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Everything posted by SupaFreak
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I had been regularly checking out "City of Titans", "Valiance Online" and "Ship of Heroes" updates on YouTube and in doing so I actively followed "Positive Gamer" - as soon as the news broke, I was there. First for the server that lasted like 3 weeks (?) then here since launch of Homecoming shortly after. I love, love, love this game and nothing I've tried comes even close.
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I just want to add a comment saying I agree Empathy (and Pain Domination) should get PBAoE "Break-Free" type power with a moderately long recharge and higher endurance cost... here being "Clear Mind". I also wouldn't be opposed to the R-Auras being combined into a "Rejuvenation Aura" encompassing them both. Let Pain Domination stand out by being the one that can affect enemies... keep Empathy to best Ally heal set. Just my feedback.
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Okay, so I was wrong - but with good reason to be. It totally slipped my mind that on Homecoming - the Auction House pools all like Uncommons & Rares together regardless of level or attunement - and I felt Breakdown would need to reflect that, so I went ahead and removed all Uncommons & Rares from all level ranges except 30 and used Level 30 as the basis for rewards. I also wanted to state the reason for me sinking so much time and effort into this Suggestion. I agree with the statement "a chain is only as strong as its weakest link" and targeted what I believe are some very weak links in our chain. For many of us, cycling through endgame content and task/strike forces works just fine. For many I know that no longer play Homecoming - it does not. They see a majority of content (their options for teams) being ignored completely because they have no real meaningful rewards to offer. I do fear that eventually the cycle will wear on some veterans (if it hasn't already) and that while 1 or 2 new HC missions from time to time are excellent and welcome... it's just not enough to entice the longevity of one's return. So I tried to make any new suggested systems & UI such as "Breakdown" and "Find Daily Mission" as non-complex to create and comprehensible for new/returning/existing players as possible. They may not be perfect and could possibly benefit from better ideas, but I felt the core of the systems were a strong basis on which to start - as are any suggestions I've presented here. I also tried to suggest systems that could bring veteran players and new/returning players together more with the Tribute Powers system both parties would have a desire to pursue and upkeep on without being bottlenecked into only one path to acquire. And with the badge requirements suggested, it encourages further teaming outside of the boost to lesser teamed content and rewards badge-hunters with desirable but not overpowering rewards. In closing, like many of you... I just want to see Homecoming thrive because aside from having the best MMO ever created, we've got a great Dev Team and community. I just would personally like to see some of our chains in the system strengthened to secure our longevity. PEACE!
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Arcane-themed base upgrade (in progress) - now more utility up front
SupaFreak replied to SupaFreak's topic in Torchbearer
Possibly, but I think I'll stick with the NOV-3012 I changed it to earlier today. 😎 -
Arcane-themed base upgrade (in progress) - now more utility up front
SupaFreak replied to SupaFreak's topic in Torchbearer
Dang-it... why did I think for years it was in September? ARRRRG!!! Now I need to change the dang passcode! Thanx! -
Costumes, Costumes, Costumes!
SupaFreak replied to Saiyajinzoningen's topic in Suggestions & Feedback
*injects vote for C* -
Still need to finish my fun/dumb story 'Adventurous Times' and possibly add more to FAQ from Imaginary Sources - but did a total revamp of presentation which includes an all-new section of Daily Missions to go along with this massive Suggestion. I did previously have Daily Missions in mind, but was unsure of how to introduce them until today. And this is where I'll no longer post replies to myself here and just update the title when I make an edit. 😎
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Controllers and Dominators are currently my 2nd favorite AT playstyle in the game, but I personally feel I do fine with them on end-game content. It's just my role becomes more apparent in certain situations, so I partially agree and partially disagree. All 4 of my control ATs (and quite a few control types I've teamed with) can survive the alpha and control plenty on TFs like Apex/Tin Mage, Incarnate Trials, and up to about a 2-star challenge ITF. I'm sure the tankers/brutes on the team wonder what their role on the team is when typical squishies can excel and hold their own during those times of the TF/Trial. But then it comes down to the few instances where some of us are out of our league and need that tank/brute to compensate for our lack of ability to control. So, we have to lean on our non-control powers a bit more and take a bit of a back seat. Or sometimes our ability to Control isn't even wanted - like when I had 2-3 on a team chewing me out for (Plant) controlling Battle Maiden on Apex. I simply co-operated and shifted my attention to keep the swords occupied and gave my teammates the occasional heals. Granted, there's the few rare epic Control builds I've seen that make me feel like a novice, but generally speaking anytime there's 2-3 solid built control types on a team I'm on... they can run the show when they work in unison. I just can't think off the top of my head where 1 of my 4 fully incarnated control ATs feel they didn't contribute on at least a moderate level on end-game content... but that's simply my experience.
