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Everything posted by Andreah
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It would not hurt the game to introduce an inspiration cooldown (for non rezzies) everywhere. 30s might be a bit too long for say, level 2, but say a 5s cooldown up to level 10, 10 s for level 11-25, 20s for levels 26-40, and 30s for levels 41+ in regular content would definitely put some limits on it.
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I'm not much a fan of turning off player's abilities or resources in order to create artificial difficulty. I understand it's always been a thing, and it's perhaps low hanging fruit to go this route. I'd rather see, for example, instead of disabling inspirations or temporary powers, having in-mission means of suppressing them, which might possibly be overcome via strategy/tactics. Such as a suppressor node or mob that might be defeated. Or, alternatively, instead of disabling inspirations, give them a failure chance which causes them to be used up and provide no benefit, or even a critical failure chance which causes them to have opposite effect. That provides a player with a decision to make -- is it worth it to me to chance this million-inf Ultimate Insp? It might fail and do nothing! Or worse, it might lower my combat level !😮 Take both these ideas together, and it might offer layers of tactical subtlety onto the team's approach to a mission. Do we brute force through it, and hope for the best if we get in trouble? Or do we try to finesse our route to find and deactivate the deamplifier projector stations or take the time in each fight to prioritize taking down the deinspirator mobs? Deactivating normal content tools that players have at their disposal just doesn't feel very exciting or interesting. Imagine if another way to achieve higher difficulty was just lowering everyone's level by one and turning off their T9 powers. Yes, it's harder but not for a what seems a good reason to me. I'd prefer higher difficulty was achieved by moving the opposing mobs up the power scale, not players down it.
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I'm left hanging a bit by this section. It seems clear the intent is to expand these new settings to other content after it's been tested and tuned from the new Dr. Aeon SF; which sounds great. Is that content only to be new content, or will it also, perhaps in increments be used for prior existing content such as existing SF's/Tf's/Trials, old story arcs and newspapers and radios, and perhaps even to AE missions? In short, will this eventually be everywhere, or limited to new content?
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If a player has purchased several hours worth of a temporary power (for example an Offense Amplifier from a P2W Vendor, which can stack up to eight hours), and enters into content running at Ruthless or Relentless, is the power suppressed or suspended and then resumes its effect and duration countdown afterwards; or is it cancelled, in which case the player has lost potentially several million Inf worth of purchase?
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¿pǝʇɹǝʌuᴉ uoᴉʇᴉsod ǝsnoɯ ʇlnɐɟǝp ǝɥʇ sᴉ ʎɥʍ
Andreah replied to MoonSheep's topic in Suggestions & Feedback
I can understand the catchy thread title, but I did not read the first post. I'm old enough I don't need people making their content deliberately hard to read. -
We have a pinned topic for roleplay suggestions via CR Tempest: The top post has a nice list, the second from the bottom of which is variable distance chat (i.e., a shorter range /local) It would be worthwhile, I think, to add a link to this topic to the end of the suggestions in that topic; or even better, to distill out a summary of what's here into a post for there. 🙂
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Major QoL Improvement for Enhancement Comnversion Window
Andreah replied to xl8's topic in Suggestions & Feedback
I posted some related QoL ideas for the conversion window a while back as well. -
Major QoL Improvement for Enhancement Comnversion Window
Andreah replied to xl8's topic in Suggestions & Feedback
I posted some related QoL ideas for the conversion window a while back as well. Edit: Some weird double post thing here. Please ignore. -
Since we're looking for bold, innovative ideas. I have a good one. Without devs discussing, announcing, or even hinting at it, after some future maintenance, we should be logging in to find out every character on every server, every supergroup, every base code, every player global handle, has been genericed and there's a 24-hour lock against creating new accounts, characters or supergroups; and we're then invited to rechoose our names, limited to one per hour the first day, universally fresh and fair.
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I haven't been actively playing much for quite a while, so I'm not in a really good spot to create connections, but overall, I'm of the mind that lighting a candle is better than cursing the darkness; and in that vein, not to ask people not to light candles because we need a brighter light. One of the things I've enjoyed being a part of is when a core of people do something in-character, and use LFG or the other channels to invite other roleplayers in to join. Sometimes this has been radio, mission, or other content teams, or just a group doing casual RP in a public SG Base setting, such as a bar, billiards club, or shopping center. If the styles and personalities click, then one's circle of roleplay connections grows, and if not, very little is lost.
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Who, me? I love the auction as it is and am having a great time.
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I think there's a missing option: 3) Delete the Auction house, email system, character to character trading system, off-character storage, and character bind all drops on pick-up. Nothing is free; everything is earned from play of that character and that character alone. There's probably lots of other ways too. Most of them are really bad. As far as the auction house, I like how it is structured at present, because it puts a little strategy and thought into it. If others don't like that, they don't have to use it. Just sell drops to vendors, save them in email or storage for alts and use merits to get the things they actually want. The auction house has particular bits of hidden information on purpose. If it were a full public market, your listing prices would be public. It would show your IO listed for sale at 1 inf. You would see the lists of bids other people set at their specific price points. You would see the detailed sales history going back some distance in time, and probably daily high/low/average/volume before that. We don't have that kind of market, and I wouldn't want one.
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I could see an option to allow players to toggle their own KB to KD, but that negates much of the value of the IO's that do that now. Would you have the toggle be by power, or for the entire build? And what if the team leader could set a team toggle for KB to KD?
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Could be. 🙂
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I have a kin/ defender with repel slotted for knockdown, and I love it. If I could not slot it to remove knockback, I would not even take the power.
