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Ukase

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Everything posted by Ukase

  1. Apologies - but reasoning behind changes like this are relevant to determining that feedback. For instance, let's say as a dev, you had access to all sorts of information from data mining efforts that we don't - which could be a reason for such a change. In the vacuum of information that we have, it's not clear if this is good or bad. For me, it's bad. Horrible even. But if I know why, then I can perhaps stomach it and better adjust my current attitude. I'm uncertain if you guys want to know my likely response if such a thing hits the servers. First, I'm going to buy as many converters as I can, and continue to do so, until they hit a point where it doesn't pay me to do so. I will do this because you'll have taken away my current method for getting these converters - if I continue to play. Having to do the same iTrials over and over to get to tier 4 just isn't that much fun, particularly with some of these players who fuss at me for putting a buff on them that covers a costume that I can't even see without the buff. Not to mention the waiting and waiting for enough folks to do these trials. It's just going to push many folks away from playing, and I don't think that's what you're after. Now I could be wrong, and have been before. Will be again. But my gut tells me that it's poor planning. That's why the reasoning behind the change is important for me to know. It has to make sense, even if I disagree with the logic.
  2. Now that I've slept on this topic of no vet levels in AE, the more I believe it's a bad idea. I think our HC Devs have lost their way with this move. And I don't say it lightly. If there's something about the idea of folks getting vet levels, emps, (shards?), threads in AE that the HC Devs find objectionable, they should simply say so. We get to play for free. I venture to guess we all abide by the 3 accounts per shard, and that's pretty much self-policed. If they don't want us to do this, then what is it they do want us to do? Folks, it's an old game. How many times do they want us to do the same thing over and over, after waiting for who knows how long to get a league together? On the other hand, a farmer can do the same thing over and over - without waiting who knows how long to get a league together. It's just a bad idea from where I sit. Maybe there's something I don't know, but if that's the case, simply state WHY. There needs to be a reason, and I would have this oh-so transparent team of HC Devs share what that reason is.
  3. Patently false. I would be affected, and I do far more than farm.
  4. That really can't be why. These items are going to be available on the AH, and that means as soon as they're listed, I can buy them all for whatever they sell for (within reason). I have 5 badge characters now, so I'm pretty sure I can buy as many as I want for each. We may all start equal, but we don't remain that way if they're on the AH. That's why a reward merit is probably just as good an idea as this new currency. But hey, no worries here. I'm just wondering if there was a specific reason. Another thing for me to market.
  5. Characters at Level 50 can no longer earn experience towards the Veteran Level rewards (Veteran Badges, Incarnate Threads, and Empyrean Merits) from Architect Entertainment content; this does not apply to Incarnate Slot Experience which can still be earned in AE. So...why? Why would you do this? I think you have it backwards. Eliminate XP for those under level 50. Why would you nerf our vet levels in AE? Doesn't make any sense to me. Are you trying to push the farmers out of AE? Why? To what end? What is it that you're after here? I think I know, but I'd like to hear the reasoning behind this.
  6. The new currency...well, my only question is why? Seems rather...well, not really a good idea to introduce yet another currency in the game. Why not use a currency we already have? It's interesting that you're going to make this currency available on the AH...which is unlike any other currency in game. (unless you count converters or catalysts as a currency) Will these be seeded, or player dependent like Hamis and D-syncs? I read what this new polysyllabic currency will be for, but I would think any reward merits/emp/astrals could work for that.
  7. We ran this at the 2 star mode earlier today. Just really one request: The hostless nictus dudes, whatever you call them..it's an interesting mechanic, I thought it was clever. But, I did find it a bit frustrating for them to seemingly show up within seconds of each other. I would suggest you limit their arrival to no more than 2-3 per minute. I don't know what their spawn rate is, and it may vary with star mode, but there were times when they seemed to be like cockroaches in a Louisiana when you turn the light on; scurrying about everywhere.
