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Everything posted by Andreah
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Tempest's Roleplay Suggestion Compendium
Andreah replied to GM Tempest's topic in Suggestions & Feedback
I could see this being tied to the range you set. If the range is 50, then speakers within 25 will show up white, those from 25-50 show up grey. It would just be automatic at half the distance, no new slash commands would need to be added. (I'm sure it's still not a trivial thing to do, since it has to be done on the client and the server would have to distinguish the lines apart when sending them over. The hard limit its easier -- the server just doesn't send them at all.) -
In the Universe of Everlasting, crime fighters often do work for PPD Police Detective McLord. He's often calling them, needing them to talk with him about his Bank missions. This happens so often, they have nicknamed him "Ned McNeedy". A relatively new heroine, Black Viper, was taken by that and wrote a song, and when answering his calls, she sings it over the police band: The Ballad of Detective McLord, also known as "The Safeguard Blues", or "Echoes of Duty" In Mera Heights, a cop stands tall, Ned McNeedy, heeding duty's call. But heroes groan, they know the score, Another Safeguard mission, at their door. Oh, Ned McNeedy, with his radio's plea, Five calls done, "Talk to me!" He needs our help, that's plain to see, But we'd rather fight Archons and just be free. He stands outside, quick and so near, No station walls to interfere. Safeguards he offers, again and again, While we farm for levels, through mobs and strife. Oh, Ned McNeedy, with his radio's plea, Five calls done, "Talk to me!" He needs our help, that's plain to see, But we'd rather fight Mages and just be free. So next time his call comes, clear and bright, Remember Ned McNeedy, and his plight. We'll do his quests, but we'll also dream, of powers and levels, endlessly. mp3 shared: https://drive.google.com/file/d/1qWeRX8z-O65mdBxKfaAqzBN6B4gRvt5s/view?usp=sharing (Image by Google ImageFx, Lyrics sung using udio.com)
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MUSE-34040 Now Open! Player-Created Art and Museum RP Spot!
Andreah replied to Vexxillion's topic in Everlasting
I had a look -- it's beautiful. I'm hoping to find an RP use for it soon! -
Both sites work and look fine to me now. Thanks!
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The FBSA wiki is similarly down: https://fbsa.wiki/wiki/Main_Page
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There are unlockable contacts in Steel Canyon and Port Oakes that will give you any bank safeguard/mayhem mission on demand. In general, I don't find much story content to be compelling, and so I don't consider them to be really that much better than random radio missions, if at all. One advantage for leveling from radio missions is you can rapid chain them together; reducing the down/travel time between missions can significantly increase your leveling per session.
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I like kill-alls too, in principle. What annoys me is when they turn into "can't-kill-alls".
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Wouldn't it be great if there was a checkbox on your contact's window listing you could check to automatically stop you from out-leveling that specific contact? And that it would auto-uncheck if you dropped them or finished?
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I really don't like gimmicky mechanics. I'd rather they used their existing abilities and environments tactically smarter rather than adding arcade tricks.
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Also, good luck to anyone who wants to buy those recipes at 3.5million -- that's, imo, a mass purchaser's patient price, and if you try to penny or nickle over them, they'd probably respond fast.
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Shhh. >.> If a player is getting them from a farmer, the first instinct is probably to craft them as they drop, which as you note is a bad deal. Lowering the level via a AH transaction might help with this, but it's also more time spent finagling stuff and trading a 10% transaction fee on it. It wouldn't save enough for me to be worth it.
