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macskull

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    2018
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Everything posted by macskull

  1. Devs: introduce a bug fix to reduce instances of blank/incorrect price histories Game: makes blank/incorrect price histories happen more often Devs:
  2. …then that goal has already been accomplished, because every player has the same ability to make inf to buy enhancements.
  3. I suppose it is possible that it used to be an even split between all non-teamed characters, but even that isn’t the behavior the other poster is describing (and is really the exact opposite), but the share of inf/xp for a defeat within a team has always been divided evenly across all members of the team.
  4. Apparently not. Apparently not. “It was hidden, trust me bro” is a poor defense when there is zero evidence of it ever being unhidden to work the way it does now. You are the only person ingame, on the forums, or on Discord that I’ve ever seen make this claim. This one’s gonna fall squarely in the “extraordinary claims require extraordinary evidence” category. If it had originally worked the way you claim and had been changed to its current behavior at some point, there would be a patch note referencing it - but there isn’t. EDIT: If this were actually how inf and xp worked when the game launched, the “fire tanker herds whole map into dumpster full of tripmines” era of the game would never have happened - no one would have ever joined one of those teams because they wouldn’t receive any rewards unless they were the Blaster, and power leveling would have never been a thing.
  5. That's... not what that means. That patch note means that if I were on, say, a level 1 character teaming up with a level 50 character, but was not sidekicked to that level 50 character, I would not receive any drops from defeated mobs in addition to not receiving any inf or XP. Due to the way sidekicking works now that mechanic isn't relevant anymore, but that patch note says nothing about inf/XP division based on the share of damage dealt to a target. In fact, looking through every patch note from 2004 to present there are exactly zero mentions of removing the behavior you're describing. Given this, I'm pretty sure you're Mandela Effect'ing yourself here.
  6. Said it in another thread, but at least one developer has said that players are expected to interact with the auction house as they level to earn inf for enhancements if they want to keep their enhancements current.
  7. This is not the first time I've seen this posted on these forums but it's just as false now as it was the last time I saw it. Inf earned by an individual character for a defeat while teamed has never been based off the amount of damage that character dealt to that enemy. I do think expanding the level range over which non-IO enhancements are effective would go a long way towards alleviating this process because as it stands you're never getting more than 6 levels out of an enhancement. It's the most painful for the first 30 levels which go by relatively quickly, but it's less awful when leveling starts to slow way down past that point. That being said, here are some potential alternatives: Teaming can help fill the gaps in your existing build and make things a little easier. Inf tends to come in faster when you're defeating more things faster, so it helps out there too. Look on the auction house for the enhancements you need - chances are decent that someone threw something you need up there for cheaper than you'd get it at a vendor. Use the tips and tricks others in here have talked about to earn inf for buying the enhancements. When the enhancement upgrade feature was added to the game one of the developers stated that considering SOs (which are more expensive) are the new normal for pretty much all levels of play, players are expected to have to interface with the auction house to make some inf if they want to keep all their enhancements current.
  8. It's a text error, the unlock is at level 41 with one other power pick.
  9. Powexeclocation binds/macros don't work well on some maps, it's not just Storm Cell. Been waiting on a fix for this since powexeclocation was added to the game almost 5 years ago.
  10. I like the macroimage functionality, I really do - but I don’t use it because I can’t add a text label to the macro like I do with normal macros. It’s a lot more straightforward for me to click a macro labeled “PSI” to target the Psi-Protectors on the LGTF than it is for me to remember that the Zookeeper badge icon sitting in my tray is the macro that targets those mobs. The trade off is that the default macro button is a boring gray circle - surely there’s a way to get the best of both worlds. Make it so.
  11. My farmers have uncommon and rare drops disabled because they're not worth the space in my recipe inventory when even commons can sell at a vendor for more than 10x the price of rares. On these characters, enhancements and common recipes get vendored and my salvage inventory stays full unless I need to craft something because there's no P2W option to disable salvage drops by rarity and I'm way too lazy to vendor salvage for the pittance it's worth. My non-farmer characters just vendor recipes when they get close to full inventory unless the drop is from a set I routinely use, and enhancement drops get vendored. TL;DR: I sell almost nothing on the market, save for occasional Hami/Hydra/Titan/D-Syncs that I don't use but sell for decent amounts.
  12. Burnout, for the specific situations where you want something like this.
  13. If I can't have more than one target not in the same area caged at once, I don't want it. /unsigned
  14. It took a little bit of time for me to get used to the power icons not changing size anymore but I don't mind it. I don't like the recharge timer numbers themselves growing in size, it looks weird and the numbers seem to "jump" around instead of there being a smooth scaling up of the size.
