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Everything posted by Andreah
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Your play style: what's different 20 years on?
Andreah replied to Techwright's topic in General Discussion
In the beginning, I mainly played scrappers and stalkers and mostly soloed. Now, It's mainly support and tankers, and I almost exclusively team. -
I get it! You don't want your character to be a villain -- you want to be a villain.
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I swear, however bad I am, Yomo and a few others are worse! At a certain point, the marketeering itself becomes a game, and the amount of Inf you stash away, never to be used, becomes a score.
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I take it you are not playing a Gravity Controller? Any solid grav troller would get closer to 100% I'd hope!
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These are the ones I took on mine. Just Hasten out of Speed, and the Cast of Usual Suspects out of the Fighting and Leadership.
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I often suggest ideas for the sake of suggesting ideas. I don't think there is an existing problem any of this actually solves, and I'm happy if nothing is done about it. ^_^
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Yes, they're very good to have.
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Playing solo, it can work really well as an "Oh Crap!" power; but it's very difficult to use well in team settings. usually people will ask you to stop using it because they can't attack mobs that are inside the dimension shift field. You might be able to use it to create safe zones, but you could also use Teleport Target to port people who are in trouble or dead to a safe spot a little ways away from the action. Your teleport travel power is then good to get yourself back into the action. You zip out, teleport someone dead out of the fray so they can get back up, and you zip back in and pile more mobs on the fire.
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I have an end-game Gravity/Time controller with combat teleport, teleport, teleport target, and fold space. It's absolutely awesome. You can easily become defense soft-capped which makes you very tanky (you can pretend to be a tanker for short periods and a little luck). You are highly mobile and can teleport yourself and your singularity wherever you want to be at. Slot your singularity with a KB ->KD sudden acceleration, and it will happily basketball dribble the foes it drags in. Both Wormhole and Fold Space benefit greatly from accuracy and recharge which you can get a lot of, and especially an occasional "Ultimate" Inspiration. That inspiration gives you a three minute temporary level shift, which increases your teleport magnitude on those two powers enough to move level 54 bosses and EB's, which ordinarily will resist those powers even if you are at 50+1. They're expensive, so unless you have a lot of influence to spend, use them with good judgment. You can use keybinds to make your teleport powers are wormhole easier to work with, if you don't like using the mouse-reticle. E.g., /bind h powexeclocation camera:max Wormhole /bind g powexeclocation target Combat Teleport /bind shift+g powexeclocation target Teleport You could use any keys you like; in this case I'm using h for wormHole and g for "go-to". Select any mob in a group, even if it's fairly far away, move back to where you want them, and look (camera) where you want them to go. Press h. Boom, it will grab them and throw them at the point your camera is looking at. It has surprising range and will go around corners and through walls this way. G, and shift+g will be your mobility commands. Select a target or team-member, press g, and you will G-to them instantly. If you need to go further than combat teleport allows, press Shift-G. If you fall behind your team on a map, you can select one of them and teleport to them. Teleport doesn't suppress in combat, you can use this even while fighting. Since you are fairly tanky, you could run ahead, aggro a bunch of mobs, and teleport back to you team to do a long range pull safely. You don't need any other travel powers. Teleport takes some getting used to, but it is extremely fast and flexible. Here's two binds I find to make Teleport easier to travel with: /bind shift+lbutton powexecname Teleport /bind shift+u powexeclocation up:max Teleport The first one will teleport me to wherever my cursor is when I shift+left-click. You can do this in fairly rapid succession and it's very fast travel. But, buildings and obstacles will be in the way. That's when I use shift+u -- it teleports me straight up as far as I can go, and then it is much easier to line up more teleports to my destination. Overall, Gravity/Time is a powerful and fun combination. You are second to no one for your ability to put mobs where you want them. Fold Space clears a bunch to you, your singularity will grab their aggro and bounce them -- a pretty good mitigation. Any fold space misses, you can grab with Wormhole and keep the pile of holds, slows, and destruction around your singularity fed.
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I would be fine with turning Prestige back on, so long as it wasn't useful for anything at all; nothing to buy, not badges, no perks, nothing. Let it be purely a matter of "prestige". Or, how about this idea: You earn one point of prestige for your supergroup for being logged on for a minute, with no supergroup mode, just automatically and always. SG leaders get a "Reset Prestige" button in their SG panel that zeros out the prestige number for all members at that moment. This would be a tool for SG leaders to know who's been online and how much in addition to the "last online" number of days.
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List the next one at 112! :D Over time, you start seeing "magic" numbers in sales histories. 111, 1111, 12222, 55555, 123456, 10000001, and so on. Try to post things for sale just above one of those, and you get a better chance of it not being sniped instantly. Also, if you get several of a thing, post one really low first, as a 'trial balloon'. Then post the rest just over the instant snipe price the first one got. And for heaven's sake, when you bid on things double- , triple- even!, -check your number before you click the button! :D
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Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
The real rewards from that team are completing the task force in good time, with good drops, and having had fun along the way. Any good team, which a diverse team can also be, will get these rewards. No other rewards are necessary. -
I'm also a large-scale marketeer (I don't farm). I don't have a "main crafter"; my nineteen crafters are specialized at various parts of the purchasing, production, and sales process for multiple market niches, and including two more who buy, open, and liquidate superpacks. I spread those niches out across them deliberately so that I can keep track of bids and sales and to have enough market slots available to not have to offer prices at artificially low ranges just to speed up sales turnover. There are certainly more people who market intensively on just one (or a few) characters as you do (I know a few), but I'm not sure many of them frequent these forums.