  8. Well...the ATOs are for producing revenue, in that context. I'm not really about that much anymore. I've made more inf than I'll ever spend most likely. What I'm about is making things easier on myself, and avoiding content I'm a bit bored with. iTrials being a large portion of content I really just don't enjoy like I used to. It could be Discord, where I have to watch what I say because well, some folks don't want to know what I think about certain topics. And I don't blame them, I don't always want to know what other folks think, either. It could be just the sheer repetition. Farming vet levels for emps for my alts that will need emps and for my farmers to convert - those are damned useful. I think I'll still be able to do things as before, but my efficiency per run will be much, much lower, and that saddens me. Seems to me they should have targeted the lowbies, rather than the fifties. I heard they took AE out of Atlas and Mercy, and I found that super interesting! Either way, I'll adjust.
  9. So, first, I want to say I am likely in the minority. Let me share this experience and express my thought. I recently got a character to 50, and having heard a rumor about a change coming on the next patch, I thought, "Self, you won't be able to just sit in a farm for vet levels when that patch hits. So, you'll have to determine a best path for getting your incarnate goodies." So, I teamed up with some folks from the SG. At first, we were able to collaboratively complete and get 3-4 reward tables for the finale of the first few arcs, which was good, although the rng determined I should get nothing higher than an uncommon. Eventually, as we were meeting once a week, some folks had conflicts and real life happens. So, the collaborative completion gimmick didn't pan out as efficiently as I wish it would have. We ran through all the incarnate story arcs. At the end, I still needed two rares and 4 very rares, 136 emp merits worth. I didn't and don't want to burn them, because emp merits are going to be even harder to come by without using the vet levels in AE. I've only earned with vet levels, and those single emp merit drops from the story arc completion 108 emps so far. (maybe 109, can't recall) So, I use the AE for vet levels because I have run all the itrials until I'm pretty much sick of them. I've gotten Really Hard Way and Master of Magi on pretty much every 50 I have. I would have Master of Minds of Mayhem, but that nightmare badge is a bit of a grind for characters I don't badge with. And, on my farmer accounts, I would use vet levels for converters. Seemed like a bargain to me. I can see where some folks would scratch their heads and wonder why that was possible. I liked not having to buy converters. Now, I am grateful that we get vet levels in the first place, believe me, I am. And I do understand, in a sense, the desire to push folks like me out of AE and into the other content, as I'm simply gaming the system by afk farming for my vet levels (and the emp merits I want). I get it. But I think if you do that - then when someone takes the time to do all the incarnate story arcs, then they really should have gotten enough from the reward tables and emp merits to complete to t-4. Maybe some might think that unreasonable. And trust me, if it were all new to me, I would probably have no issue re-running them again and again. But, it's not new to me. If we're on this pattern of having harder content reward more loot, then I really hope we do that with the random reward tables, too. At least an increased chance of rare/very rare if run at +4 or some other hard mode.
  10. I actually just came here to warn folks about that! I'm not worried. I have my half trillion. They can do their worst. I just will be more of a consumer. But, I'm going to push that they have it backwards. They should take away the xp for under 50 and let the 50s do what they like; they've already earned the privilege. But that's probably biased in my favor. But at least I can unlock the slots as usual.