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Refresh Radio and Newspaper Missions
SupaFreak replied to Exaltist Ethan's topic in Suggestions & Feedback
Also could accept a Rescue/Kidnap mission then Abandon it. It would be nice if: Mission Choice 1 > "Defeat X Boss" Mission Choice 2 > "Click X Glowie" Mission Choice 3 > "Rescue/Kidnap X NPC" -
Hopefully I didn't lead you to believe I was just coming back. Been here the whole time. Just rarely on red-side.😎
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Unfortunately only the 2nd time since founded that I've been online during donation time, but... DONATED! Massive thanx again to the HC team for all you do!
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Hey all, since I haven't played much "red-side" since Homecoming brought the game back, curious what arcs are among the favorites of those that do enjoy the darker side of Paragon. Thanx in advance!
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Due to early feedback on my Spoiler heavy presentation, I've gone ahead and removed all Spoilers except for Breakdown Analysis & my fun/dumb little stories (work in progress) of in-game examples in Section 6. Once those are done, I'll likely let this Suggestion topic fade away down the forum hole unless there's some interaction of feedback and/or criticisms. PEACE!
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Sounds like you have a split window in a single Chat window? I know by default "C" opens/closes Chat (main). There's a up/down arrow on the top right corner of the Chat window if you mouse over it to reduce/increase its size. Other than that, hopefully you didn't delete the split option and need to context menu in the tabs again? I've always immediately customized my chat window layout to have 4 separate Chat windows with no split in any, so that may explain if I'm no help.
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Alright, so while at work today I got to thinking about how I currently don't have a cost for crafting the temporary powers... just a Badge requirement... and I hadn't put much thought into that aspect until today... I strongly feel there needs to be some sort of Influence cost to go along with the suggested Tributes. It takes the cost of crafting the "Tactical Transport" up to @7.5 million for 10 charges which I feel is fair, considering those with a Portable Workbench would be able to craft or recharge on the go if a second (rechargeable temporary) version of Team Transporter would be allowed. For "Advanced Training" which is basically 1 charge of "Experienced" when 5 charges are purchased, I based the price off my chances of getting "Experienced" to drop in Super Packs the last 50 times - which is about @.7 per pack. I really don't know how to value Experienced fairly, so I gave each card a 2 million value (10 million/5 cards) then multiplied that times .7 for a value of @1.4 million for Experienced. Divide that by 5 for a value of @280k per 1 charge. Felt the crafting cost of that needs about a 25% mark-up due to luxury of craft on the go and skipping the Super Packs... so... target price @400k per charge. 20 Tributes x @20,000 = 200,000 INF + Crafting Cost of 200,000 for a total of 400k per charge sounded fair. For the Allies, I first went and checked P2W vendor to check the cost of Signature Summons. 10 million for 5 charges = 2 million per charge for I think an Elite Boss? Then went to RWZ to remind myself of Heavy Power Core which was 250 Vanguard Merits. Figured that's roughly the value of 8 Reward Merits when converted. 1 Reward Merits buys 3 Converters which are valued @65k currently... so... 3 x 65k = 195k then multiply that by @8 (Merits) for a total of 1,560,00 for 1 charge of Heavy Power Core, which I also believe to be Elite Boss level (?). Now, since I'm shooting for Boss level, I'm guessing around 1.2 million for a solid convenience fee sounded fair? And so just based the price of those off that. Please keep in mind, I'm not sold on my Suggestions for the Allies... it's just I do miss being able to re-acquire temps like Amy's Ward & Warwolf Whistle for thematic reasons on some characters and it's kind of a personal wish-list kinda thing for me. I'm very open to Suggestions and have been actively scanning back a few pages on this thread to see if I can find anything along those lines. For now, though. Taking a break on this until sometime tomorrow. Want to get back in the action of Homecoming. PEACE!
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Been updating the presentation quite a bit. Working on adding fun stories as examples of the in-game possibilities of the suggestions. Starting realizing that a big potential perk would be for those who have crafted and earned the Field Crafter badge and the ability to summon a Portable Workbench in missions to craft temporary powers on the go. Any feedback or suggestions are always welcome.