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I decided to look at the Gladiator's Javelin Accuracy/Endurance/Recharge today. Here's the IO: It's selling at about 7 million. Looks reasonable to me. Here's the recipe: It's selling at just over half the IO price. Price gouging? I was able to bid-creep up from 7 million to 8 million, where I found one for sale: I don't think this is bad, either from the 7 million or the 8 million price. The 8 million price is a thin markup from the 7 million price if a flipper is working this market. They'd be buying at 7 million, selling at 8 million, and making at least 300,000 profit for each. People are willing to pay 8 million for this IO, if they get it right now. It's a good price point for IO's of this utility. Now, if someone else is crafting them from recipes, it requires : This list of salvage and 490400 Inf to craft. The salvage has a value of about one million inf (these days you can sell the rare for over 900k and each of the uncommons for 25-50k if you are patient). So you are looking at a crafting cost of about a million and a half. So, round that down to be generous and call it five million. Now, the crafter had to spend the time getting the recipes and salvage, and also time spent doing the crafting itself. Most mass producers aren't making these by farming, or even by directly crafting them, but by converting other, less in-demand PvP IO's and recipes. So you'll be adding in some converter costs as well as time. We value our time. The spread between the costs of materials and the value of the final item sold has to cover that time and leave a modest profit for the crafter. In fact, if that value per minute of effort isn't comparable to other game activities, they wouldn't do it. If a player is are concerned about the price spread between a recipe and the final IO, they should try crafting ten of them to sell. See how much time goes into it, and ask what a return on that would be to make it worth doing. A million or two isn't unreasonable. And if we "un-nerf" farming, that spread will grow, because farming increases the supply of the input materials, lowering their value, increases the demand for the final IO's produced (more people will make new farmer toons), injects more cash into the economy, making people more willing to spend on pricey IO's, AND then the return on time spent crafting has to compete with more lucrative farming. Why would I spend an hour crafting if I can earn more money farming? All things considered, I think we're in a good spot. And those who hate all this with passion can buy with merits. That's still there, every bit as easy as it always has been.
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So, what is your point? Are you angry that recipes are priced too high, or not high enough? Are you upset that prices generally are too high? Do you think farmers get too much for what they sell? Do you think they get too little? All I get is some vague sense you're upset about something-something. Also, we have an entire forums section to discuss the market -- you might find a lot more discussion there instead of here in General Discussion.
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guide An Overly Long Post Talking About Mediporters and Teleportation (TM)
Andreah replied to McSpazz's topic in Roleplaying
PPD can teleport player-villains to the jail during mayhem missions. It's a stretch, but it would make sense they could do this to defeated npc villains in some cases. In my RP, I usually assume defeated enemies inside a mission will be taken into custody by a PPD team that comes in after my mission team has pacified the mission area. I do sometimes see people tagging defeated enemies for teleport to jails though. It doesn't seem unreasonable to me. -
Should be easy to test by selling four stacks of ten salvage. That's forty items but only four listings.
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I think this message and the timeout is just automatic when there's more than about 30 items sold to claim inf on. You could be the only player on all the servers and it would still tell you that.
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I sometimes buy Superpacks 1,000 at a time, and never had an issue with the auction getting behind on it.
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guide An Overly Long Post Talking About Mediporters and Teleportation (TM)
Andreah replied to McSpazz's topic in Roleplaying
As a for-instance, I've seen a few people use Super Jump to represent both using a motorcycle and for using a grapple in the roleplay; and also using teleportation/mission-transports as proxies for being able to run at supersonic speed. We have a number of mechanical means of travel: Flight Teleportation Super Speed Super Jumping Off core versions of them: Athletic/beast/ninja run Panther/Coyote run Jump Pack/Steam Jump Jet/Rocket Pack Flying Carpet Void Skiff Rocket Board And of fast travel, to work with: Mission Transporter Team Transport Long Range Teleport Assemble the Team I've probably missed some. -
guide An Overly Long Post Talking About Mediporters and Teleportation (TM)
Andreah replied to McSpazz's topic in Roleplaying
I agree. And a more in depth discussion of how we portray teleportation and other fast-travel mechanisms in our roleplay might be worth another "Overy Long" discussion by the OP @McSpazz. Maybe I should make an index of those threads and see if there's one already :D Edit: And McSpazz already has an index list of these threads: -
guide An Overly Long Post Talking About Mediporters and Teleportation (TM)
