero's you can achieve Super Villain, so on and so forth.
    3. Veteran Badges:  I know that technically, there is no end to these because folks can keep leveling, but 33 in this category is still kind of a low amount.  You could keep the names simple and just continue with Overpowered and make the next one Overpowered 2, Overpowered 3, etc.  In addition to adding more of these, I think some empyrean merits should also still be in order.  I had suggested previously that starting at 105 you aware 1 empyrean merit for every 5 levels.  This would at least keep it from being as many as what was previously given but also provide incentive of some sort beyond just a badge.  Also and lastly, you can mark these badges beyond the Vet Level 99 one to NOT count toward the badge total (just like Bug Hunter and Flames of Prometheus) but merely symbolic to show the accumulation.  We don't want the total badge count to be unachievable by the masses.  These would need to be retroactively awarded if implemented.
    4. Achievement - Souvenir Badges:  Currently, we have badges for 10, 25, 50, 100 and 200.  I submit that we need a 150, 250, 300 and 350 (at least).  I know I am personally up to 261 and I am nowhere done with arcs as I am personally aware of 368 and I find new ones every week.  These would need to be retroactively awarded if implemented.
    5. Achievement - Interaction Badges:  Interaction badges are earned by interacting with objects (i.e. 10, 25, 50, 100, 200 objects) interacted with in game (bombs, computers, etc).  Any objective that requires you to click it to disable or collect it.  Easily earned by simply doing missions.  This could be associated as the SG Mission Computer above in point #2.  If possible, these would need to be retroactively awarded if implemented to save folks like me that have done the lion share of missions already from having to repeat so many missions for work we've already done.
    6. Achievement - Incarnate Trials:  These would be badges for completing 10, 25, 50, 100, and 200 incarnate trials.  People love doing these trials as they're end game content, so why not have badges for completing amounts of them?  This should also be data mined and and retroactively awarded to be fair.
    7. Wentworths:  These can easily be expanded to 8000, 9000 and 10,000 badges for general selling, quite easily achievable.  Also, increase the badges for selling recipes, inspirations, enhancements and salvage by adding 100, 200 and 500, again, quite easily achievable.
    8. Exploration - Khalisti Wharf:  While not necessary for the LRT power, expand this to be 8 badges to be consistent and add the accolade for it.
    9. Exploration - Cimerora: Again, same as point #8, not necessary for LRT but nice to be consistent.
    10. Exploration - Pocket D :  Again, same as point #8, not necessary for LRT but nice to be consistent.
    11. Souvenirs Tab:  While not necessarily badges, we need a souvenirs TAB added to our character info to display all the souvenirs that we've earned.  Additionally, we need to associate actual graphical icons to the souvenirs which was something that NCSoft never got around to doing.  I have personally volunteered to hunt down and provide graphical icons for reach souvenir to the dev team, you'd simply need to put it into the game.  I only require that the dev team provide me with a COMPLETE in game list of all possible souvenirs so I can make the list complete.  This is pretty straight forwarded, my idea is that if that arc already has a badge, you use the same icon for the souvenir.  Another nice to have would be a command in game like /souvenirdump in game that will dump a .txt file of all the souvenirs that a given toon has earned.
    12. Badge dump:  Again, this isn't a new badge implementation, however, I'd like a command like /badgedump in game that will dump a .txt file by category of all the badges that a given toon has already earned.  Sometimes my count is off and hovering over each icon one at a time and cross referencing to my checksheet is tedious at best.
    13. Lastly, with all the badges listed above, you might need to add a 1,750 total badge collected badge because we are starting from a 1,547 baseline and I think you could easily get these to 1,750.
    14. Defeats - Snipers: Offer a defeats badge for 100 sniper class NPC's.  Call it "One shot, One kill"     😄

     

    That's all for now, I apologize for the lengthy message, but I was asked to port it all here.

     

    Best regards,

     

    • Like 5
    • Thanks 1
  3. Hello.  It was suggested to me by a GM that I bring my feedback from Discord and put it here as a formal suggestion because he liked the idea, so, here it is.

     

    I was thinking today, something else I'd like to see expanded and I would expect it wouldn't be difficult (but we know that the game code is a mess and nothing is ever really easy, lol), and that is, add MORE titles to the trainers to choose from.  I have so many toons that there is NOTHING that's really applicable to my concept or how I view them.  Expanding that list would be fantastic!!
     

    Or, and even better thing would be to find a way to allow manual text input?  Though I know that can be problematic because some people would be trying to put vulgar, profane or suggestive things in there, so, something like that would likely require significant code work to check for those sorts of things so maybe not as doable.

     

    Additionally, as a start, Take One on Discord also said a good start make all origin titles available across all origins?  To be honest, I didn't even know the titles varied with Origin because I usually just default to magic, lol.

     

    Lastly, Veracor suggested rolling the resistance/loyalist titles into vigilante/rogue alignments.

     

    Anyway, thanks for reading.

     

    • Like 6
    • Thanks 1
  4. 19 minutes ago, GM Lines said:

     

    No, hover and fly are still two different powers.