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Yes, I am aware of the 20:1 ratio and their Auction House value of @20k (at times higher / at times lower). Both are mentioned in the presentation. Is the random Common and Uncommon salvage worth it though? 20k for Common/100k for Uncommon? The correct answer is "no". So BSIs have 1 value... Rares... that's it.
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It's not so much the Invention Sets, I'm well aware of their value with Converters. It's more the IOs such as Invention: Confuse (picture taken this evening --> May 25th, 2023) 223 Level 10 Invention: Confuse (that cannot be converted or sold to NPC) with demand so low the last 5 sale prices were 101, 100, 1, 1, 1. Doing my research and not figuring the value of the recipe to players - those cost a minimum of @1,700 to craft... on top of forgoing the sale if not memorized. I know those players listing those are likely crafting for Badges and are aware of the loss when they set on that journey, but is that really good for the game? Don't think that would be extremely discouraging to new players checking out crafting? As someone who cares ZERO about badges that my characters don't benefit from, that certainly discourages me from ever thinking about pursuing that route. To know that once I get the badge, I'll likely never craft that again? I'll just pay 1 INF to AH instead if I need it. Tonight I decided to do a little test, so I could throw out something of a comparison to options when it comes to all this. Took my 50+3 Beast/Storm Mastermind out on a 20 minute timer to Dark Astoria and ran some Ephram Sha missions on my typical +3/x8 settings. The result was 4,003,448 before factoring in any sales to AH or NPCs of the reward drops. ( Did get 1 PvP: Javelin Volley recipe that sold for 3 million+ ) Overall, I'm pretty sure I made a little over 8,000,000 after AH and NPC sales - for reference later - is about 2,666,666 for 7 minutes gameplay. Note: I don't personally like to AE farm so no idea how that compares but I am curious if anyone wants to inform me. Then I went and bought a Level 10: Befuddling Aura: Accuracy/Endurance (Uncommon) Recipe and Enhancement off the Auction House. Here's the breakdown (ironic wording)... RECIPE (paid 500) ENHANCEMENT (paid 500,000) Bought Salvage (paid 1,600) Crafted (paid 3,500) Used 19 of my Converters (AH value 65,000 x19 = 1,235,000) Used 4 of my Converters (AH value 65,000 x4 = 260,000) Listed Steadfast Protection Enhancement for 2,555,000 (List = 125,000) Listed Steadfast Protection Enhancement for 2,555,000 (List = 125,000) -------------- I kid you not, spent between 2-5 minutes per path on each before listing & @15 minutes later both sold for 4,000,000 each ----------------------------- Profit 2,631,300 Profit 3,115,000 -------------> Total Profit of 5,746,300 for @7 minutes work craft -> convert +@15 minutes later collecting profit <--------------- Mastermind (50+3) only made @2,666,666 playing the game VS Mastermind (insignificant level) making 5,746,300 by converting. You lose 50+3 Mastermind! Okay, so that's all fine and well if I wanna hang up my superhero shoes and dive into the ConverterTown, USA factory but I came to kick names and take.... wait... that's inappropriate. I also ran a Random Number Generator (RNG) x2 as if I had bought & crafted 2 Recipes for 500 INF vs my Level 10 Uncommon Breakdown... Loss of 4,600 (x2) = Loss of 9,200. Which is exactly why I say in the Q&A that a quick analysis of Breakdown would make it extremely unlikely players would use Breakdown on SET IOs (at least until 30 and after). I really don't want this suggestion to affect the market for SET IOs or Converters, that's not the goal - but I had to set some values there for the lower levels. This is what I'm targeting by comparison... RECIPE: Invention: Confuse (10) > (NPC value = 237) Salvage: Common Invention Salvage (x3) > (NPC value = 300) Crafting Cost > (1,900) If, as a level 10 Superpowered Being... I got all the requirements as drops, then I have a choice.... 1) Sell for 537 profit and go about my merry way 2) Spend 1,900 (+loss of potential 537) and craft it for a 2,437 loss. Like Neo, I decide to take the red pill... I use the Invention: Confuse (10) for a while then /respec to get that IO (and others) back in my Enhancement Tray. Now what? 1) Sell to NPC for... *buzzer goes off*.... okay next option. 2) Convert it into... *buzzer goes off*.... okay next option. 3) Put it on Auction House for... *gasp* 1 Influence? By golly, the List price is 5 minimum. I'm practically paying someone to take this from me! Isn't there another option? 