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thunderforce

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Everything posted by thunderforce

  1. No-one has proposed that. One person said it would be a bad idea to do that (even though no-one had proposed it). So by all means don't be 100% sold on it - no-one's suggested it.
  2. I was responding to "How well I would like it myself in regular play, though?", where it would be a personal choice. If it were a TF challenge setting (and that's definitely a stretch goal, because it would be more work), sure, but as you know a TF leader can already do all kinds of things in that general vein.
  3. Surely in that case you could just leave it off, leaving your playstyle un-holed?
  4. In most cases it's "low" as in, you might either have to wait a couple of days or pay a slightly higher price... which will be a miniscule fraction of what you'd have paid on live for the same purple. Supply was much lower relative to demand there, so it's not clear that a slight decrease in the supply on Homecoming will bring about disaster. And, of course, converters are cheap and plentiful. I'm not sure it's a problem if you end up doing some of your own converter rolling, and additionally that means the supply of those purples will be low not non-existent, because the people who do converter rolling for money are busy night and day trying to make those purples in order to sell them to you.
  5. Bosses in boss-and-guards radio missions can say "Oh, no! <Hero's name>! This is gonna put a cramp on our plans!". I think this should be "crimp in". Marshal Brass's first mission, "Steal Rocket-Pack from Brickers", tells you "to deliver the it to Dr Flammond's lab". "The" is spurious. Brass, later in The Aeon Conspiracy, tells you "The men in there are Loyal to Dr. Aeon"; spurious capital on "loyal". In the final mission of The Aeon Conspiracy, whenever you destroy a generator, you are told "You have destroyed one of the dummy not-yet completed generators". All the generators give this message. It is odd, then, that the mission is a success.
  6. I had a similar idea which was that getting bonus inf when exemplared uses up Patrol XP. No Patrol XP, no bonus inf. That would offer the usual rewards to people like me who just happen to play exemplared a lot, but it would enormously limit the amount that could be farmed out of any given character - I think (perhaps naively) to such a degree that the result wouldn't be a vast stable of rotating farm characters accumulating Patrol XP. Of course, leaving it as it is solves the basic problem and requires no development effort, and I don't think the answer for first characters is to get double inf when exemplared; it's to be told how to sell their merits.
  7. I think it's hard to find recipes you want because many people buy crafted IOs (because that's how you get attuned). That means many people craft all their recipes - all the demand's for crafted IOs, so they sell faster that way. That means even people who want unattuned level-50 IOs shop for crafted IOs, because that's where the supply is. Try buying crafted IOs, not recipes.
  8. No-one has proposed to give this control to a party leader in general. I have proposed to give it to the individual who is exemplared. Grouchybeast has proposed that it be a challenge mode for TF/Trial/Ouro (and that seems like a good idea to me). Perhaps you are thinking of the Incarnates thread, where team leader control of Incarnate powers was suggested? "Why not just start a new character" was dealt with above. "really if your goal is to bring a newbie in you should be on a support toon to support them while they play the active combat hero role" - or maybe I should let them play the character they want to play, even if that's a support role. (I might gently guide them away from empathy defender, though...) None of your rhetoric really seems to touch on how the game would be worse for you if the option of doing this existed, given that you could just not use it. (Yes, if Grouchybeast's idea is implemented, you might end up on TFs with it, but as you already note, there are already all kinds of things a TF leader can do to you that restrict your character's power.)
  9. It's not necessary to do this little dance with 200 bind files. If you load a file like http://www.chiark.greenend.org.uk/~damerell/games/badges2500.txt, it will set every title in succession without any keypresses.
  10. I have the small Longbow jetpack temp power. Since the recent patches, it appears black, rather than appearing in its normal colours. So does the Longbow jetpack; the other P2W jetpacks appear normal.
  11. I think they're better positioned to budget their own time. I should say, while I expect this would be a minority interest, I don't think it would be just me by any means. From the thread about Judgement powers, I think there are many players who prefer that team members not completely overshadow each other.
  12. I remember the Hollows myself (been playing since EU launch), and yeah, it was ghastly, but between the revamp and early travel powers (and Super Sidekicking so half the team isn't comedically mis-levelled), it's fine now; certainly better than the mish-mash the early origin contacts send you to. On reflection, another thing about the current situation is AFAIK you just can't get introduced to the first contact in each Hazard Zone. That's odd, and is kind of hiding them away. (Another option might be to make it possible for them to be introduced either by origin contacts or by detectives in the normal way, rather than these special "go and talk to XYZ" missions). Also, someone on Discord was pointing out that whether you do the traditional or new villain contacts, or do the new hero contacts, you get merits early. You don't if you do blueside origin contacts because - Negotiator aside - none of them have anything. Sending people off to do some arcs early shows them the structure of arcs and means they net some merits just like everyone else.
