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macskull

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Everything posted by macskull

  1. Don't forget you're also earning charges of both the base TP power and the base portal power when you log out in at an SG base portal, effectively making that day job a 2-for-1 special. As Jimmy outlined above, you've got options already and would only really need to dip into the day job powers if the other options were on cooldown and you were in an area where traveling to some mode of transport would be prohibitive (like the Shadow Shard, but even then jumping off the islands will drop you near the zone entrance which is where the SG base portals are). Worst case you have to spend a few days logged off by an SG base portal to get some charges of those day job powers, and then you go back to whatever other location you prefer.
  2. As far as I'm aware, that sort of thing is usually tied into combat status which doesn't differentiate between players and non-players. There's a PvP timer, but that's an all-or-nothing setting. That does seem like more work on the code side of things.
  3. When transitioning from a PvE zone to a PvP zone and vice versa, it seems like it can take up to a minute or two for the game to recognize you're in the correct "type" of zone and give access to the appropriate powers. This could theoretically allow you to pop both versions of the click accolades.
  4. I think what the poster was trying to say is that they used to use the two powers combined, because Shinobi-Iri wasn't flagged to be exclusive of other jump powers (which it should have been but is now a moot point).
  5. Echo Faultline was floated as a potential map/zone but the geometry in that map would make things... challenging. Those crevasses would be a nightmare. I also don't think turning DR off is a solution that will solve any problems. Post-I13 PvP in this game before they added options for no DR/TS/HD in the arena was some of the worst PvP I've ever had the displeasure of experiencing. Because of the way the I13 changes are coded, it would be an all-or-nothing change. One thing people also seem to forget is the game has changed so much since December 2008, even if you just flipped a switch and went back to the old system it wouldn't be the same game anymore.
  6. I think the "leave everything alone, let the people that want it have an anything-goes zone" argument was why these sorts of changes weren't implemented before Homecoming's release when the game was still "secret" (at least that is my understanding of it). Given the time that's passed and how PvP in Recluse's Victory tends to go, it seems obvious in hindsight that maybe that wasn't the best idea. Most PvPers avoid RV because of balance issues. At this point, if two players really want to get into a knock-down drag-out fight where anything goes, the arena will be the place to cater to that. Yeah, it's backwards of how it was, and zone PvP will still have its issues, but I feel like the experience will be a lot less frustrating for most players involved. A second high-level "anything goes" zone would be cool at least at face value but my fear is that it would further divide the existing zone PvP population, which isn't too big to begin with (though these changes should help!).
  7. The people who made the change do know that, which is probably why the change was made in the first place.
  8. If you are going to disable non-arena temp powers in PvP zones I would consider adding a vendor to the zones that provides the same temp powers as the arena vendors, minus the inspirations (so you'd still have to at least zone to get inspirations).
  9. I've been approached by @Faultline about some potential adjustments re: zone PvP and incarnate powers. The initial suggestion floated was creating a new zone, capped at level 44, so that players could still keep all their powers but incarnate powers would be out of level range. Initial feedback on the PvP Discord pointed out that the majority of players there at least would simply prefer incarnate powers to be disabled in RV because most players already build for level 50 PvP and would not want to make a second build or spend crazy amounts of inf on boosters. That being said, I'm posting this thread to gauge wider feedback from the community. I've been told disabling incarnate powers is not terribly difficult from a code standpoint but the devs wanted a reassurance that such a change wouldn't be met with a dozens-of-pages-long feedback thread complaining about the change, so I'm offering this one up to the community.
  10. Apparently this may be the plan for +/-special powers going forward but I don't mind the current scales (minus Corruptors getting hosed). At least with Controllers having a higher modifier than Defenders it results in cases where a Controller can situationally make their buffs/debuffs almost as strong as a Defender's for a short period of time every so often.
  11. According to the patch notes posted on one of the testing Discord servers, most of the Blaster sustain auras that also have a debuff component will be suppressed when the Stealth power is active.
  12. You might like the next beta build patch.
  13. Sorry, that wasn't addressed at you, more of a general observation.
  14. @Glacier Peak it's the interrupt period that is 10s, down from 15s (total activation is now 12s down from 17s).
  15. So, /ah does not work in PvP zones either. Would it have been possible to disable /enterbasefrompasscode in PvP zones only? Probably, but the fact they're not doing it should be all the indication anyone needs to tell them this isn't a PvP-based change.
  16. I think it had to do with the order in which the changes were made during the earlier beta builds. Based on some dev chatter in the testing Discord, there's going to be a future patch that consolidates some of the existing transport options to address the "there are too many powers in my trays now" complaints.
  17. Is there a difference between the STF and MLTF other than the name and the contact that gives it?
  18. Toxins being the worst Build Up replacement... nah that honor goes to Reach for the Limit now that Shinobi doesn't totally suck. At least in the case of Toxins you can slot a Gaussian's chance for BU proc so you get the bonus toxic damage and a build up effect.
  19. The game doesn't track where you log out from, it tracks where you log in. If you log out in the SG base, you'll log back in in Cimerora so you'll get day job credit for Cimeroran Citizen. You will not get credit for Monitor Duty since that requires you to be at a base portal (and the summoned ones would certainly despawn by the time you logged back in).
  20. Yeah, I was dreading the day the command went away, but the sum of these changes so far makes it tolerable. It's definitely not going to be as convenient, but I don't think it's A Big Deal.
  21. You need Patroller as well. There are many powers a player can use to essentially bypass travel time that already exist and they are being improved and new ones are being added. You're making a big deal out of something that isn't. I have been testing this for a while now, and with the options available it's very rare that I was waiting on a power to be recharged - and even in those cases there are usually shortcuts. Besides, this isn't the final version of these changes and there are improvements already being worked on. If you want your feedback to be taken seriously, you need to come up with something more constructive than "change it back to how it was" because it's obvious that option is off the table.
  22. Sounds like they should enable crash logging and submit crash reports then.
  23. There was some discussion on this in earlier builds. One of the goals was to give the teleport pool a mobility option like Hover or CJ and in that measure it's succeeded, but it's also a simple fact that some players take those powers to act mostly as set bonus mules which means the teleport pool in its current implementation isn't going to be useful to those players. I don't think it's a bad thing that a power can be taken to act as a set bonus mule - it allows for greater build versatility and using fewer slots.
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