4) Oh, yea... there it is... Breakdown! *inserts it in - pushes Breakdown button - (RNG for slot 2 needs to roll between 96-100 to profit)* MULTIVERSE ROLL 1 = 44 ----> Rewards -> 100 INF, Common IO Salvage, Common IO Salvage. "Hey, at least I got 100 back and salvage to use in my next IO!" MULTIVERSE ROLL 2 = 5 ----> Rewards -> 100 INF, 100 INF, Common IO Salvage. "Hey, at least I got 200 back and salvage to use in my next IO!" MULTIVERSE ROLL 3 = 97 ----> Rewards -> 100 INF, Reward Tribute (x1), Common IO Salvage. "Holy Freaky Friday! What's that new shiny do?" Thankfully I live in Multiverse 3 and I check the Auction House value for these funky Tributes I just learned about. "20,000?!?! Whoa, I just made a profit off my garbage!" Then I notice someone in General talking about the cool new power they got crafting with Tributes. "Crap, should I sell this or hold onto it? I better investigate." Later in the story, Superpowered Being becomes this badazz 50 Incarnate with like 2,000 Vet Levels. He's got so may Merits he just buys an ATO with 100... breaks it down and crafts a Temporary power with 10 charges using the Tributes he just got. Now he's going through the content even faster and earning those 100 Merits back in no time. And they lived happily ever after.... *PS* Oh yea, in Multiverse 3... those Invention: Confuse (10).... they sell for minimum of 300 INF on Auction House now. Your Listing price has gone up and stock is down to less than 20. Players are actually enjoying the fact they no longer have to pay others to take this off their hands on their way to that Badge. *insert smiley face emoji here*
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Based on comment from @Rudra I have eliminated many unnecessary Spoiler clicks from Sections 1,2 & 5. Likely to review amount of Spoiler clicks in Section 3 later. Based on comment from @lemming I changed Relentless Mutagen back to Theme: Mutant where I originally had it and moved Locust Swarm back to Science now renamed to Cultured Swarm.
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I'm taking it 4* means 4-Star... such as Dr. Aeon and Imperious.
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The Breakdown Results section I believe has 4 tiers... so yea, kinda went all out to avoid the "Wall of Text" effect. Yea, it would be easier if they just went away but I personally feel a system like this would be an awesome addition to the game... but hey... that's my opinion. *added response* Simply removing them from the game would complicate the Super Packs... and I forgot to mention that even those would likely become more desirable with this suggestion. Anyhow... time for bed! Happy Hunting CoHers.
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Disclaimer: The following presentation is formatted largely in a manner in which Homecoming is familiar with. I am in no way, shape or form affiliated with the Homecoming team. I am merely a massive fan and player of the game who is providing a suggestion that I personally feel would be greatly beneficial to the game with as little effort to code as possible. The contents herein are merely personal taste for a basis upon which further ideas and expansions can be built upon. Go big or go home is my motto. Patch Notes: Issue 28, Page X What's New in Issue 28, Page X? Marquee Features Rebranded Rewards: Reward Tributes! New Feature: Daily Missions! New Enhancement Feature: Breakdown! Powers & Gameplay Adjustments Invention: Tribute Powers! Various Adjustments, Improvements & Fixes New Badges! ...and not much more! Marquee Features Rebranded Rewards: Reward Tributes Brain Storm Ideas have been rebranded as Reward Tributes using the same icon. Summary Description: You have been awarded a reward tribute for your efforts in completing a meticulous task. Tradable and may be placed on Auction House & Black Market. Cannot be upgraded to or downgraded from Reward Merits. Primary use is Invention Table: Tribute tab. Similar to Reward Merits, you will receive 1 notification for "Reward Tribute" and the Rewards channel will inform you on the quantity of Reward Tributes received. Tribute Acquisition Current methods to acquire former Brain Storm Ideas from Super Packs & Day Jobs (Day Trader/Marketeer) to remain intact. Merit ATM Conversion rate of 15 Vanguard Merits for 1 Reward Tribute or 150 Vanguard Merits for 10 Reward Tributes. Completion of an Alignment (not Morality) Tip Mission will award Reward Tribute (x2). Random chance from Enhancement Breakdown. Daily Missions. New Feature: Daily Missions New "Find Daily Mission" button in Contacts located directly under Radio/Newspaper (if unlocked). Summary Daily Missions reset at 04:00 UTC every morning. There are 3 categories of Daily Missions: Short Story Arc, Protect/Destroy City & Developer's Choice. Heroes & Vigilantes will have a list separate