     

    Afterburner has been replaced with Evasive Maneuvers, which provides a lot of the buffs that Afterburner did and more, and can be used in combat.

     

    Fly now has its own Afterburner built in, which gives a temporary speed buff.

     

     

    Would be nice, if, like change ammo on DP, that we could put the AB icon wherever we want without the constant pop-up bar coming and going and it would simply be "disabled" when fly isn't being used.  Not unlike self resurrect powers being gray while you're alive...

     

     

    • Like 2
  5. 1 minute ago, Greycat said:

    OK, so, concealment.

     

    The biggest issue here, to me, is that we lost Invisibility, for two reasons -

    1. Both stealths (the stealth and the new travel power) have a 35ish foot PVE radius, versus Invisibility's 55 (ish) foot. Which means that, unlike Invisibility, I can't just walk up to a mob and - Perception buffs or ignoring invis (like Rikti drones) aside - not be noticed.  (Example, live, walking up and firing off a nuke or rain.)

     

    2. There's no power making you *invisible.* You're now translucent. OK, yes, aesthetic thing, but it fit some characters.  You can make others invisible with Grant Invisibility, or be Illusion or a stalker, but it's been lost for everyone else.

     

    Potential Suggestions:

    1. +Stealth IO/enhancement, only works in Stealth powers. Boosts stealth range.

    2. Celerity +Stealth. However, I don't consider this ideal because I may not *want* the movement boost from Infiltration.  (Plus, for the second point, it doesn't do anything for the "I'm invisible!" aspect.) I suspect this will happen quite a bit. Especially for those who like toe-bombing.

    3. Remove the exclusivity between stealth and infiltration - again, wouldn't change the graphical aspect of it.

    4. Grant Invisibility becomes a self-affecting toggle. (May annoy teammates.)

     

    CAN the graphical aspect of being *invisible* (with the aura) be put in as an option, at the very least?

     

    I know there are tailor settings for this very thing in the tailor for my /dev blaster, I actually turned off the invisibility aspect of her toggle so she's just be translucent on the screen, so while I have no experience with the powers you mentioned, it can clearly be accomplished via tailor if they choose to implement it...

     

    • Like 1
  6. Just now, Tigraine said:

    Because then you're paying the End cost of fly when you don't necessarily want/get/need the benefits of it?  Seriously, there are plenty of times I'd want Hover active but not Fly, and making it more complicated to swap between them is a pain.

     

    I am with you on this, I'd rather hover use the fly stance like it did originally on LIVE than to fly around the city standing up.  It's just awful...  😞

     

    • Like 2
  7. 3 minutes ago, Captain Powerhouse said:

     

     

    At this point this is a limitation of the implementation, only way around it is just not running both, hover and fly at once. If I can figure a means to do it that dont involve removing the animation from hover, it will be done, but cant promise that at this point.

     

    That's great, thanks for the feedback on that, personally I'd vote for the hover animation removal in lieu of the actual flight stance look.  Hover looking like Fly (like it was originally on live) is perfectly fine with me!!

     

    • Thanks 1
  8. 2 minutes ago, macskull said:

    You... do realize that Afterburner is now automatically granted when you take Fly, right?

     

    No, didn't realize that, but, really, aside from having to spend a power on it now, its still USELESS!, OMG, a 30 second flight increase with a 60 second cool down.  It's as worthless as that jump pack at the p2w vendor, in MY opinion.  But that aside, my main concern is the ridiculous "hover" look while in flight mode.  flight mode should override the hover look and only when hover alone is used should the hover look be engaged, again, in my opinion.

     

    • Like 1
  9. 11 minutes ago, Snowdaze said:

    I have some concern over Evasive Maneuvers adding more -fly protection. In PVP Fly is a huge advantage over non-flyers, and if it is going to be more difficult in using the limited amount of available -fly powers on them it might be a Huge balance issue.

     

    Personally, any PvP'er should have multiple builds and their PvP build might include fly as a form of pursuit.  Also, with the additions to defense, they're now more attractive to more people.

     

    These kinds of arguments about pools are lost on me because they are pool powers, everybody has access to them.  If you don't like fly on your toon, then you've made a choice to not fly, but that can easily be rectified with a respec.

     

     

    • Like 1
    • Thanks 1
  10. 38 minutes ago, Apparition said:

     

     

    You do realize that Fly on its own can get to the same speed as Afterburner before the change, right?  The new Afterburner just gives an even bigger speed boost.

     

    Yes, and the short duration of Afterburner is absolutely pointless.  Congratulations on making another pool power creation that absolutely nobody will take (and by nobody, I mean the masses, sure there are a few freaks out there that might, but who'd waste a valuable power selection on something that lasts a few seconds related to travel speed?).  It's now relegated to the bench as a useful power much like phase shift.  I don't see why we'd want to make a pool power into something NOBODY in their right mind would waste a power on, unless somebody has a concept of "Travel Man" that only has pool travel powers and brawl!  Historically, we are solicited as to how to make pool powers "more attractive" and this isn't it.

