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Everything posted by Zepp
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I'm just saying that an overall reduction in sub-50 recipes of 10-20% and bringing 50s in line with the pre-50 formula would increase the number of enhancements of the market and reduce the number removed from the market because they aren't worth crafting. Also, you can't actually buy your own recipe (even if there are no bidders on the market there is a restriction in place to prevent selling to one's self.)
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One issue I see is that, especially at 50, the cost to craft recipes is often more than you will get from selling the crafted enhancement. Maybe take a look at moderating the influence cost (especially seeing as it is cheaper to P2W to get the portable workshop than to get it through the badge...).
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All of my toons are required to make 3.1mil before I let them venture outside of Atlas (mystic fortune, random mutation, a rez, and reveal +1 mil picket change), I only have 2/38 all 38 of my toons that haven't have hit that benchmark.
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I was working with a similar macro with recall friend/teleport enemy but could never get it to work. I read everything online about binds that I could find (including everything in this forum) and could not find a way to make it work. Basically, you can have one PowExecName-ish command per bind/macro.
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You can't have more than one power executed by the same macro/bind. You could use PowExecName and PowExecAuto in the same command, but that won't help in this situation. I don't think it is possible under the current system.
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As someone who uses the market quite a bit, there are not many issues. The key issues, however, are: reliable sorting an increase in market data (at least making the list of recent purchases longer) access in base (and possibly PvP zones) text scaling (even if I change my text size preference, the size of text in the Auction House remains static) a claim all button for purchased items...
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They seem to be spawning where you are. I talked to G in Atlas and the missions spawned there. Had trouble getting into the missions though. (it seemed to be having issues with the alignment system)
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I've been having enemies slip through Arachnos base walls of late. They only seem to do it during kill all missions though... (one time I was able to -- powexeclocation target combat teleport -- to attack the enemies and then use /stuck to get out of the wall, the time in the screenshot I was not able to use teleport to deal with this enemy so I had to reset the mission).
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They are the same pictures. It is strange that they aren't loading, but the message board works in mysterious ways. Thanks or posting!
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updated the OP to include suggestions. if anyone has a screenpic of the engineer pack, I'd like to see it.
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For history badges I just wait until I am near 50 and then run through all the zones reading all the plaques. But being able to actually monitor them would allow a more reasonable approach.
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For the Fort Knox badge progress, reads: Mangle 200 Goldbricker bosses to earn this badge. should read: Mangle 200 Gold Brickers to earn this badge. (Badge is awarded for all Gold Bricker defeats - originally was only for minions I thought, and Gold Bricker is two words, not one)
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Oh, I thought this was gonna be about a search bar (so we could search for badges that we were working on/had/want to display). But I like the idea of having the option to display no-progress badges.
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Do you have a screenshot?
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I have been thinking of this for a while, and haven't seen it here in the forums (but please link previous threads if they are there). But I was thinking that the crab spider back is cool, and all, but that there are many options in game that could provide customization outside of the original slot. Meat Doctor Arachnoid Scorpinoid Deathstalker Small-leg Arachnos Engineer (Giovanni Valia) Arachnos Customizable sans Arachnos symbol (BrandX) Also, if there are any other options out there that could be used instead of the crabpack, I'll add them to the list... Over the shoulder cannons may work, but may have issues with melee graphics.
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Alright, been playing with AE (trying to get an interesting mission going). I came up with: Mission name: My Gun Fu is stronger than your Gun Fu. ID: 33386 on Excelsior Not sure what people are looking for in AE, so I thought I'd ask the experts as to whether this is a story I should develop further or nay.
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ctrl has some issues. Check on that, but if a reset works, don't worry about it.
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Weekly Discussion 80: More Hard Mode or New Zones & Missions?
Zepp replied to GM ColdSpark's topic in General Discussion
Hmmm... thinking about this from a priorities perspective. Praetorian story arcs in First Ward and Night Ward PEAT & PEAT story arc(s) Sentinel fix Manipulation/Assault AT AT-internal set balance New sets Increasing mob levels in specific zone areas New solo & group high difficulty missions that do not have associated badges Reasoning? Goldside is undeveloped and forcing people to go red or blue past a certain level is kinda creating forced refugees from other dimensions. Including Praetorian arcs in those two zones would be appropriate and make Praetorians feel more welcome in the CoX multiverse. Adding a Praetorian Epic Archetype fits this reasoning as well. Next, Sentinels don't have the protections to justify their lack of damage, or enough damage to justify their low protections. In addition, the inherent mechanic is weak (combining the two effects would make it reasonable), and they feel like they are lacking a true role. Manipulation and assault sets are my two favorite sets, but each only exist in one specific archetype. By having a Manipulation/Assault AT you would create a unique feel and provide a wide range of customizability with recycled powersets. After that, balance and completing unfinished sets is needed, but more work-intensive than the previous issues (although the Goldside expansion may be a tad work-intensive, its high payoff still pushes it to the top). Difficulty adjustments cater to a vocal minority while possibly having harsh repercussions. These will need a lot of social engineering to deal with in a responsible manner, which is why I put them at the bottom. -
I set up my EnM/Rad Scrapper, enjoying so far, but still not sure about my final build. Thinking about going all sacrilegious and building without Hasten...
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I make sure to unbind - and = otherwise I'm accidentally switching trays on the keyboard when I reach for 10... But I would definitely support maybe a little clicky lock icon in order to lock the tray.
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Weekly Discussion 79: Mercenaries. Discuss!
Zepp replied to GM ColdSpark's topic in General Discussion
Hmm... was thinking if the Medic replaced Serum (as an untargetable pet with no attacks that could heal and hand out a crashless serum), could he/she be replaced by something like a Malta Operative Engineer or Sky Raider Engineer? -
I liked the idea behind this, but the evidence suggests investigating the park. However, it seems like there was a choice made shoehorn in a justification for so many pointless patrol missions from back in live with a little railroaded retcon. Don't get me wrong, the retcon made sense, but it seems that you should have been able to find real evidence in the park that would have given you an actual reliable lead as to where they were going rather than extrapolated interpretations of data based on sketchy inferences from Big Brother that, given the zoombies, should not have been considered even slightly reliable...
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Weekly Discussion 79: Mercenaries. Discuss!
Zepp replied to GM ColdSpark's topic in General Discussion
Thought I should post this here. -
I had a similar issue with an Ouro portal in Grandville dropping below the targeted surface (and thus becoming unusable).
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Weekly Discussion 79: Mercenaries. Discuss!
Zepp replied to GM ColdSpark's topic in General Discussion
Mercenaries: Aesthetics: Very white, very male. It would be nice to have some variety on these two fronts at least. In general, they look mercenary enough, but uniform color tinting, and gender/racial diversity would make them better. Pet powers: Acceptable, but minor tweaks would make them better. Removing animation times and changing medic's frag grenade to a toxic grenade would seem appropriate. They could use some secondary effects beyond Commando's KB. Maybe decrease the cooldown for Commando's Rocket Launcher or have him use his flamethrower more. They tend to be slower but safer than other sets. Pet upgrades: Not much to say here. Although Serum is going to be controversial. Unless you throw a Detonator on your pet the crash makes it fairly useless. Personal powers: Probably the most skippable of all MM personal power sets. Thematically it fits, and unlike AR it is on scale with other MM personal powers. However, it doesn't have a visual aesthetic or a secondary effect that make it appealing enough to take these powers. Overall, they have have traded damage for survival, but perhaps they could get a little of that damage back.