from Villains & Rogues in all categories. Depending on your character's level, there's a chance that only that day's random Developer's Choice will be available to you. You will only be able to Accept from each category once per day per character for a maximum of 3 Daily Missions. Similar to "Find Contact", clicking on "Find Daily Mission" will close your Contacts UI and open a pop-up Contact window. All teammates must be in zone and meet level requirements for Accept Mission to activate. Once you click "Accept Mission" you and your teammates are under the standard Task Force/Strike Force rules. Daily Short Story Arcs Mission Category will display as "Short Story Arc" on the pop-up Contact window. A character may join as many times as they want on the Daily Short Story Arc but may only lead it once per day. Rotation draws from a large list of all Homecoming Story Arcs and legacy Story Arcs with a total of 5 missions or less. Warning Message will inform you of the level range as well as alignment & power level you will be set to. If your alignment is changed by clicking Accept Mission, you will have to visit Null the Gull or complete a Morality mission for that alignment to revert it back once the Daily Mission is complete. The alignment change only affects team leader. Clicking Accept Mission will close the Daily Mission pop-up and open your Active Contacts where you may then call active Contact to start the introduction text for that Story Arc. There are no options for challenges available and the Contact will not be able to give you any other mission options aside from the Daily. All members of the team will have a 75% chance to award Reward Tribute (x1), 25% chance for Reward Tribute (x2) and 5% chance for Reward Tribute (x3) upon completion of a door mission. Completion of the Short Story Arc will award all team members the Reward Merits as usual. Daily Protect/Destroy City Missions Mission Category will display as "Protect City" for Heroes & Vigilantes and "Destroy City" for Villains & Rogues on the pop-up Contact window. A character may join as many times as they want on the Daily Protect/Destroy City Mission but may only lead it once per day. Warning Message will inform you of the level range as well as time limit & power level you will be set to for the duration of the mission. Clicking Accept Mission will close the Daily Mission pop-up and open your Active Contacts where you may then call active Contact to start the introduction text for that Story Arc. The contact for Heroes & Vigilantes is Agent Hassell. The contact for Villains & Rogues is Lord Shweinzer. Mission entrance is always Board Transit. Protect/Destroy City Missions are a variant of Safeguard & Mayhem Missions with the rotation set from lowest (Atlas Park) to highest (Peregrine Island). Mission begins with a 30 minute timer and requires all side missions be complete before unlocking the Bank mission to complete. Enemies do not spawn inside the bank nor can the bank be entered until all side mission requirements are met. Side mission success still increases the timer as usual and side mission failures will not cause the Daily Mission to fail. All successful side missions have a 75% chance to award Reward Tribute (x1), 25% chance for Reward Tribute (x2) and 5% chance for Reward Tribute (x3) upon completion. Players will receive credit for Safeguard/Mayhem mission related badges. Exploration badges are still present on Protect/Destroy City missions. Successful completion of the Bank Mission will award Reward Tributes (x10) instead of the standard temporary power granted upon the first time completing that city's Safeguard/Mayhem. Failure to complete the Daily Protect/Destroy Mission will not allow you to acquire and lead the Daily again. Daily Developer's Choice Missions Mission Category will display as "Developer's Choice" on the pop-up Contact window and use the icon for A/E Developer's Choice for the avatar image. A character may join as many times as they want on the Daily Developer's Choice Mission but may only lead it once per day. Warning Message will inform you "You are about to engage in a series of standard reward missions created using Architect Entertainment with the possibility of custom enemies and an undetermined combat level per mission." Developer's Choice Missions are locked into Standard Rewards. Clicking Accept Mission will close the Daily Mission pop-up and open your Active Contacts where you may then call active Contact to start the introduction text for that Story Arc. Mission entrance uses Board Transit instead of Architect Entertainment. Heroes & Vigilantes have a rotation compromising of Heroic, Vigilante and Neutral while Villains & Rogues have a rotation compromising of Villainous, Rogue