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I don't think this surprises me at all. 😄
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We went through this exercise a few months ago in the discord and got a dev to confirm there is only one market database. All the HC servers use one auction house. Price history might look different because they can change very fast for high volume things (like rare salvage), and also, sometimes the price history display you see gets bugged.
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My Roleplay Problem: I Suck at Clubbing
Andreah replied to GraspingVileTerror's topic in Roleplaying
For me, it's more a condition to live with than a problem I can solve. There are times and places when the proverbial stars align and I can manage to participate. I try to learn to recognize those circumstances; but they're rarely in club-RP, which I think is a shame, because it could be a lot of fun. It can seem counter-intuitive. For example, if a club has a "greeter" at the door, saying hello to everyone, welcoming them to the club, and giving directions, that can be a barrier to me. Weird, right? Sometimes it's sheer numbers. Say I know and have roleplayed with each of ten characters pretty well before; put them in one place and sometimes, I'm feeling the anxiety pretty strongly. So, in terms of clubs, it's easier for me to tag along with a smaller group of friends than a larger one. If there are activities and such beyond pure "socializing" (and this may be more to the OP's original issue), such as roleplaying billiards, or darts, or dancing, and so on, this works better for me. Possibly because it distracts me from the wider social environment; or perhaps because the groups involved tend to become smaller, more topically focused, sub-groups. There have been larger RP events I've been to, participated in, and even organized, but I have to say these haven't been pleasant. I can force myself through them based on a sense of obligation or objective, but it's become "work" at that point to me, not play. -
My Roleplay Problem: I Suck at Clubbing
Andreah replied to GraspingVileTerror's topic in Roleplaying
For me it's primarily social anxiety. -
My Roleplay Problem: I Suck at Clubbing
Andreah replied to GraspingVileTerror's topic in Roleplaying
I could not begin to count the number of times the various club XYZ-1234's of the world have had an event, and I wanted to go, but just couldn't do it. Even when people I knew were there, and even when I'd been invited. -
Interacting with the Market Causes Massive Lag Spikes
Andreah replied to Katharos's topic in Bug Reports
It may take a while for a number of the devs to wake up and see this post. 🙂 One thing I will note, is they are on their temporary backup network infrastructure, still waiting for the hosting service to resolve the problem we had the other week; and they did say that some features, such as the markets, might be operating poorly on account. Edit: I see from two days ago they went back to their primary vRack configuration, and have been monitoring it. -
These could be limited by archetype, by tagging them into a (hypothetical) new set of ATO/SATOs.
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KANSAS, Part III Westminster Redoubt, beneath the ruins of London, Island of Britain. "Your Majesty, the operation was largely successful. All on-site objectives were met, except for final atomic demolition. All non-meta Americans present were slain, and over half the assault force was recovered. The fallback orbital strike had to be cancelled, the Americans routed an orbital destroyer group to the area and we had to pull the Nike forces back to avoid losing them. We estimate we set their project back by at least a year, perhaps two, and we gained the technical details for their gate generator. We confirmed their Doctor Philadelphia made a substantial breakthrough in field surface stablization, and they can produce gates as large as three meters across, but still cannot control the emergence point. None of their experiments were able to produce stable transit from a sender to a receiver, much less from a sender to a non-receptive point in space. Oddly enough, their logs show porting, but they could not locate the emergence locations. Our scientists believe we can have our own operational within one year. And we do know how to direct transits, Professor Newton has been transiting millimeter tracers to Luna and back for over a year; when we stabilize meter-scale gates, we'll be able to port miniatomics to any destination on Earth or in near orbital space. We'll take care of the Americans in short order and then clean up this Ravaging mess Doctor Forbyn created." Charles III replied. "Make it so. Whatever resources needed for this are granted. Pass Our gratitude to your teams on Diego Garcia." Lake Michigan Super Force Station, Lakebottom Bubble Four SCIF "That was a near run thing. How much did they get?" "Far too much. And they wiped the computers clean, even though they planted a bomb, too. They knew we were on something big, and wanted to stop us entirely. Risky." "Your girl Winters pulled the fubar out of that; right good work there." "Pure luck, she wasn't there in a research capacity at all; strictly security. Nothing nuclear about that work at all. It's all ultra-high density physics, gluon fluids, gravitons and singularities and so on. Makes my head spin, and I have two PhD's" "Cut the crap; yours are in political science and economics. What's our next play?" "The Brits already had a gate program, we have a mole inside it. What they got won't help them as much as they think; Philadelphia assures me there's two full dead ends to get past. And only then will they realize the large stable gates lead to other universes. And by then, we'll have Bolthole established and push a million top people through, a cross section of the best." "Do we have a universe picked out?" "Theoretically, we have six we can reach; something about a minimally quantized paratemporal hypercube. We'll test them in sequence and put Bolthole through to the one most similar to our own. We'll go in hot with Super Force, six cybernetic regiments, a nuclear detachment, logistics, and then the main relocation column. Most likely they're uninhabited, but if not, we'll have to put the natives down. How's the schedule looking?" "Simulations project we only have a year, or at most two, left. Two if we can defeat the Brits first. Six months if they get the upper hand; most likely one with the stalemate and the Ravaging advance. The President is readying the unlimited nuclear release authority directive; and Montana Buttes has been stockpiling half-gigaton weapons. Once we start delivering those ..." "I hate giving up on the Earth. But the space colonies aren't sustaining biomes yet; might never be. And certainly not with enemy forces still in orbit. Dueling radiation projectors; no way out of that alive." "If we can't make Bolthole work, there's nothing." "So long as those giant caves in Kansas doesn't collapse until we've established Bolthole and the Second Republic. When we have that, we'll burn the planet and close the gate behind us."