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Katana(i guess bsword too) Assault for doms
Lazarillo replied to kelika2's topic in Suggestions & Feedback
Small point of note (though it might be seen as a reason to not do this?) is that Rebirth has a "Ninja Assault" set that incorporates the Katana. FWIW, it's laid out like: t1 - "Flashing Blade" - Throws a dagger, normal t1 ranged attack t2 - Gambler's Cut - from the Katana/Ninja Blade set t3 - "Steel Wind" - Throws a fan of daggers, ranged cone t4 - Soaring Dragon - from the Katana/Ninja Blade set t5 - Chi Strike - Like Envenomed Blades from Martial Assault, but energy damage instead of toxic t6 - Scorpion's Sting - Throws a dagger, same animation as t1 but does more damage + DoT t7 - The Lotus Drops - from the Katana/Ninja Blade set t8 - Caltrops - from various other sets t9 - Golden Dragonfly - from the Katana/Ninja Blade set -
'Defeat the Rikti Master of Arms 10 times' Badge -- How to get?
Lazarillo replied to MikeSol's topic in General Discussion
To clarify a point from Laucianna's post, a point of note is that unless HC has changed the credit code fairly recently, it's also worth noting that if you're in the open world, to get credit towards a "kill" of most Giant Monsters (U'kon included), you need to be on a team that did at least 10% of the damage needed to defeat it. Furthermore, being on one of the teams in the League is NOT enough. Leagues don't actually provide any credit sharing. Your character must also be within range for the credit of the defeat (i.e., not coming back from the hospital or the like). This is the most likely explanation for why you would have less credit than runs, as basically any group that does a MSR is fighting U'kon (even if, in the chaos, he can be kind of hard to spot...or outright invisible if there are too many entities around him). Note that the rules are different, to at least some extent, if you join an instanced MSR, although I'm not 100% sure on whether/how they differ with regards to U'kon specifically. -
Not that you shouldn't feel welcomed back, but bear in mind the only time the game has been yanked away is when it had official support...
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I have an old school mod that changes the color of the enhancement screen on Praetorian characters to purple, but nothing that (should) influence the border colors, and it's not even the color I get defaulted to anyway. Plus, as noted, it also will change if I use /wdwload, but again, only to the one color that I set it to before using /wdwsave. Yeah, the colors themselves do, but I don't think being able to reset to default does. Or am I misunderstanding and you found it?
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Because you have a double XP boost turned on, or not? Generally speaking, WTFs are programmed so that if you're below 50 you get and XP bonus equal to whatever would fill in five bubbles worth at your current level. If you have the double XP buff from the START vendor, this gets increased and you get 10 (meaning 1 level, or in practice, likely very slightly less, but enough to ding, regardless). But if you're earning influence, you need to have progressed halfway into that level's XP range to get the ding.
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So as per title, I know there was a time, when the color of window borders (around chat, quickbar, etc), would default on new characters based on the type of character created. Heroes got blue, Villains got red, Praetorians got gold. Now, either due to fuddling around in options, or possibly just this got changed, but every character I create defaults to a sort of drab auburn. I can create a new default and save/restore it with /wdwsave and/wdwload, but I'd rather just have the old defaults. They were rather nice, and allowed for some distinct feeling between different characters. Is there a way to re-enable that option after I've apparently changed it? Or is it gone forever?
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A re-look at Stealth going away when you do something
Lazarillo replied to DrRocket's topic in Suggestions & Feedback
FWIW, on Stalkers, if Assassin's Strike misses while stealthed, the stealth doesn't break, and if it does hit, enemies still don't perceive you until it does (after which there's a very brief Terrorize effect to simulate that very same delayed reaction), so what the OP is suggesting, I think, isn't outside the bounds of things we've seen in game in-theory. That said, whether it would be non-trivial to implement whatever AS does on a wider scale, or whether that would be remotely something close to "balanced" is left as an exercise for the reader. -
Do higher level Freaks still need buffing?
Lazarillo replied to mechahamham's topic in General Discussion
I mean, they also give less XP than other groups, in spite of their ability to self-heal and drag fights on. -
As mentioned, use the pre-existing MARTy system to throttle the amount earned over time, which would cap the farmers but leave the players using AE normally unaffected.
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Now imagine you're trying to use AE for its originally intended function of coming up with player-made story content that can serve as a reasonable alternative to playing the prewritten content. They nerfed the people trying to actually use it to share their stories, to punish farmers who, as you noted, aren't even punished.
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As a point of note, those are examples of things that would trigger it yes, as would things like "hitting extreme efficiency in AE farms back during the game's original life", as people did report hitting it fairly regularly. Furthermore, at least as I've had it explained to me by people running some of the other servers, MARTy can be set and adapted as seen fit. It's not a case of "it only works at value [x]", it's adjustable. And that fits, since in our current system with it off, and with rewards nerfed, farming is still a bigger thing than it was in the days before.