and Neutral. All missions have a 75% chance to award Reward Tribute (x1), 25% chance for Reward Tribute (x2) and 5% chance for Reward Tribute (x3) upon completion. Players will still receive credit for Architect Entertainment mission related badges. Instead of receiving a pop-up window to rate upon Arc completion, players will instead receive a pop-up asking if they would like to donate a Reward Tribute to the mission's author. Donations are account-bound and can only be done once per day. Donating a Reward Tribute grants progress towards a series of account-wide badges listed in Various Additions below. The mission's author claims Reward Tributes donated to them via E-Mail > Character Items. They are listed as Reward Tributes (x1) with a maximum count of 9,999. New Enhancement Feature: Breakdown New option for "Breakdown" on the Enhancement Tab. Breakdown Requirements Any Invention, Invention Set, Archetype or Event Enhancement. No additional Salvage such as Enhancement Converters are required. Summary New prompt pop-up: "Warning! Upon activating Breakdown, your enhancement will be destroyed in the process." with option to hide the prompt for future Breakdown. Factors in the lowest cost to craft based on the Enhancement's type, level and rarity for rewards. Similar to Super Packs, the ability to profit from "Breakdown" will be extremely slim. The results of a "Breakdown" will yield 3 rewards of varying value. You will never receive back the amount of salvage put into crafting an enhancement. All PvP enhancements are considered Rares for "Breakdown" purposes due to similar crafting costs. In conjunction with the Auction House, all Uncommon and Rare Set Enhancements are considered level 30. Reward Slot 3 Reward Slot 3 always has a 100% chance for its reward due to it being reserved for recognizing when a Booster or Catalyst is present. The chance for receiving an Enhancement Booster (x1) as a reward here is 20% for each Booster present. (20% if +1, 100% if +5) The chance for receiving an Enhancement Catalyst (x1) as a reward here is 50% if present on Uncommon, Rare and Very Rares. Reward Results & Analysis This spoiler area is reserved specifically for those wishing to deep-dive into the numbers. Powers & Gameplay Adjustments Invention: Tribute Powers Summary The "Special" tab has been replaced with "Tribute" tab containing 6 themed categories of crafting using Reward Tributes. In order to craft a Tribute Power or Summons a character only needs to meet the influence/infamy, Reward Tribute and badge requirements. Tribute Powers are temporary powers purchased 1 charge at a time up to a maximum of 10 charges. Tribute Summons are unique temporary powers purchasable with a single charge that do not unsummon unless the player is defeated or leaves the zone, however only 1 Tribute Summon can be actively crafted at a time. Tribute Summons are of Boss ranking and cannot be commanded but can be buffed, healed and defeated as usual. Salvage crafting only requires Reward Tributes unless otherwise stated. Theme: Magic Tribute Power: Assemble Teammates Unlocked by acquiring Freedom's Defender/Steel Worker badge obtained as an exploration badge on the Steel Canyon safeguard/mayhem. Crafting Cost: 150,000 Influence & Reward Tribute (x15) Description: This power allows you to teleport all of your teammates to your location. Note that Assemble Teammates is unaffected by Recharge Time changes. Duration: 1 charge (Maximum 10) Recharge: 15 minutes Tribute Summon: Cabal Sorceress Unlocked by acquiring Spellbinding badge by defeating 333 of the Cabal. Crafting Cost: 300,000 Influence & Reward Tribute (x50) Description: This power summons a Cabal Sorceress ally to assist you in combat. Note you may only craft one Tribute Summon at a time. Duration: 1 use Theme: Mutant Tribute Power: Relentless Mutagen Unlocked by acquiring Deathless badge by obtaining 400,000 debt. Crafting Cost: 25,000 Influence & Reward Tribute (x5) Description: This power grants you the ability to become a relentless opponent empowered by the immediate effects of several types of medium inspirations! If you are defeated you may also use this power to revive yourself with 50% health, however you will disoriented and unable to gain endurance for 10 seconds but you will be protected from XP Debt for 15 seconds. Note that Relentless Mutagen is unaffected by Recharge Time changes. Duration: 1 charge (Max 10) Recharge: 15 minutes Tribute Summon: Greater Devoured Unlocked by acquiring Protectorate/Devourer of Earth badge by defeating 100 Devouring Earth emanators. Crafting Cost: 300,000 Influence & Reward Tribute (x50) Description: This power summons a Greater Devoured ally to assist you in combat. Note you may only craft one Tribute Summon