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Joshex

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  1. not everyone wishes to take that path, I did croatoa but before that did other things I can't remember, I know I did kings row and atlas park. oh yeah the midnighter arch was between kings row and croatoa. somewhere in there I did cimerora then rwz, then a bunch of stuff in founders falls, then PI. back then recipes and converters were maybe 100k sell outs converters may have been around 300k inf, I decided to use the merits to buy sets that I needed, hence still slotting my toon and unable to spend the merits to make money. yeah, the market has seen a big uptick recently. rare salvage went from 100k to 5 and 600k, I did some AE farming to get that when it was convenient. but yeah the market just was not upto speed back then, maybe now. But that's moot point because the core argument here is incarnate salvage is a locked system, once something such as astral merits or empyrean merits or reward merits is converted into an incarnate component or threads or shards, there is no mechanism to get it out of that system. there needs to be if even at a much reduced rate. the most obvious thing is to make a mechanism to sell it for inf, or astral or empyrean merits.
  2. https://paragonwiki.com/wiki/Incarnate_Merit_Vendor according to the tables, there is no threads to astral merits conversion. and no threads for insps conversion. this goes for any incarnate salvage too. no way to change it out once it's in incarnate salvage form. and half a billion? lol I was completing zones full of archs and barely broke 30 million by the time I was like 40. before that it was tough going to slot things with SOs and IOs. I had maybe 250 merits from completing lots of archs, but.. that didn't last long. and back then homecoming was just starting again and AH prices were much lower. so, yeah the argument of being able to unload incarnate salvage for inf still stands. at present there is no way to do so given you can't change it into astral or empyrean merits and there is no pure thread or shard to anything conversion. it really is a locked system with no outs.
  3. I was doing a speed run (silver) and well you know how that goes anything that can go wrong will. I honestly think the developers might have put it in a glitch intentionally on this mission. I was solo, after starting the ouro flashback I encountered mild rubberbanding., it stayed relatively mild a few missions in, then cars are dancing all over the road. dancing as in not just moving back and forth but actually spinning in random directions. moderate rubberbanding. next the mission talk to the zikzak man in kings row. At which point after talking to him and just as I clicked the glowie, I got map-servered. I had to logout to the login screen, then get back in. mission complete. phoned contact, got a mission it was in brickstown, had run out of TP's that could get me there directly, except base TP and was a good distance from the train. base TPed, strange? no mission in nav window!? went to brickstown via base telepad, mission is now in Talos island. Severe rubberbanding begins. with 30 minutes left I managed to fight the rubberband through 4 missions. what an adventure! but seriously there was something wrong. it "remished" me. brickstown became talos island. that's a bit crazy, never seen that before.
  4. I actually don't mind this sound. Pocket D is a fun place. many memories in there. it never bothered me, in fact I never felt like I even noticed it. it was just ambience.
  5. pretty hard to liquidate merits to influence when you are still slotting sets. way past vet level 20 still trying to get T4 alpha. reason being? I don't do trials or TFs much because the Freakshow war ouro flashback has a better repeatable yield. I only do TFs when in the mood (for fun or to test my build) or if I have a short time, no other things started, and someone is advertising a speed something that's worth the time. Usually I don't know if I have time as people boss me around pretty regularly and expect me to hop to or else. So a solo ouro arc is fine because I can finish it one mission at a time if need be, where as a TF or trial.. yeah quitting after one mission would piss a lot of people off so.. I just don't join. after a few months of playing I managed to get 100 mil from selling all my recipes and salvage, mostly to shops... pretty sad when the AH pays less for a recipe than the shop. then after I got the 100 mil I decided to not spend it on the VR salvage and instead use it to slot like 4 powers. so... yeah.. there are methods available yes, but what about when people are fully slotted? they have their whole build done perfectly, now every time they play they'll earn threads they can no longer do anything with. they can't even sell them, just delete. same with incarnate salvage from TFs or trials. delete. basically anything that's not an astral or empyrean merit would be useless and just a waste of server database space. correct me if I'm wrong but there's no way to turn incarnate salvage back into empyrean or astral merits right? or if there is it may cost significant amounts of inf to grease said transfer wheels.
