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khy

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Everything posted by khy

  1. XP and infamy rewards from killing a mob are based on the percent of the enemy's life you damage. If an enemy is standing in a fire patch and goes down to 25% health, and you kill it - you only get 25% of the XP and Inf, even if no other player attacked it. If you and another player (Not on your team) each do 50% damage to a mob, each of you get 50% XP and Inf. That said, 'kill stealing' is a super minor thing to be upset about in this game because you'll both get mission credit for defeated enemies and even if someone does tag a mob you almost have killed, you'll still get the bulk of the credit and be able to move on to other enemies that much faster. Even then, it's rarely ever worth grinding outdoor mobs for XP/Inf versus just doing newspaper/scanner missions. The only real reason I could see that you'd want to farm specific enemies in an outdoor area is to farm salvage drops, and those are so random it seems like it's better to just do missions and buy what you need from the AH. If you are on a team, the XP and Inf is shared no matter what - otherwise defenders and healers would get shafted. Sometimes, in some areas, there are missions for outdoor stuff that are simply limited. A few that I can think of off the top of my head are many of the 'Kill X enemies of Y type' missions, such as Agent Carter's missions in Mercy (Kill 15 longbow, destroy 5 legacy chain runes, etc) or the anti-Vahzilok missions in Atlas Park where you have to find and kill several of them outside a charity event. Sometimes those specific enemies are easy to find in groups, other times they're semi-rare or not spawning for whatever reason. In those instances, getting mad that someone else hit an enemy you're fighting seems a bit petty. Yes, they took a tiny fraction of the reward from you - but they're just trying to get past that mission same as you. Sooner or later your contact will be giving you an indoor mission that nobody else can access unless they're on your team, so you can move at your own pace and not worry about it.
  2. That is so super disappointing. I kind of wonder if there'd be a way to enable 'persistent physics objects' (Bullet shells, paper and scraps from destroyed mayhem objects, etc) without the Ageia support using some config file or something? I dunno. I know the server source code is out there, I don't know about the client-side and since all the physics stuff was purely client side I have no idea if some bored coder or experienced modder from other games would ever be interested in being lured over to take a look and enable those defunct options.
  3. If I could add a new zone, it'd be a trial zone similar to the RWZ, where heroes and villains would both be present. Unlike the RWZ, they would not be able to group up together - instead they'd still be separate and competing indirectly in PvE content. It'd be underground vast cavern zone accessable by both heroes and villains. It'd contain five massive rock spires stretching from the ground up to the ceiling, and each one would be controlled by a separate group. One would be a Dr Aeon laboratory (Arachnos & Villain entrance), another would be taken over by the Circle of Thorns. A third would be a living extension of the Devouring Earth. A fourth would be cordoned off and taken over by Longbow (Hero Entrance), and the fifth would be a Nemesis lair. All five groups would be fighting it out in the center, and every so often one of the three non-player groups would release a giant monster from their spire that players could gang up on and attack. The CoT would be a stone golem held together by vines, the Devouring Earth would be a massive headless quadruped slime monster, and the Nemesis would be a huge drill tank. Different enemy groups would drop unique salvage that's turned into contacts on the Arachnos/Longbow sides, and reward unique temp buffs/powers and some enhancements. If both sides hand in enough unique salvage, a special zone event would occur where Arachnos & Longbow's fight accidentally triggers a magma detonation in the center of the cavern that would release a giant magma monster (Arachnos side), and a giant robot (Longbow side) that would battle. Players would fight alongside one monster or the other to try to beat the enemy directly and indirectly (IE : Seal off a volcanic vent to weaken the magma monster), or take down a shield generator for the robot, or just deal a tiny bit of damage directly by fighting alongside your team's monster. The victorious side gaining a substantial bonus in salvage alongside a zone-wide boost for their players. When entering players are warned that the battle has already made the cavern too unstable, adding extra fighting could cause everything to collapse, so they're restricted from fighting one another and instead aiding in the fight against the other groups. If one side or the other lacks enough players and it's horribly uneven, special 'mercenary' contacts will allow heroes to fight for Arachnos, or Villains for Longbow, to even things up.
  4. I never had a separate Physics card myself, but I can say 100% for certain that I have had the Physics enabled in the past. Or rather, there used to be a setting SOMEHOW somewhere within the game that made things like bullet shells actually 'stay' in the world and could be interacted with by various powers. I'm not alone in this, I noticed this post where someone else remembers the same thing. Since I never had a separate card, I'm sure that somehow I got it working with my nVidia graphics card back when they'd advertise that PhysX was a thing. If so, in theory, there should be some way to re-enable this, right? ----- Back in the day I used to run a Merc/Storm mastermind. The mercs would use full auto and just spray bullets and casings everywhere. I'd go through a warehouse, then run back out because there'd be literally thousands and thousands of shell casings littering the warehouse floor, and I'd have fun sucking them up with Hurricane and sending them all flying.
  5. I remember playing the game all those many years ago, I got an nVidia graphics card and it had the PhysX support. When I turned it on, I noticed some amazing stuff - used shells from my (and my pets) guns would not disappear when fired, they'd LITTER THE GROUND. There were shells everywhere, and my powers would affect them. I'd see grenades send shells flying all over the room, storm powers would blast objects and shells everywhere around with gusts of wind. My machine these days is light years ahead of that, and while it doesn't have the dedicated PhysX support it used to I imagine it should have no problems handling the extra opjects. Is there any way to turn all those physics objects back on? To make used shells from guns actually stay around and interact with powers? Is there any way to make all that fun and uselessly cool stuff still happen? EDIT : Here's what I mean! Watch these videos to see why some people think enabling physics is desirable!