at a time. Duration: 1 use Theme: Natural Tribute Power: Advanced Training Unlocked by acquiring Patroller/Criminal day job badge acquired by earning credit for 30 bars worth of Patrol XP. Crafting Cost: 200,000 Influence & Reward Tribute (x20) Description: This power grants you a bar of Patrol experience. Note that Advanced Training is unaffected by Recharge Time changes. Duration: 1 charge (Max 10) Recharge: 5 minutes Tribute Summon: Consortium Captain Unlocked by acquiring Fort Knox badge by defeating 333 of the Cage Consortium. Crafting Cost: 300,000 Influence & Reward Tribute (x50) Description: This power summons a Cage Consortium Captain ally to assist you in combat. Note you may only craft one Tribute Summon at a time. Duration: 1 use Theme: Science Tribute Power: Cultured Swarm Unlocked by acquiring Trailblazer badge acquired by earning 200 total badges. Crafting Cost: 50,000 Influence & Reward Tribute (x10) Description: This power summons a cultured swarm that will follow you for a brief time and randomly assault nearby foes with a minor Lethal Damage over Time attack, reducing their Resistance and Regeneration. The swarm cannot be targeted, attacked, buffed or healed. Note that Cultured Swarm is unaffected by Recharge Time changes. Duration: 5 minutes > 1 charge (Max 10) Recharge: 7 minutes Note; uses Devouring Earth's Swarm model Tribute Summon: Eclipse Warwolf Unlocked by acquiring The Silver Bullet badge by defeating 100 of the Council War Wolves. Crafting Cost: 300,000 Influence & Reward Tribute (x50) Description: This power summons an Eclipse Warwolf ally to assist you in combat. Note you may only craft one Tribute Summon at a time. Duration: 1 use Theme: Technology Tribute Power: Tactical Transport Unlocked by acquiring Zealous badge acquired by reaching Combat Level 15. Crafting Cost: 250,000 Influence & Reward Tribute (x25) Description: Activating this power will summon a vehicle that will allow your team to teleport to the active mission. This power cannot be activated while on a PvP or mission map. Note that Tactical Transport is unaffected by Recharge Time changes. Duration: 1 charge (Max 10) Recharge: 30 minutes Tribute Summon: Prototype Containment Drone Unlocked by acquiring Master Craftsman badge by creating 1000 inventions. Crafting Cost: 300,000 Influence & Reward Tribute (x50) Description: This power summons a Prototype Containment Drone ally to assist you in combat. Note you may only craft one Tribute Summon at a time. Duration: 1 use Note: This is a scaled down version of the Rikti Heavy Assault Suit that uses a variety of Electric Control powers. Special Enhancement Unslotter Reward Tribute (x3) Rare Invention Salvage Reward Tribute (x20) Prismatic Aether Particle Unlocked by acquiring Overpowered badge by reaching Veteran Level 99. Reward Tribute (x250) May only craft 1x per week in conjunction with Weekly Strike Target timer. Various Additions, Enhancements & Fixes Supergroup Bases Mission Computer now requires 1 Reward Tribute instead of 1 Reward Merit for purchasing Tip related missions. Badges New Daily Missions Category Badge 'Active Duty' - You have completed 50 Daily Missions. Account-Wide Daily Mission Badges 'Thoughtful/A Sandwich Short' - (Hero/Villain) You have given 1 Reward Tribute after completing a Daily Developer's Choice. 'Generous/Lost My Marbles' - (Hero/Villain) You have given 5 Reward Tributes via Daily Developer's Choice. 'Charitable/Whack Job' - (Hero/Villain) You have given 10 Reward Tributes via Daily Developer's Choice. 'Unselfish/Insane in the Membrane' - (Hero/Villain) You have given 25 Reward Tributes via Daily Developer's Choice. Breakdown Badges (Invention Category) 'Some Disassembly Required' - You have broken down 25 enhancements. New Forum Badge (BS Category) 'I'm With Stupid and He's With Me' - You have read SupaFreak's 'Adventurous Times' of this suggestion. ADVENTUROUS TIMES (and the wonderous examples of in-game impact upon the universe) Tributes, Dailies & Breakdown Suggestion F.A.Q. from Imaginary Sources Q: We already have Reward Merits in-game, why confuse us with the name Reward Tributes? A: I rarely ever hear anyone mention Reward Merits in-game, instead they typically refer to them as just "Merits" and the "Reward" word is rarely ever spoken. As a counterargument, I don't hear people getting Reward Merits confused with Astral Merits, Empyrean Merits, etc. Q: What's the logic in the name "Tribute"? A: It fits the definition of a "Tribute" and there's just some smaller tasks in the game that can't be justified with a Reward Merit, so I settled with "Tribute" after considering many other titles. Examples: For Breakdown, I could see you receiving "Tribute" from the likes of professors and scientists for knowledge