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Everything posted by TheZag
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Things you enjoy that other people seem to not enjoy
TheZag replied to Yomo Kimyata's topic in General Discussion
I enjoy clearing a triple bloom hamidon. I cant get many others to join me though. -
Ya, its supposed to disappear.
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The enemies also hurled presents. The missions full of warwolves were glorious.
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It might not be possible any more but flying just close enough to the ground would have the enemy run up to melee attack and you would just be out of range. They would endlessly run in circles while you blast them and only very occasionally use a ranged attack. Something between AV and EB would be nice. Damage closer to AV but with probably 1/3 of the hp of an AV.
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Thats why i mentioned having to transfer online characters to another server and back as being a problem. World of warcraft couldnt have cross server instances either, until it did. I cant imagine the nightmare it took to get it working and they certainly had more income to pay for more employees to make it happen. I doubt this is on the teams list to explore if its even remotely possible. But these guys have made several other previously impossible things work ingame so i wouldnt put it past them to make it work if its what they wanted to spend their time on.
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That is true, but its nothing that a bit of monitoring of patch notes couldnt prevent. But with that kind of money, it would be a drop in the bucket if those items got added and someone storing hundreds of billions got a few bids filled. I dont store inf myself since i have only around 5 billion and its spread across 20 characters.
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Data transfer between servers obviously exists since we have cross server chat and auction house. But i dont think cross server teams would be possible for the majority of task forces since they send you into the city zones. It could potentially work for content that is entirely instanced since you get 'transferred' there to begin with. There have even been bug reports in the past of people getting sent to the wrong instance and ending up on someone elses mission map. None of that was cross server to my knowledge though. I dont think people having the same name from different servers would be a problem. I recall a story from a GM that used commands to give players the same name and the server handled it just fine. The server doesnt use your player name to identify you, it displays what is in the player name field to chat and above your head but not 'X loot goes to $playername'. If running into 2 of CoolHeroGuy was the only thing preventing this then i would say fire this up right now. I imagine the technical limitations that would need to be overcome would include transferring an online character to a seperate shared instance server while keeping a character copy on the origin server as a backup. And then another online transfer back to your server after leaving the instance where your updated character data is either merged with or replaces the backup that was left behind. I see plenty of room for something to go wrong here and thats assuming there is a way to transfer an online character to begin with. Perhaps an existing light load server could serve as the shared instance since the total load should be about the same as it is now and wouldnt exceed excel's load anyway. But i have no idea how the server would handle up to 48 simultaneous server transfers for an iMSR. All that said, if its possible it would be great for revitalizing the lfg menu so random ques of instanced content actually pop on lower population servers. The arena should be added as well since its all instanced and the entire population would be enough to get matches started. I know i never que up because a TF or arena never starts when using the menu for a random group or battle.
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Plenty of space to bid on items that never existed instead of those that no longer exist. Bid on lvl 53 IOs or recipes, 200 million each for a stack of 10 will store 2 billion safely. Or bid on 9 so you dont have to hit the inf cap in order to store it or be totally broke to remove it.
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I did some poking around and couldnt find the nerf i mentioned. I did find a bug sweep for savage melee and it talks about several abilities had extra DoTs that were removed but didnt say what powers. That might be where im remembering a nerf from even though it was a bug fix.
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Id still be down for DE invading the freaks. Im leaning towards something thats further reaching though.
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I think it has to go 1 step at a time so MMs dont turn into godmode. And your first point is where i would start. Either remove the level shift or adjust the henchmen accuracy and damage tables against +5 and +6 enemies. No other AT fights +5 or 6s often but henchmen see them regularly.
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I dont think fake nemesis do anything during personal force field. Its possible that countess crey paid a dev to make an exception.
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It was nerfed into its current state because hemorrhage used to be extremely powerful. I think it got nerfed a little too much though and now i feel penalized if i spend 5 blood frenzy with it. I honestly feel spending 5 on either power is worse then spending 4 and immediately building again so my rotation builds 4 and then spends on hemorrhage and then build 4 and spend on rending flurry. They recharge just in time to alternate spending 4 on each ability every time they are available. If i miss on a spend attack and build to 5 on the next rotation then im exhausted for the next few rotations. I dont have numbers to back it up but it feels like spending 5 was worse because i miss out on spending 8 or more plus i dont have any blood frenzy buff during that time.
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Of course the real reason is he is there because video game. But DE also hate crey and when jurassic is unleashed on the zone... its nothing. He could just as easily stand around in any number of zones. Jurassik in creys folley *almost* has a purpose. Ill turn it into a suggestion eventually and dtjunkie had the idea of where i was going Its not exactly what im thinking but more DE that have a target was gonna be part of it.