  13. Yes, you did. I asked if it would be an onerous requirement; you said yes (in spite of that being obviously ridiculous). I don't know what you're playing at, but I'm done playing it with you.
  14. The claim that this would impose an onerous requirement, or indeed, affect you in any way that isn't utterly trivial. (If it would affect you at all; I don't know how often you level heroes 1-10 through the origin contacts.)
  15. OK. Are there any sensible objections to this proposal?
  16. How would it affect you? If you don't DFB to 20, and if you do the origin contacts not Habashy... you would have to jetpack from the statue of Atlas to the Hollows gate and back again. Is that really so onerous a requirement?
  17. The Wiki still has some of this stuff, but yes - an existing contact in the old origin contact scheme that Habashy etc partly replaced would give you a mission to go and talk to the Hazard Zone contact who would offer, but not require you to do, their first mission.
  18. Faultline's not a hazard zone now, but I'd include it in my list - it's got the usual pattern of 4 contacts, 2 in each of 2 5-level ranges.
  19. I am level 33, exemplared down to 4. I have "XP While Exemplared" set to "No XP". You have defeated Fallen Gunner You gain 361 experience and 288 influence.
  20. On live (maybe not in later issues), origin contacts would send you to talk to the first contact in hazard zones. Now, they don't. This seems a curious omission, especially given it would offer an alternative to fighting the crazy spawn levels in King's Row. I suggest this be reinstated. (Yes, I'm aware you can go talk to them anyway, but right now I'm more thinking of the new player experience since I'm teaming with friends who are new.)
  21. Golden Roller, "Shut down the D-Rifter": "it's only a matter of time before it 'jumps' again. . The Goldbrickers ..." - two full stops, one in green along with "The Goldbrickers". Deific Weapon (orange salvage) is "A weapon lored to have belonged to an ancient god". "Lored" is not, AFAIK, a word.
  22. (This came up in the giant incarnate thread, but is a separate idea which I'd like to propose.) I would find it very useful to be able to have an option to disable the 5 "grace" levels when exemplaring, losing the extra powers and set bonuses they bring, akin to the existing option to disable XP when exemplaring. I could be mistaken, but I believe this would be extremely easy to implement. It seems it would require adding an option to the interface (something HC manifestly can do), changing the 5 uses of EXEMPLAR_GRACE_LEVELS to be ((option set) ? 0 : EXEMPLAR_GRACE_LEVELS), and presumably something to make the value of that option visible in that code (but again, the existing XP-while-exemplar option does that). (As such, I hope we can skip at least some of the replies saying "I wouldn't use this". I don't expect everyone, or a majority, to use it - but if it _is_ very easy to implement, it could be worth doing anyway.) My motivation is that at the moment I often team with friends who are new to the game. Even if an exemplared character is slotted with SOs, they'd be strong; in the new world of "always buy attuned", they are very strong, even given that I am buying my friends their own sets as soon as possible. Getting 2-3 powers (and set bonuses) on top of that is just gravy. If I go all out, they'd be passengers; that's no way for them - or me - to enjoy the game. Losing those extra powers would help a great deal. ("Don't use those extra powers": that doesn't disable autopowers or set bonuses. "Start a new character": I could, but my existing characters are - after all - ones I enjoy playing, and surely much of the point of Super Sidekicking is to make it easy for characters at different levels to team together. "Use multiple builds and slot with SOs": perhaps my build slots are already used because I'm a VEAT, have a PVP build, am a defender with a soloing build with no team support powers...)
  23. Also, while of course we don't want to go back to the old world where incarnates had nothing to do but grind incarnate trials, the SCORE-ism of making some things that used to be max level 44 be max level 45 (so incarnates work) means an awful lot of the late game is affected.
  24. Redside Origin of Power arc, Tarikoss tells you "It's power was such" - should be "Its". Dmitri Krylov's "Ask about this contact" says he "is rumored to be once part of a Soviet super-program..."; badly mangled grammar. Suggest "is rumored to have once been part of ..." When you call Ashley McKnight, she can say "Hi", "Howdy", or "Hello." Submit the full stop should be consistently used. The game can't decide if it's "metahuman" or "meta human", or maybe even "meta-human". I'm not listing specific instances, because grep exists.
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