  6. So if I understand everything here, if I wanted to be able to group with heroes and do hero shit but still progress through the villain storyline and get a patron, I'd want to go rogue and stay rogue until I get all the powers I want. If I want to feel like I 'earned' the alignment change I do it normally, and if I don't care about that I can just use the magical bird in the dance dimension to change instantly. Then if I want to see all the hero content I missed, I'd go full on hero, go to Ouroboros, and do all the previous arcs. I think I have a plan now, fellows!
  7. Help me out here a bit guys. I played the game religiously from issues 1 through 9, and far less after that. The rogue stuff is a bit unfamiliar to me. From how I understand it, you pick a faction and play it until level 20 - then you get the chance to do 'morality' missions. And in doing so you can join an intermediate alignment (Rogue/Vigilante) where you can access zones from both hero side AND villain side. That's where my understanding breaks down. Let's say I want to make my Arachnos Soldier into a rogue. Does this mean I now have double the content? I can access hero missions AND villain missions? There's no penalty for doing either? If so, why would I want to proceed past rogue into becoming an actual hero?
  8. I've been thinking of creating a 'Spider Mastermind'. I don't have much experience with VEATs, so any thoughts/suggestions would be appreciated! A crab spider soldier with Spiderlings, Call Reinforcements, and Summon Blaster from Black Scorpion's Patron Power Pool. Villain Plan by Pines' Villain Designer 1.962 Spider MM: Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Channelgun -- Dmg-I(A), Dmg-I(3), Acc-I(23), Acc-I(46) Level 1: Wolf Spider Armor -- ResDam-I(A), ResDam-I(5) Level 2: Longfang -- Dmg-I(A), Dmg-I(3), Acc-I(34), Acc-I(42) Level 4: Crab Spider Armor Upgrade -- ResDam-I(A), ResDam-I(5) Level 6: Super Speed -- Run-I(A) Level 8: Suppression -- Dmg-I(A), Dmg-I(9), Acc-I(9), Acc-I(43), EndRdx-I(43) Level 10: Combat Training: Offensive -- Acc-I(A), Acc-I(11), Acc-I(11) Level 12: Arm Lash -- Dmg-I(A), Dmg-I(13), Acc-I(13), Acc-I(19), DefDeb-I(40), EndRdx-I(43) Level 14: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(15) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17) Level 18: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(19) Level 20: Tactical Training: Leadership -- ToHit-I(A), EndRdx-I(21), EndRdx-I(21), ToHit-I(23) Level 22: Mental Training -- Run-I(A) Level 24: Fortification -- ResDam-I(A), ResDam-I(25), ResDam-I(25), EndRdx-I(40), EndRdx-I(42) Level 26: Frenzy -- Dmg-I(A), Dmg-I(27), Acc-I(27), Acc-I(37), DefDeb-I(37), EndRdx-I(42) Level 28: Serum -- RechRdx-I(A), RechRdx-I(29), Heal-I(29) Level 30: Tactical Training: Maneuvers -- EndRdx-I(A), EndRdx-I(31), DefBuff-I(31), DefBuff-I(31) Level 32: Omega Maneuver -- Dmg-I(A), Dmg-I(33), Acc-I(33), Acc-I(33), RechRdx-I(34), RechRdx-I(34) Level 35: Summon Spiderlings -- Dmg-I(A), Dmg-I(36), Acc-I(36), Acc-I(36), DefDeb-I(37) Level 38: Call Reinforcements -- Dmg-I(A), Dmg-I(39), Acc-I(39), Acc-I(39), DefDeb-I(40) Level 41: Web Envelope -- Acc-I(A) Level 44: Shatter Armor -- Dmg-I(A), Dmg-I(45), Acc-I(45), Acc-I(45), RechRdx-I(46), EndRdx-I(46) Level 47: Summon Blaster -- Dmg-I(A), Dmg-I(48), Acc-I(48), RechRdx-I(48), RechRdx-I(50) Level 49: Venom Grenade -- Dmg-I(A), Dmg-I(50), Acc-I(50) Level 1: Conditioning Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(7) ------------ The innate leadership buffs and strong AoE focus is a boon for grouping, and later on the spiderlings and disruptors gives the soldier 5 pets to run around with. Later on moving into the Mace Mastery with Black Scorpion gives the soldier a Blaster, with Hasten and Mental Training the 15 minute cooldown can be brought down to 7.3 minutes. ------------
  9. Bots : Offer tremendous versatility, but with fewer debuffs and SLIGHTLY less damage overall. Mercs : Offer slightly more damage and debuffs at the expense of versatility. Bots are a bit more tanky since they have more heals (Each of the 2 lieutenants can single-target heal, and the unique power is a single target full-heal) and some defense buffs. If you have a strong buffing secondary they can become VERY difficult to kill. Mercs are less tanky and more damaging, since they have significantly less healing but they do have the Serum which offers a significant offensive boost. Their only direct healing is the third minion pet which is a medic with a single target heal.
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