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Everything posted by Crysis
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Are both showing same data? And did I Bork my Reborn install by “overwriting” data via the MRBU zip extract as instructed?
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The Mids Reborn Unofficial extension project has the full build powers in there, not sure they are 100% updated but it works. What's the "extra pet" you mentioned? MM's don't get Galvanic Sentinel as their T3, we get Discharge instead.
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I suspect the Devs themselves would say they are leveraging market economic experience learned from the 6+ years the SCORE servers were run in secret. Much smaller player population than even what we have in HC today across all shards. However it’s rumored that the SCORE market economics were pretty different than how it works even here as of today or a week ago. I never played on the secret server so only have a few reports and videos to go by. Bottom line, only time will tell if this has any negative or positive impact on the game. I’m not sure THEY are sure either.
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By definition, since all the current Dev team are working with code that was (ahem) “liberated” minus any real documentation or experience writing the original, they are all mostly hacking someone else’s creation. And historical posts by the original Cryptic Devs on the archived Live forums would have us believe even back then the code was pretty much already a hot mess. Ive been pretty vocal that I think they nerfed AE influence too harshly with this and the past nerf. But it’s their game we are being allowed to play, not ours, and we can choose to play what we are given or go play something/somewhere else because they have their own design ideas on how things “should be” and unless one of us wants to create a different instance of this game to compete with HC, nothing to do here but take it or leave it.
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I actually believe Electric Affinity is only going to be “great” on MM’s, and maybe certain kinds of Corruptors. It seems decidedly “just ok” on Defenders. And I agree that Bots/Elec may be the new top tier MM, beyond even what Bots/Time can do.
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issue 26 Patch Notes for March 31st, 2020 - Issue 26, Page 5
Crysis replied to The Curator's topic in Patch Notes Discussion
But then they’d be someone ELSE’S henchmen. You are the brain of this outfit, they are the brawn! *except Ninjas. They are truly minions. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
I’m sitting on tens of billions and 20+ billion builds. I’m a small fry, but play hours per day normal PVE and hours per week farming aside from that. I spend far more than I hoard. And I farm far less than most highly proficient farmer. I’d say I’m about as average as they get for all activities. But the only real thing of value to spend influence on in this game is an alt’s build. So I have to assume all average farmers and marketeers alike basically aren’t hoarding more than they invest in alts. Of course once invested the influence is out of circulation in all cases. Its just now that “alt investment” model is being entirely disrupted and left decidedly a one party system. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
Only true if the “amassers” ONLY amass and never spend it to amass more. When they use the funds to buy hundreds of something to drive a price, rather than simply fabricating out of base purchase price of converters, then they can manipulate markets and thus....PvP dynamics in a PvE setting. I doubt people would enjoy being forced to PvP in Atlas Park but yet....here we are. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
I can acknowledge that Marketeering is, to a point, the thinking persons’ game. It can be confusing for many. But not everyone has the same level of intellectual capacity or even tolerance for anything that doesn’t feel “super heroic.” And while anyone can farm just by following the Guides here (or engage in at least the basics of Marketeering for that matter) really good farmers get it done faster and more efficiently at some end of the spectrum not just by following a paint by numbers template. The same is true for Marketeering but I’d be willing to bet that a farmer who closes the gap from an average 5 minute Comic Con run to a 3.5 min clear is not going to “generate” anywhere near the wealth/influence that a top 10 Marketeer will. That’s the difference. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
All good. Ive likely been a bit more bristly because I don’t like the insinuations that any exemp’ed farming was “abusing exploits.” I was set all the time to earn double influence/no XP and in fact pretty much run all-Attuned IO’s just to be able to do that effectively and run lower level missions post 50. And I’m sure I had Patrol XP running also so unknowingly benefitted from the “exploit.” But it was never a willful thing. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
No you misunderstand. Toggling features were just that...FEATURES. Thats like telling me Superspeed is an exploit for Sprint. The exploit didn’t happen just because of those toggles. You could flip them on/off all day and still only receive XP/Influence as INTENDED by the game mechanics. You only received the BONUS to “double influence” if you had “Patrol XP” running. And if you did have Patrol XP running I know/knew of no way to TURN THAT OFF. The Devs already explained this earlier in thread. The issue was a non-addressable Patrol XP feature. So your accusations are not only entirely baseless but flat out wrong. Here, read how Patrol XP works yourself. You can’t even consume it in AE missions.... https://paragonwiki.com/wiki/Patrol_Experience -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
I know of no way to have turned it off, so while it had that side benefit it wasn’t something you could just choose to NOT do, even if there was a mechanism to allow you to DO it. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
Honestly I don’t even remember the reason for Patrol XP. I mean it’s the very example of “AFK farming” that seems to be the issue that prompted this latest nerf. -
I was just about to ask if there was a table somewhere that listed “stackability” and such. I have a few builds that are heavily procc’ed out with stuff like chance to Hold, chance for Buildup and FF Chance for +Recharge. I seem to notice stuff that buffs ME sometimes stacks. Stuff that Debuffs target does not. But that’s casual and anecdotal observation and not empirical testing. I was hoping someone a lot more intelligent than I had already catalogued all the Procs to test which ones offering same benefit stack with each other, Uniques excluded of course.