  11. I never stated that there was a "right" way, only that my way gets me more xp faster. It won't work for everyone because not everyone can afford to kit out their character in the early levels like I can. I was only explaining the various reasons why. And to answer your question about playing the sub-50 content, it's as a sub-50. The last 20 characters I've gotten to 50+3/t-4 were all leveled up from 1 to done without PL, unless you count a couple of MSRs in the 35-50 range as a PL. Some of them without the 2xp buff because they were challenge characters earning their way through without the use of p2w or the AH. A couple of years ago, a lot of the questions folks would ask about efficiency in farming. Would they get more inf/more xp by tackling +4 or +2, or something else? The answer is the trite but true "it depends". Some builds can clobber the +4 faster, so it may be worth their time to tackle them at that level for optimal XP/Inf per unit of time. It's the same with non-farm content. But when you take into account the story arc completion bonus, and set the diff to +4 after the arc is done, but before you close out the contact, you still get the xp bonus as if you did the entire arc at +4. I find it strange that people think the +4 game gives more XP. And it does. But does it give more XP per unit of time? That answer isn't always no. Nor is it always yes. It depends on team composition. Or if you're solo, your build and what type of resistance/defense the npc has. Since I solo more often than not, I build my characters more for order than for chaos. (that means defense/resistance focused, rather than dps focused) As such, it takes me longer to clobber a +4 boss vs a +0 boss, naturally. And it takes a measure of time longer that it's just not worth the extra xp/inf that the +4 provides. But - that's me. You and others may have different perceptions and experiences, and that's fine. I just consider it bad form to lump every level 50 character in a negative light just because they do things differently.
  12. Newsflash! Leading your own runs DOES consistently allow you to run the difficulty you want. You claim other folks entering a mission before you alters the levels of the npcs. This was supposedly addressed, and anecdotally, I've not had this problem. I would assume these to be few and far between anyway if you're communicating to your team ahead of time that you should be the first to enter and share why. If they take issue, look for a replacement.
  13. For brevity's sake (and because I don't know how to hide most of a given comment), I've just selected these few lines. If anyone takes the time to read your post, they may come away with something different. But, what I got out of this was a lot of generalization. When I stated "When you PUG, you have very little idea as to how capable or not your team is." I say that when I'm at level 20 or 50. You just never know what you're gonna get. It's not a level 50 talking down on some sub-50. It's me as a player recognizing that I don't know everyone on a given pug. I've no idea if they can handle +2, or +3 or +4. And that's really all you should read into it. And for the record, I play far more content sub-50 than I do at level 50. So, I certainly understand the disdain towards players who don't seem to get that folks who aren't 50 want XP. Heck, a lot of 50's want incarnate xp. I alway want XP, at least until I hit vet level 99. But even so - my point is that you can get more xp doing things fast than you can doing them slow. Complete more missions, more xp, more badges, in less time. That's just my way, although if I'm teamed with someone who wanted a kill-most, or kill-through, I'm game or I wouldn't be on the team.
  14. Just to point out - unless you have some kind of blue alignment requirement, the TFC accolade is the exact same boost as Invader. And Invader is super easy once a character on your alt account has Schweinzer unlocked. I have Schweinzer unlocked on 4 different accounts and grab that accolade on each character sometime soon after I get a travel power. Unless I'm in pursuit of all badges, I'm not gonna get TFC via 6 TFs ever again. I'll get Invader every time.
  15. I DO encourage you to seek out the fun the way you want to play. It's your time and you should kill-most at +4 or however you think best. It's just not the optimal way for those that want merits. Merits are what a number of players turn to because they can't stand the market. They'd rather use merits to get their purples and ATOs. (even though I've shared many times this is a foolish way to spend in-game currency!) To answer the question in the post title: The primary reason it's a +0 "snooze fest" is because aside from the Dr. Aeon SF, you get the exact same merits whether you do it at +4 or -1. You get the same merits whether you do it with no enhancements or with no limitations at all. There's a fairly large sub-population of players who have no need of influence. XP? XP is meaningless, because if you look at a speed ITF done in 10 minutes done 4 times vs the 40 minute kill most ITF, the former gives you more merits. Probably more inf, too, because you've clobbered the higher XP/INF AVs and EBs 4x as much. As far as fun goes, a lot of players think the kill-most is the snooze-fest. And when you're tackling something like a Citadel, the NPCs just have more Hitpoints; they don't have any extra special abilities to worry about. So, instead of tackling them in 1-2 shots, you have to hit them 2x as much. The extra inf/xp just isn't worth it, because you could just clobber the +0 NPCs faster in the same time frame. And have more time to get more merits doing something else. Personally, the only time I play a kill-most or kill-through is with an SG crawl team. I do this more for a few folks who just don't enjoy the faster pace as much as I do. When solo, I am not reading anything other than mission objectives. I'd sooner mash a couple of lucks than clobber mobs that would see me if I click a glowie while stealthed. It's just faster that way. I finish an arc faster, and am rewarded by the story arc completion XP/Inf bonus. By doing things faster, I get more merits in less time than the other player who kills most/through. Since we're not on the same team, we both win! Another reason for +0 is pugs. When you PUG, you have very little idea as to how capable or not your team is. There's even a small fraction of players that for reasons that escape me don't even buy enhancements until level 22 or so. Maybe even level 30. I can't imagine the frustration they feel between levels 19 and whenever they slot, due to Beginner's Luck running out. I always start a PUG at +0 (unless it's a 50 team with level shifts) and then let the group dictate how high they want to go.