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Quantums spawning in "disguised"/friendly missions as Peacebringer
TheZag replied to Gulbasaur's topic in Bug Reports
Back when i played world of warcraft and the devs didnt want to fix something, they called it 'creative use of game mechanics'. -
Quantums spawning in "disguised"/friendly missions as Peacebringer
TheZag replied to Gulbasaur's topic in Bug Reports
I would say it is working as designed but possibly not as intended. -
The wiki says Jurassik was mutated by the chemicals in Crey's Folley and thats it, no further information. I was under the impression that Devouring Earth were made in those pods at the end of Eden trial, not by chemicals. So Jurassik was unique in that CF chemicals mutated him or he was a regular DE originally and was made stronger by the chemicals of CF. Im inclined to believe it was the latter. Either way makes Crey's Folley an area of importance for DE and they seem to largely ignore the area. There are some groups of DE in the area but its hardly a presence compared to what is found in Eden. I would expect hordes of DE to be collecting these chemicals to enhance their army. These chemicals seem to be the reason that the DE has so many monster class enemies to begin with - on monster island and peregrine island as well as in the hive and abyss. But Jurassik just stands around, and the other DE in the zone arent collecting chemicals or preventing anyone from going near the chemical spill. Are the DE only here because they are the the 'preserve the environment but in an evil way' enemy group? I feel there is room for a bigger battle against the DE in Crey's Folley, or am i looking at this all wrong?
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I heard the choice of 2 different powers in sentinel super reflexes was a nightmare to code and that they wouldnt do it again. Of course things can change, but i wouldnt count on that as a viable option at this time. Im thinking at character creation would be the place to choose armor set legacy or armor set revamped. It would allow those that want the current armor to keep it and give room for changes that would completely change some powers and invalidate everyones build without breaking anyones build.
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Prismatic Aether Particle Salvage and Reward Merits
TheZag replied to PeregrineFalcon's topic in Suggestions & Feedback
Its been a mere 7 hours. They might be sleeping or at work. Give it time, grasshoppah. -
I dont think making them perma is the way to go unless they get some drawbacks as well. T9 armors were perma back in the day and it made for some very boring gameplay. With so much survival packed into 1 power, its possible to ignore most of the other survival powers, turning 1 skippable power in a set into 5 or more skippable ones. I do agree that T9 armors are mostly useless as they stand right now though. With set bonuses and ease of access to set enhancements, its been possible to nearly max out defense and resistances without the use of the T9. Why click a T9 that basically does nothing for survival and just makes you die after a few minutes when it crashes? But how do you make it useful without making it overpowered? Granite nerfs your damage, recharge, and speed in exchange for a perma (toggle) T9 armor. Other crashless T9s have a fixed recharge that is longer than the duration and cannot be reduced. The T9s that crash are from the game era when we had to speed boost the entire team individually every 2 minutes and couldnt even join the team in the first place if speed boost wasnt 4 slotted for endurance recovery. Team missions took 30 minutes and accidently pulling a second group meant a team wipe. The crash was less of a problem back then when it would happen when your team was recovering between pulls. Todays pace of constant pulls isnt very compatible with the old design of T9s with a crash. For me, the T9 represents a skippable power and the ability to choose something else that i want. I think without a major redesign, thats all the T9 armors will be for quite awhile longer.
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Energy blasters cant even afford to blast at full range anymore.
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Id be down for a translucent red circle on the power icon that that ticks away clock style. Easier then reading a number in my opinion.
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Funny thing I noticed about the "Vanguard HVAS"
TheZag replied to biostem's topic in General Discussion
Oh noes, i had the rikti reprogram the HVAS to fight for their side in my AE mission. They gave it a snazzy paint job too. Now ill have to fix it that they 'reprogrammed' the pilots. -
Have the mess disappear for 5 minutes if you click it and have a few inf sent to you through the email after 2 weeks.
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My best guess would be they are attempting to keep things similar to the original design and not take too large of a step all at once. Offensive toggles are pretty bad in my opinion too. Most mobs die quickly so i dont even bother to use them. Against strong groups, i tend to get agro from several enemies so i mostly use them against AVs. When im on my radiation emission and trying to keep the toggles up, it takes so long to apply both targeted toggles and then the click debuff that ive missed most of the action. And then to just reapply on the next group and miss out on doing damage again. I dont disagree that it wouldnt make much difference from 5 seconds of suppression to only suppressed while mezzed. But i still consider what we got a buff over what we had. Being able to do other stuff and still have the toggles come back is huge, especially on my willpower brute (not sure why an offensive component was ever placed on a regen toggle to begin with). I actually want to anchor my toggle debuffs on an ally so we dont have to reapply for every single group. Even if they drop after a few minutes on an ally, it would still be nice to have the toggles last for a couple groups instead of just 1.