  15. They tried to make "ancillary" pool stick but that clearly didn't work out. Based on the timeframe in your post, let's see here: 2005 post-Issue 6: removed autohit damage from Mud Pots and Hot Feet 2006: removed XP rewards from glowies, removed ability to interact with glowies while untouchable, added timer to Dreck mission, removed ability to stack Vengeance, removed animation skipping while running Whirlwind, lowered toggle drop chances for many powers in PvP, removed ability to teleport Traps/Devices trip mines and time bombs, reduced summon level of Fire Imps, reduced Impale range, nerfed Controller epic power damage 2007: added rooting to enemy-affecting toggles, reduced Fury gain against AVs, reduced duration of "cage" powers in PvP, made several previously-unresisted regen debuffs into resisted ones, reduced enhancement drop rates as your level goes up, removed ability to slot travel sets into passive movement powers, removed 100% resistance cap against Hamidon damage, changed accuracy set bonuses to modify accuracy instead of tohit, nerfed Longbow/Arachnos heavies in Recluse's Victory, removed XP rewards from Devouring Earth lichens, "standardization" of Blaster T1/T2 attack cast times, removed XP rewards from Stheno eggs 2008: removed ability for taunt auras to slot taunt IO sets, removed XP rewards from Rikti portals, removed XP/inf rewards from the "Welcome to Vanguard" flashback arc, reduced Blaster unresisted damage in PvP, reduced +tohit from Geas of the Kind Ones/Force of Nature, removed ability to stack Boost Range, reduced effectiveness of Power Boost, removed ability to boost knockback with Power Boost, removed ability to stack Power Boost, reduced knockback protection value of Acrobatics, reduced XP rewards of high-level Family mobs, raised lieutenant hit points, increased the cast time on Energy Transfer, reduced the stun magnitude on Total Focus, the whole Issue 13 PvP changes thing, etc. I could go on but I think you get the point.
  16. No, the adjustments (and the ridiculously long recharge on some of the newly-added powers) are based on a design philosophy that epic/patron powers should somehow be lesser versions of in-set powers. Apparently the way this is implemented is by having longer recharge times and endurance costs. Of course, these penalties don’t really pass the sniff test these days, and the penalties do a great job of making some powers (or entire pools) DOA.
  17. These numbers are... disappointing, to say the least. The self-buffs are fine, I guess, assuming they stack from each target, but those -maxhp and -maxend numbers are awful and you can't even enhance the -maxhp. As a comparison, Degenerative Interface can potentially drop an AV's health by 4000hp and maintain that debuff for the duration of the AV fight, while this power with a 10-minute recharge can reduce that same AV's health by... 1% of that for one minute. Woo. Make it an AoE ally buff and you might get some more takes on this (hey look, free idea to expand the inventory of ally +maxhp buffs!). As it stands it's still a power on a 10-minute recharge that needs two less-than-stellar prerequisites to unlock. There are some tier 3 epic powers that are worth doing that. This one isn't it, chief.
  18. There's at least one other server out there that's changed TO/DO/SO leveling scales so that these enhancements work over a wider range of levels than just +/- 3 to your character. Maybe that's something worth investigating.
  19. You're using an old, out-of-date wiki. KHTF gives 26 merits.
  20. Tarikoss gives low merit rewards because it's easily speedable and has been for a long time, but I'm fairly certain people don't do that often anymore and the merit payout has never been adjusted upward to account for it.
  21. When the enhancement upgrade system was implemented, the topic of cost was brought up, and the response from the dev team was that players are expected to at least minimally interact with the market while leveling to generate inf to afford the upgrades. That could be as simple as selling your unwanted drops, or it could be more involved, but using the market to make inf (or find the enhancements you need cheaper than you can get them from the vendors) is expected.
  22. This argument might hold water if we weren’t in the situation where prices on most items have come down since 2019, but here we are.
  23. It is extremely rare that features which are in the design phase even get teased to the closed beta testers, let alone get presented to solicit feedback. For what it's worth, many of the (perceived and/or actual) issues with Arsenal Control have been brought up by testers since the day the set was released on closed beta about six months ago.
  24. Is this behavior unique to bindfiles? I'm testing this ingame right now. I use a Logitech G600 and my default bind scheme is binding the side buttons to "shift+numpad#," and just pressing the numpad numbers isn't doing anything. Pressing shift plus the numpad number works as expected. I manually enter my binds vice using a bindfile.
  25. IMO the reward for clearing an entire map is the extra XP/inf/drop chances.
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