  16. Isn't it fantastic that each Experienced Marksman recipe uses the same ingredients?
  17. I was just curious. It's no secret that there are some market plays going on with uncommon salvage, pvp IOs and LotG 7.5%, and probably other areas I don't really look at routinely. Below are some screenshots over the past 3 days, in the AM upon my logging in. Obviously, there's a key metric missing - # of sales in the past unit of time (week, day, hour) These would be useful, certainly, but I think the AH has quite enough to do as is, even though I'd love to see it. How much attention are you paying to demand when you slap your 100's of Achilles Heel debuff procs in the market? I sometimes find myself tempted to make 4-5 SGs with nothing but storage and buy all the LOTG's in game - just to clear out the old inventory from folks that may never play again. That's quite an inf-sink, and it's not like I wouldn't eventually use at least most of them. But..1000 slots, rule of 5...I think 5k would be as many as I'd ever need. It's interesting to me, as over the past three days, the # of the LotG's have increased by about 100 each day. Bidding seems to be close to the same. Granted, it's just now the weekend, so demand should pick up a little bit, I'd think. Do you ask yourself how many players are making new characters each day? Are you taking note of the various server loads to get a clue? Or do you just slap 'em in, and hope for the best? I generally sell my lotg for about 6, and hope they overbid and I get more. I read that somewhere in here is someone who stated they still sell them for 7M and while the sale isn't instant, they never have to wait for more than a day. I wonder if that's still the case. Obviously, these screenies are just one moment in time in the morning, and in the evenings they may sell for 2x what I'm looking at. No idea. What's your process in assessing demand? From July 7 July 8 Today, July 9
  18. Hey, playing devil's advocate is supposed to be fun! Don't you start with your logic riddles!
  19. For a smaller league, there is a strategy you can use if someone has incandescence. You might take a group of 12, have two teams of 6. The player with incan goes to the third location and begin to solo the mobs around the third resonator, while the two teams clear their respective resonators of mobs. When the barrier drops on those two resonators, take the resonators down. The second player with incan then uses it to bring the entire league to the third resonator and finish off the mobs and the resonator. The key though is DPS. If you can't clobber the mobs and resonator within 30 seconds (giving a 5 second buffer for the incan) then it's going to be a struggle because you have to try again.
  20. So, just to play devil's advocate, I should start stating that I'm a hetero male in my bio? I honestly don't think anyone gives a whit about what gender pronoun anyone goes by, nor their preferences and frankly, nor should they. If I ever stumbled across such a thing, I'd likely 2 star them with a comment to avoid them simply because they chose to share useless info. We're all just pixels in this game.
  21. A fair enough idea, but then I'd have to retoggle. Pass. A better solution for me is to spawn a Snow Beast and let it deal with it. Sometimes, just dropping a lore pet on the head of the stuck npc is enough to get them loose. Or the aforementioned Snow Beast. Or TP target. Or Fold space.
