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Faultline

City Council
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Everything posted by Faultline

  1. Not a bad idea, though I think it may be better integrated into Twinshot's and Graves' arcs, since those are supposed to be the ongoing tutorial. I don't think they give enough useful information on the market right now.
  2. It's not a text change. It's a power category change.
  3. The reason Ouroboros Portal is in the Temporary Powers category is because originally it was two powers, one for heroes and one for villains, which sent you to a faction-specific version of Ouroboros. The current co-op Ouroboros is the hero version, and everyone is keeping the Hero version of the portal rather than it revoking on side switch. We may move it to Accolades to fit its new status better, since it can't be revoked by any means now.
  4. I can tell you already that the answer to splitting Temporary Powers into multiple categories will be no. There's no way to change the category of a power while keeping it with the same state on the player. The old power needs to be revoked and a new one granted to the player, and that trick won't transfer time remaining or charges left.
  5. The specific action being to right click on it to delete it. Mind you, any player can edit that page to say that all Temporary Powers last exactly 30 minutes and summon a flying boombox for the entire duration, and the dev team won't be required to implement that. Wikis aren't official documentation.
  6. Now look at the Ouroboros portal. Temporary Powers that have a set number of charges or a timer until expiration say so when right-clicked from the Powers window to look at their info. Powers that don't list that information don't expire on their own. This has always been the case. You are the one assuming a built-in expiration when none is listed. This is not a problem with the power.
  7. Not a bug, won't change. They can be deleted whenever the player chooses to, therefore they belong in the Temporary Powers category.
  8. This is not difficult but it is very time consuming. Every enemy spawn, hostage and collection location has to be placed by hand. Older maps had generic spawns that translated easily to AE, newer maps are heavily scripted and don't have generic mission spawns. Slices of the city zones obviously have no mission spawns. It takes several hours to place and test the spawn points for a single map, and that's why you don't see a lot of them added to the AE. For the Arena you only need to drop a few player spawn points and call it a day, that's why eight maps could be added in a week.
  9. An early source of income is Merit Reward drops, either from the arcs or from Exploration accolades. One merit will purchase 3 Enhancement Converters, which sell for 50-100k influence each at the market, depending on demand at the time. If you have five merits, you can purchase an Enhancement Booster which will sell for over a million influence in the market. That should cover all your low-level SO needs. Seriously, use the market.
  10. Some posts have been hidden. Discussion on enhancement scaling due to exemplar is off-topic on this thread; it isn't a new or modified feature in Issue 27. Please make a new thread if you want to discuss that mechanic.
  11. I'm going to skip the long explanation: players are expected to use the market. Things like item bucketing were put in place to lower the barrier of entry and make it useful even at low levels. If you refuse to use the market, you will generally be overpaying for everything, with recipes at the merit vendor being more expensive by a factor of 20 or more. The short explanation is that influence exchange between players = good, influence generation out of thin air by rewards = bad. If you want the long explanation, make a new thread and tag me there, because this is going way off topic. But bottom line is that the AH is the one core element in keeping the game economy healthy, so we want players to use it. Any argument about the AH should be about how to make it more easy and accessible to use, and not how to accommodate players who absolutely refuse to.
  12. While we are not tracking P2W purchases, I actually ran some queries yesterday on specifically the teleporter powers that I can repeat today to see how many characters bought the powers in the last 24 hours on a very ordinary day. Base Teleport 45, Mission Teleport 107, Team Transporter 63; that's 782 million inf drained in 24 hours just from those three powers on Excelsior alone. And while I didn't track it yesterday so I don't have a 24hr number, 107.3 billion inf has been spent so far on Excelsior just on Portable Workbench.
  13. Try searching for it.
  14. Multiple posts hidden. This is a Focused Feedback thread; if your posts are comments based on what you assume the changes to be, without checking if your assumptions are correct, they don't belong here.
  15. Huh. I never, ever noticed that spawn. Good catch.
  16. New players can obtain LRT by picking up a few exploration badges, or Monitor Duty/Rapid Response by logging off at a SG base portal. You keep trying to push the most expensive option as the only one, which isn't true. The slash command is not a "travel system" any more than /kill is a "combat power". Your baseline is an instant teleport command intended for GM use, and you're shooting down anything with any sane balance as too complex or expensive. Your feedback has been noted, every single time, but since you keep relying on misinformation (like bringing up P2W Portal as the only viable option and using its cost and cooldown time as negatives that apply to the whole system), it is just not useful.
  17. @Blackbird71 I see your point now, and I disagree. LRT takes a couple of minutes to get and it's a lot more flexible than Ouroboros as a travel hub, and that is the option that is being encouraged the most, which is why it's hinted in the Passport badge right after character creation. However, since there are some players who say that getting an exploration accolade or waiting an hour in Pocket D is too much to ask for a basic travel hub, I pointed out that the Ouroboros portal has no such requirements. It is also more limited, by design, due to its ease of access. The Ouroboros portal exists, and so it has to be considered when balancing the various options that players have access to. Another way that we encourage LRT over Ouroboros is by having LRT validate /ebfc as a valid destination. Contrary to public perception, we want to keep player made bases as travel hubs which you can access easily; as soon as you unlock LRT with any zone, you can use a player made base to go anywhere else.
  18. The badge is not relevant. Those zones, from inception, have lowered higher level characters to match the zone critters. You cannot outlevel them the same way you can a PVE zone; the critters will never turn grey. The argument here seems to be "I want PVP zones to work exactly the same as PVE zones", but they don't, and they never have. You literally are saying that higher level characters shouldn't be allowed to participate in the buff/debuff minigame.
  19. What exactly is the issue? You are not being clear. It is also possible not to. There's plenty of repeatable missions at level 50 in PVE zones. As stated, there are plenty of repeatable missions at level 50 in PVE zones, so this claim of exclusivity doesn't hold. Ignoring that, those repetable missions are explicitly designed to integrate with the PVP zones, providing buffs and debuffs to players in them. Warburg already allowed players to run them at level 50, this brings the other zones to the same standard.
  20. You may want to start a new thread for that, I'm not sure what kind of introduction you're talking about but it's off-topic for the thread.
  21. The Ouroboros Portal is obtained for being exposed to time travel. "Organically" has never been a requirement. Every single way to obtain the Ouroboros Portal (documented in the patch notes) requires you to be exposed to time travel during gameplay. You keep trying to force a contradiction that isn't there, and honestly, I don't know what you're trying to accomplish here.
  22. That's probably too complex a condition. I'm going to start by adding the badge as a reward for just defeating the head (which will work in the same way as the Hamidon reward, so even one punch will do it) and I expect that will largely solve the problem.
  23. Reproduced thanks to Lines, no need for further attempts to reproduce it for now.
  24. The reward trigger for Lusca has nothing to do with damage. It is given to all players within 800 units (feet?) of the encounter spawn location (in this case, the head) when it dies.
  25. One of the ideas kicking around my head is to add Tip missions that drop when you defeat enemies in a zone and point you to an Exploration badge in that zone that you do not have. Tricky to implement but it would mean that if you're missing a badge in a zone, just go, er, "ask" one of the local thugs where it is.
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