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Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
This is a good question. If the devs have actual data analytics that show these are problems, I'd like to see them. We had numbers for which archetypes were played from years ago, but no more recent data has been made public and that old data did not speak to teaming at all. I'll cut to the chase. I do not believe this change is founded on data; I believe it was a developer's idea, it sounded superficially good to a few of them who okayed it, and then got carried along in the mass of changes folded into page 7, and it wasn't challenged deeply until now. -
Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
Join a team or form a team -- problem solved! I have never seen someone not invited to a team because they're a Kheldian. -
Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
No, to me it isn't the crux at all. This might make it less bad, but it's still bad. We should not be trying to nudge team composition any way at all. Let players play what they like and team with whom they like, guided only by the fundamental mechanics and synergies inherent in the game. -
Focused Feedback: High-Level Council Revamp
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
I see advertisements for no-incarnate teams on very rare occasions. Often, someone is trying to help more people still trying to get to 50 or incarnates, not artificially increase the challenge. A person could also lock their level at 44 and then farm radios, exemping down below level 45 shuts all the incarnate powers off. I don't like parts of this update (any kind of auto-hit = bad design, imo), but overall I think it will work out fine. But, I'm the sort who would run Arachnos only radios if it were possible to avoid cave maps with them. That's the real reason I run Council PI radio teams -- they NEVER have caves; only sewers, warehouses, and offices. Take intangibility (and caves) away from the Carnival, and I'd run them too. Circle are a common "second choice" for folks, because they have fewer of these annoying gimmick features, but still, sadly, like to hide their mission objectives in caves. -
Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
I would have objected strenuously to that too. I do not see a problem this solves. If we need more prismatics, hand them out via dice rolls not team roles. If some archetypes aren't played enough due to their mechanics or UI's, fix those. If new players are confused about what the archetypes can do, explain them better. This system, and any others like it, do nothing but move us backward into arbitrary team composition goals. It is all bad, with no upside. Some variants of this might be less bad, but are still bad. The existing motivation for players to seek diversity in their teams roles is complex, nuanced, and fault tolerant; and derives organically from the way powers and game systems interact at a low level, and it rewards organically as well via better team performance in content. There is no problem here to be solved with superficial role- or archetype-counting at the team level. One of the chief distinguishing features of this game is it doesn't have so much of the class/archetype/role teaming prejudice other games have. We should be getting rid of what little we have, not adding more. -
Oh, I assure you, you are not. :D For example, have a look at Yomo's statistics here in this thread:
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Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
I don't want a name! :D I do want to address this, since my read of the grapevine hints this direction too. If there aren't enough players playing any specific archetype, then address what may be putting them off from it -- don't obliquely address it in a manner like this system would seem to do. If there are specific mechanics or features of the class that most people don't like, see what can be done about them. If it turns out the theme or foundational mechanics of an archetype cause it to not be as popular as others, well so be it. Not every one likes the idea of being a merged kheldian in their character concept, nor does everyone find being a spider minion equally appealing. And the few who do are happy, or even proud, to march to that different drummer. I'd rather we not try to dangle carrots to get people to play things, all other things being equal, they'd rather not. And certainly not try to entice third parties to give those archetypes spots on teams that would otherwise go to people happily playing characters they do like. Let's stop trying to make people play they way we want them to, and let them play what they want, and especially who they want to play with. -
I use my best judgment to pile mobs onto the team's current point of focus. If there is no such focus, I try to use it to create one. Sometimes that means I'm stealing mobs away from the tanker/fetcher if their placing is bad (which also means their distant aggro'd mobs might run to them now); and sometimes it means I'm taking them off squishies who've placed their ground patches in a poor location. Rarer times, I move ahead and try to set up a new focus from the next sets of spawns and hope people see it for what it is and reset their tactics. And ... sometimes it means I throw my hands up in despair and politely leave the team.
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If you wanted new powers what would it be?
Andreah replied to darcstarmerc's topic in General Discussion
I would love to just click on a chair and then my character just sits on it. -
I've been buying uncommon salvage in bulk well below 20K all last year and continuing today. That's hasn't been a real floor. Things are selling faster, but I am noticing more competition in certain markets, along with modest rises in the low-ranges of price swings, which is perhaps more people trying to get overnight or several-day deals..
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Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
I have been struggling to get this across, and you have hit it right on target. The most tanky controller may not be able to tank as well as the best tanker, but certainly better that the lowest level tanker, and least kitted out tanker, or the worst-played tankers. On any given team, that controller might be doing the tanker role masterfully -- and on the next team, they may not be tanking at all. Not only is it build and player dependent, it's also situational and can't be assigned correctly in advance from the AT alone. I still maintain that building a diverse team is already well rewarded, and does not need this artificial system tacked on top. If we need more Prismatics in the economy, just give them out for other good reasons, not this bad reason. -
Focused Feedback: Role Diversity Bonus
Andreah replied to The Curator's topic in [Open Beta] Focused Feedback
I understand the feeling. But I don't believe we can say a team is interesting just on the basis of the AT's that show up in it, except in a couple of peculiar instances that this system would miss. Even if I went in to all the rest of this, I'd get to a hard stop on this part. I would want to at least see a proposed algorithm that would track how players on the team actually used their characters and tried to asses the role or roles they're playing. Are you taking the alpha strike? Are you taking aggro off others? Are you buffing friends, or debuffing enemies? Are you getting mezz effects on enemies? Are you moving spawns around? Are you using your damaging powers? In melee, or ranged? There are too many ways to doing interesting things that don't resolve by AT alone. I wouldn't even care if these were effective, were they even attempted? This would say a whole lot more about the "role diversity" of the team than this checklist by AT.