  22. While I can understand why someone might think that one per zone is inefficient, as stated before, it really isn't - at least, not always. Sometimes, you have teammates who: have a base teleporter, SG portal temp, Ouro port, LRTP to all (or most) zones know where a given faction will be in an assigned zone have the AoE and/or fold space to complete the defeats necessary in 1-2 attacks In my case, when I do a Numina, if not leading, I'll ask the leader before the tf even starts if they're going to assign zones. Then I'll tab out, bring up the Numina kill list for quick reference. I know where to find any of the npcs on the kill list. Sometimes, they're not in a large enough group to tackle them quickly. And this is why we sometimes ask for 2 people to go to each zone, by team roster. 1 & 2 take Perez, 3 & 4 go to Atlas. 5&6 go to Steel. 7&8 go to Kings. Generally, because 1 & 2 are already in PP, the team may have to wait a moment for 3&4 to catch up, but by the time they're done, 5,6,7 & 8 are in position, and 1 & 2 are getting there. There used to be a bit of a challenge with Council in Boomtown due to 5th column clobbering them as you approach, but now that the big war walker base is in Boom, there's always enough council to clobber without sweating the 5th column. You just have to get there and wait for your turn to clobber. And yes, sometimes you get people on your team who don't read chat, or if they do, don't follow the suggestion/request/order from the team lead. There's a brutal solution - kick 'em. If they're not going to contribute for the street sweeps, then who needs 'em? But that's harsh, and sometimes, folks go for a refill without letting the team know. Sometimes a cat will hop on the keyboard and cause all manner of shenanigans. Real life can occur and interrupt things and the team is none the wiser, often left thinking the worst. This is the disadvantage of PUGs. PUGs can be great, and it's generally where we run into folks who become folks we run with more often than not. But, sometimes, like any other population, you run into less than ideal teammates for you, for whatever reason. Sometimes, they just suck. Sometimes, you play in such a different style, they no longer find teaming with your leadership or play style entertaining.
  23. I've had similar issues on occasion with various contacts. The key for me has been to either auto-complete the first mission, or just complete it myself, and then if I don't get the arc next, I'll abandon and re-try until I do get the arc. That usually works for me. I can't think of a time that it hasn't worked.
  24. There are many reasons to leave after the completion of Frostfire. 1. Got a few levels, need to train, and because most will go from level 10-11 to level 13-14, they'll need new enhancements, and sometimes choosing them can take some time. Sometimes, they'll need to transfer inf, or sometimes, they may have to market enough to get the inf to buy them. 2. It could be that the teaming wasn't that fun for them. Some folks are so focused on their own fun, they may not realize that others have to deal with certain challenges in the mission that others are oblivious of. Like a brute/scrapper/tank with some AoE. They don't like to waste an AoE on one character, so they move to the next group, often leaving these leftovers for other teammates who may not be well-equipped to handle them. Or, it could be any number of things, like someone told a bad joke, or nobody was chatting at all, and they found that to be boring, like a team full of soloists. Sometimes, folks die - a lot, and who wants to be on that team, where people think defeat is a routine thing, not realizing that while you're defeated waiting for a rez, others are carrying your weight, or simply not much is getting done while they wait for you. There's a zillion things that could be going on that might trouble a teammate. They may not say anything, because they realize it's their problem. 3. Frostfire can be over in a few minutes, or it can take maybe an hour, depending on the team's style. And when it takes longer, some folks are just out of time. Even with 2xp, I've never taken a character from 1-39 in a day outside of a farm. I simply don't play for extended periods of time anymore. Maybe an hour, 90 minutes is as much as I can stand. The body was designed for movement, not being stationary for such lengths of time. It's just not healthy. (That's why folks toss and turn when they sleep - to move.) 4. It's possible that you may not have expressed the next mission on the agenda before the mission was over. If the mission's over, and there's no talk of what's next, why should they stick around? Could be any number of reasons.
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