Andreah replied to McSpazz's topic in Roleplaying
Mediporters are a super convenient system. But what about when a character has the power to teleport themselves? Can they just pop over to the nearest hospital in a pinch? I suggest the short answer is: it's possible in a roleplay scenario, but it's not the same as using a mediporter. Here's my suggestion for a breakdown of how self-teleportation to a hospital might work in roleplay: Teleportation to a Known Location: If your character has teleportation abilities, they might try to teleport to a hospital or medical center they know about. This isn't an automatic thing – they need to know the location and have the ability to teleport there before they lose consciouness in a defeat, and they may need to have established their ability to locate the hospital they teleport to as a 'target lock'. No Automatic Healing: This is a key difference from using a mediporter. Mediporters provide stabilization and healing as part of their service. If you teleport yourself when at defeat's door, you're just getting yourself to the location, but you arrive still injured and needing treatment. There's no magic healing just from teleporting. Limitations Still Apply: Remember that teleportation isn't always a sure thing: Jammers and Barriers: Teleportation can be blocked by jammers, barriers, or fields, such as those used in jail cells and by War Walls. If the hospital is in an area with that kind of interference, your character might be out of luck. Target lock: Long-range teleportation without an established target lock is not something that most people can do regularly. It is possible that maintaining a target lock to a distant location requires significant ongoing effort. Roleplaying the Difference: This approach lets you use your character's abilities in your roleplay. However, it's not the same as the mediporter system that is used for all defeated characters in game. Self-teleporting is a different way of reaching a hospital than being sent by a mediporter. Dramatic Considerations: The OP suggests that relying too heavily on teleportation and mediporters can take away from the drama of a story, and I agree. Consider the impact of a self-teleport; your character may arrive at the hospital with no instant medical support, and have the roleplay opportunity of being in a more dire situation. While self-teleportation to a hospital may be possible for characters with the power to do so, it’s not an automatic free pass to skip the normal healing process that a mediporter provides. It can add some nuance to your roleplay by letting you use your character's powers in a unique way, but keep in mind that it isn't the same as using the MediCom system. It could be more challenging and require more roleplay once the character gets to the hospital, since they would likely be in worse shape than if they arrived via mediporter. Anyway, as always, if your roleplay makes sense to you, who am I or anyone else to say it doesn't. Cheers. -
There may be some spoilers about Arachnos and Tarantula Spider Number 204 in this post. I exported a set of lore-related categories of Wiki pages from the HC wiki and imported them into NotebookLM. It's very useful as an AI-empowered lore search and explainer, and also helps me with understanding how my character (and story npc's) can fit into the existing lore of the game. There's more of the timeline that I didn't clip. I also asked it this, and I think it did a pretty good job. I can ask it to go into greater depth about specific topics, too. I then asked it to tell me more about Number 204. I checked a few of the citations it gave, and they were pretty accurate. I saw its mention of "Black Widows" earlier, and asked it about that. What it doesn't have is meta-information about the sources themselves. One of which is the old "Coh Writer's Bible", which I imported in. That document I presume is pretty old and has some dated nomenclature. Overall, it's like having a lore expert on call, anytime I'm curious about something.
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Exploring the Depths of Villainy - Which Groups Are the Most Evil?
Andreah replied to Andreah's topic in General Discussion
I'm currently writing a somewhat comedic story about the Hellions and my main character. It's because they're not a seriously villainous threat that I feel comfortable doing that. Choosing a much more villainous group wouldn't feel right, even if it is possible to write such stories with them. I wouldn't want to cheapen their reps like that for my story-benefit. -
Exploring the Depths of Villainy - Which Groups Are the Most Evil?
Andreah replied to Andreah's topic in General Discussion
To me, a bit part of it is also the strength of the group, not just its number, but it's organization, access to potent capabilities, and vision of an end the rest of us would consider to be apocalyptic. This sets the big-league threats above the ones like the hellions, outcasts, and skulls. -
Exploring the Depths of Villainy - Which Groups Are the Most Evil?
Andreah replied to Andreah's topic in General Discussion
I won't get into current politics other than to say I disagree, and I find the council's recruiters to be comical and ridiculous to the point of being jarring, even in City of Heroes. How about the other low-end gang-like groups; like, say the Hellions, Skulls, and Outcasts? Hellions use satanic imagery, but are basically just pentagram-themed arsonists. Outcasts are just low-end Superdyne fueled thugs. But Skulls actually seem to be a nihilistic death cult, so I put them as more villainous than the other two.