     

     

    • Like 2
    • Confused 10
  11. The "short duration" of afterburner now, in my view, makes it about worthless.  If you can't even cross 1 zone, much less really enjoy the benefit in a place like shadow shard, then I personally don't see the point.  Either make it a toggle like before or simply remove it, but a duration where it is adds little value to flying a bit faster for a few seconds...

     

    • Like 9
  12. 3 minutes ago, Monos King said:

    I actually love flying while keeping hover animation. But I was under the impression hover and flight were mutually exclusive before, so there is no "giving up" anything. This is new territory, isn't it?

     

    Exactly why I asked for a setting in the tailor or something to that effect, some people, like YOU will like the hover stance while others like ME will despise it.  They are no longer mutually exclusive and can be used simultaneously but doing so always puts you in that hover stance which just looks batty to me...

     

     

    • Like 2
    • Thanks 1
  13. Hey guys.  While I like the changes as a whole that you've undertaken here, I have to say that I do NOT like "flying" with the hover look.  I really really really don't like it which is why I never made a "hover blaster" (which is kind of popular).

     

    Can we PLEASE make the toon fly normal if flight is toggled on or give an option in the tailor or something?  I shouldn't have to give up the benefits of hover just to fly normal.  Flying around the city in an "upright" position just looks plain silly to me.

     

    Thanks in advance for reading...

     

    • Like 5
    • Thanks 1
  14. 4 minutes ago, Darmian said:

    Hmm,  I can see the name "Super Patriot" being a bit tricky these days!  SG Mission Computer?  Well, since we have effectively unlimited base access now, how on earth would you earn it?  Use the base computer 100 times?  That's pretty much the same as buying it since a mission costs 1 Reward Merit. Street Crime and Iron Man?  They could definitely go somewhere!

     

    Well, could give Super Patriot a split name between sides.  Super Patriot for hero, Super Villain for a villain?  Clearly, there's flexibility there, again, I am working off information I had stored here from my LIVE badge tracking spreadsheet...

     

    Icecomet

     

    • Like 1
  15. 19 hours ago, Number Six said:

    A few additional bits:

     

    There are some references in the translation files to a place called “The Fringe”. It was apparently scrapped early on so there isn’t much there aside from contact introduction text, but it appears to have been meant to be a higher-level hazard zone where the Praetorian military directly engaged the Devouring Earth to keep it at bay.

     

    Similarly, some other unused text strongly indicates that the Rift Enclosure was originally going to be a physical place accessible outside the going-to-primal-Earth mission. It looks like it was planned to be a high security complex made up of multiple buildings and serve as a mission hub for Praetorians, a la Portal Corps. There’s even text and badge art for an unused day job and accolade associated with it.

     

    Not to hijack or otherwise derail this discussion, but, since you mentioned badges, are there any intentions into releasing previously created, but unreleased badges?  I know of the following from LIVE:

     

    ACCOLADES not Implemented

    Iron Man (Undefined) (+10% Max HP, +10% Max End)
    SG Mission Computer (Base Mission Computer) (Undefined)
    Street Crime (Undefined) (Defeat 1000 of all street gangs, outdoor kills only)
    Super Patriot (Undefined) (+5% Max Endurance)

     

    I can certainly see Street Crime being a popular choice for the more villainous at heart and Super Patriot being popular with the more heroic oriented.  Iron Man would certainly be loved by tank types without a doubt!  🙂   I am only assuming these still exist in the code base would just need an assignment in game to accomplish them.  Maybe something to consider?

     

    Icecomet

     

     

  16. I thought I would post another update in my ongoing saga to troubleshoot this issue.

     

    I copied and pasted the vidiotmap from my LIVE installation directory and it displayed PERFECT (although not rotated correctly and not showing the newly added badges).  So, clearly there isn't anything wrong with my computers (I tried on both the previously tested computers).  So it has to be something with the format or properties of the map.

     

    Anybody have any ideas?

     

    Thanks again in advance,

     

    Icecomet

     

  17. 6 hours ago, JAMMan0000 said:

    I thought I would do a little investigation in to this. I had some similar issues when creating textures for base transporter labels. Well what do you know... I go to Siren's call and guess what... Icecomet, you are not alone. I seem to have the same issue. Did similar troubleshooting suggested above and still no solution. As ATC mentioned, this looks like a graphic format issue. Beyond that, I couldn't figure it out either. I don't PvP, so this isn't a big deal and I just deleted the *.texture file for Siren's Call. But, am curious why this is occurring.

     

     

    Well, sorry you have the issue but I am happy to hear it isn't just me!!  🙂

     

    Icecomet

     

  18. So I tested this on another computer with a completely different graphics card and it has the same issue as my main computer.  I have tried both my accounts on both my computers with the same results (and also tried multiple toons to see if it was related to 1 specific toon).

     

    Just wanted to get this additional step documented for anybody reading and questioning if this was tested.

     

    Thanks all!

     

    Icecomet

     

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