or items they collect from it. For Daily Short Story Arcs - the contact acknowledges your contribution to their cause through "Tribute". For Daily Protect City Missions - the PPD and shop owners pay "Tribute" to your success in stopping the baddie two-boots. For Daily Destroy City Missions - organized crime pays you "Tribute" for making life hell for the goodie two-shoes.... and so on. Q: Did you factor in players with Invention Recipes memorized? A: I sure did. In fact, that was the basis of the risk versus reward for Invention Recipes. The cost or resale value of the Recipes is not figured into the equation. Q: Won't players with memorized Invention Recipes make a lot of profit with Breakdown? A: They will benefit more than those that don't have them memorized, yes. But the chance of making a profit through breaking down a self-crafted Invention Enhancement is 20-30% chance at best. Based on my experience with Super Packs, that chance should fall in line but on a much smaller and time consuming profit scale. Q: Wouldn't Enhancement Breakdown jack the prices of highly desired sets like Defense and Resistance way up? A: A quick analysis of the "risk vs. reward" factor in Section 3 of breaking down Invention Sets of those types is extremely likely to keep a vast majority of players away from those sets. Q: If there's little chance of profit to be made and Set Enhancements are too risky, what's the point of Breakdown? A: Aside from the crafting rewards of Tributes, the primary goal here is to give less desired Invention Enhancements more value, thus decreasing their surplus on the market and increasing their market value. Higher demand translates to higher listing costs, which in turn translates to more influence drained from the economy. Q: The market for Rare Salvage is well over 400,000 INF each versus your factoring their NPC value of 5,000. How is that justified? A: The Auction House value can vary day to day. Even if I factored the value of Rare salvage as 400,000 into the crafting cost and you get a random Rare salvage back in Breakdown that you can sell for 400,000 then 400,000 equals 400,000 just as 5,000 equals 5,000. 5,000 is just taking the minimum value of Rare Invention salvage into consideration. Q: How badly would Breakdown affect the market for something like Rare Salvage? A: It should have zero effect. However if Rare and Very Rare Enhancements were to get broken down at a high rate, the increase of Rare Salvage *could* drive the market prices down but doing so would also translate to 'less profitable' to break them down in the first place. Consider this, since 20 Tributes would still allow you to craft a random Rare Invention Salvage then the price between the two will remain shared just like Brain Storm Ideas and Rares are currently. You lower the market value of Rare Salvage, you essentially devalue Tributes as well. Q: Doesn't Veteran Level 99 seem like an extremely steep requirement for crafting Prismatic Aether Particles? A: Yes it does and that's because I do believe the development team doesn't want them being remotely easy to acquire and with the Auction House value of 20,000 per Tribute that means it would cost 5 million to craft one. The current going price for the Particles is 4 million, so either the market value will go up (increasing the list price for them) or only those truly desperate to get that last Particle for a costume will pay it. What this does is just offer another method to obtain one. Q: Do we really need another version of Team Transporter? A: I feel we do. I personally run into teammates on Task Forces/Strike Forces regularly that don't want to spend 10 million for the power. This would grant them the ability to use their Tributes and a fraction of the INF to buy a simple charge or two. The Auction House value of charging it up 10 times is roughly 7.5 million, so they would get the same benefit at about a 25% discount even if it isn't permanent. And if they chose not to take that route, those who are wealthier are likely to spend the extra Tributes to have a duplicate version. It's not meant to be a cheap luxury. Q: This is dumb. I sure hope this never gets emplamented on Homecoming. A: For one, that's not a question. Secondly, you spelled implemented incarrectly. And lastly, thank you and have a nice day!
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Yea, I made the mistake of trying to get the portal close to center again without realizing why I had moved it forward back in the day. If you come in with pets - you get stuck. I'm actively trying to remedy it - finding that sweet spot between location look at functionality with pet in tow. Confirmed with 2 Masterminds w/Lores out now - pets no longer get me stuck.... so that's fixed.