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Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
You know, I’ve never cheated in this or any game. Min/max absolutely but never cheated or willfully used an exploit, even when I knew they existed. Like...Id use geometry exploits to go see what I couldn’t see otherwise (remember looking inside RWZ before it was RWZ) but never go earn anything other than curiosity points. The Devs have indicated this was an exploit many of us took advantage of without even knowing. It was just a side effect of how Patrol XP worked. But rather than just fix that, they just killed a game feature of earning double influence vs XP when exemplared. Across the entire game. So no, and they’d agree with this, they didn’t just plug an exploit. They just impacted the entire Exemplar system which goes way beyond plugging a hole. -
issue 26 Patch Notes for March 31st, 2020 - Issue 26, Page 5
Crysis replied to The Curator's topic in Patch Notes Discussion
Clicky keyboards should NEVER be nerfed. Can we at least agree on that? -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
Actually I’m not accusing Marketeers from hurting my enjoyment of the game. I Marketeer myself, in addition to farming, teaming, active with my SG buddies etc. But the Devs have demonstrated that nerfing influence gain per hour is an “equitable” action and they desire to see this equality across the system. I’m simply trying to get this to the point where it’s truly equitable. Marketeering throws that off balance. Are you arguing for “Inequality” as the better model? -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
And by pushing to eliminate Farming it’s basically the same in reverse. Everyone is fine nerfing something else until/unless it comes their way. IO’s and the Crafting system were originally designed as time and influence sinks to slow down leveling speeds, which followed a huge round of nerfs and “balancing” Regen, GDN, Enhancement Diversification, etc. And it all made a little sense because the studios were trying to make more money from dedicated players while using the F2P model to attract new ones. This no longer makes sense. Just add IO’s and Salvage to ordinary vendors at current market fixed pricing (achieved after one year of in place) and let’s eliminate the wealth accumulation (and personal enjoyment) at the expense of others model. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
Why should I or you have to earn that much influence to enjoy the game? And price in this game is derived in large part from time invested. The Devs already said they wanted an equality measure in place for gaining influence, unless we are haggling over semantics here, time = wealth = influence. Just hard cap prices of marketplace items and eliminate ability for anyone to sell/buy items from there without paying fixed price less fees. No Marketeering possible. Change merit reward conversions to match same price as in marketplace....25 merit tokens equals a purple and 25MM influence equals a purple. Farming Influence, TF influence, radio influence accumulation rates can be about same (although farms with no dialogue and limited scale maps/enemies obviously can be run faster), but you earn extra rewards (Merits and Badges that lead to Accolades and such) for running “content” to encourage teaming and longevity. Maybe tweak the drop tables up to increase chance of Rare/Very Rare drops per hour logged in playing that character. Wealth wouldn’t matter, no convoluted Marketplace mechanics, hell even Mids could spit out a “price for IO bill of materials” so people could accurately see how much time/effort it would take to produce that build. And not to be combative, but you have zero right to dictate what I can and cannot “do without” as your wants don’t match my own and neither one of us should ever be in a position to deprive the other of enjoyment of this game. I’d use the word “need” but it’s a game/pastime and that’s a bit much. But if my “wants” happen to include soloing a GM or PVP or whatever that becomes an in-game “need” I really can’t do without. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
Why? Why would you support any number that requires two-three TF’s (outside of Hami and MSR roads) to earn a purple? Unless in your hidden brilliance you are advocating a currency-free game where instead of earning influence to spend on stuff you earn stuff based on both time played and difficulty factors? Which is the essence of the XP model for progression. Now THAT.....true “merit-ocracy” is an interesting idea. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
But there’s no reason to “make money” by eliminating the marketplace dynamics and there’s no reason to farm so much if no reason to make money to spend on marketplace and or provide alternative means of acquiring high cost IO’s via farming drops if everything was a fixed, affordable price. This continues to be “the point.” We keep nerfing things to slow down wealth accumulation but we fail to address wealth accumulation in its entirety. Which at the end of the day simply demonstrates “we prefer you play THIS way and not THAT way, so we will remove the incentive to do one in favor of the other!” And yet all this demonstrated is declines in player base in Live and likely to repeat itself here. It’s not the influence it’s the player base population that is most impacted. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
You and many others keep saying that Marketeering gets influence faster and easier. This is absolutely false or it wouldn’t have been the reason the Devs nerfed AE influence awards ENTIRELY while exemp’ed. They didn’t just fix the exploit, they straight up cut out the reward structure for farming. And they have openly acknowledged that even with the nerf, farming is still the fastest way to earn influence in the game. They presumably have data to support this and aren’t just firing off the nerf missle for other “social acceptance” reasons. You don’t have to believe me...just re-read their own rationale: -
Wait, are you saying that Achilles -RES proc DOES stack if triggered from multiple powers?
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issue 26 Patch Notes for April 1st, 2020
Crysis replied to The Curator's topic in Patch Notes Discussion
Does anyone else wonder why they all look the same? One of us is a player, and taking a lot of risks. -
Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
This is tiresome. Learn a game, watch it run it course and die, learn its back (actually been around all this time, just in hiding), fall in love with it again, watch the same cycle of diminishing playerbase happen all over again, live through nerfs and enhancements all trying to fix the thing.....arguments ensue, rinse, repeat. Just...tiresome. Chess anyone?