  6. Thankyou Dr Rocket for that lovely comparison of the cost comparison. Hi SwitchFade, while I agree that spending 100 mil on a very rare incarnate salvage is not necessary as there are other means such as empyrean merits. there is still the option to do it via threads, however to do it via threads, you must create one of each Rare incarnate salvage, and afford the chiefly price of 100 mil inf. so if you have no empyrean merits and have a couple hundred threads, why not be able to sell those threads to help cover the cost? keep in mind here that shops buy anything at half the price they would normally sell it for. Typically this sale price is not based on the crafting cost but rather on the ease of acquisition. so threads? we're talking <=5000 inf each (probably more like 1000 or 500) as they are quite common. from there we can use DrRocket's example of price comparisons to find out that it really isn't going to effect things that much. You may have misunderstood me and thought I was saying that incarnate salvage should be sold for it's crafting cost. I agree with you, that would be an inflation shock. In example, Dr Rocket's comparison clearly lays out that a very rare incarnate salvage would cost round about the cost of 600 threads, so if each thread were 500 inf, that's 300,000 inf. given that Lv 50 white con IOs yield around 100,000 inf and are far easier to acquire, this is hardly a dramatic price. even if it was 1000 inf per thread, that's 600,000 not even 1 million. you'd have to sell 10 Very Rare incarnate salvage to get 6 million inf (about the equivalent to 2 or 3 enhancement catalysts (rare) on the AH). In comparison to the crafting cost it's ridiculously low, but lets say for example you have some incarnate salvage you don't need right now that you got from a trial or TF or such and breaking it down to turn it into something else wont help either as that only means paying the 100 mil inf price or maybe you have no empyrean merits all the very rare salvage you need to make the power and are just waiting for the inf.. this works. now you can easily sell things you don;t need and help work towards the inf goal.
  7. when it costs 100 mil to make a very rare incarnate salvage money in the game gets scarce. there are things to sell to eventually get that much, and yeah there's empyrean merits and such. but why not have shops buy it for reduced prices? or have incarnate contacts buy incarnate salvage? reason being is, maybe some one is trying to slot their toon whilst doing the incarnate process or after the incarnate process? we'd just need a list of likely costs to make each component. we still wouldn't be able to trade them so the auction house wouldn't be compromised, but we'd be able to sell them for something. request retracted, super insps allow you to convert outside incarnate components. thanks again to the many people who took the time to explain that in this thread.
  8. There are 8 missions in this arc, 5 of which can be ghosted the other 3 are kill all. It is worth 55 merits and is repeatable infinitely for the same number of merits, it is a pain if it takes an hour per run or if you miss or can't find a glowie or negotiator or a hidden enemy in some nook and cranny behind a box, Use Tab randomly to find missing enemies. Use the map after completing the fighting mission goals to see the location of the glowies if you couldn't find them earlier, DO NOT spend extra time looking for them unless you are on cleanup. Mission List: (links lead to paragon Wiki, not different parts of this tutorial) 1: Go to the office and save the reporters from the Freakshow (Kill All) 2: Meet with Joe Baker (Ghostable) 3: Protect UniMaxComm from a potential attack (Kill All) 4: Break up the meeting (Ghostable) 5: Investigate the Freakshow strife (Ghostable) 6: Take Clamor Boi out before he can effect a prison break (Ghostable) 7: Stop one of the freakshow raids (Kill All) 8: Stop Freakshow Fighting (Ghostable) Zone list: atlas park boomtown brickstown Crey's folly Faultline Founders Falls Independence port perez park Steel Canyon skyway city Talos Island Missions in this arc are in random zones from the above list, knowing different methods to travel between these is crucial to the speed run. walk only if it's close. As a piece of advice; The entire team will need to have Ouro, Base Transporter (and a base with all TP points, team leader can provide it), Base Transporter Temporary Power (numbered uses), Wentworth's day trader (Buy it from WW or do a lot of trading), Mission transporter, Team Transporter/Teleporter. The Arc takes a little over an hour if you are lucky in the random zone roll you could get 2 or 3 missions in the same zone close to each other and thus do it in less than an hour, but this is not guaranteed. if you want to do it in less than an hour every time, this guide is for you. if you want to attempt to do it in under 30 minutes, this guide is your best bet to attempting it. doing it in less than 30 minutes every time is not guaranteed, you'll need a bit of luck and smarts. This Arc should be run at -1 or +0 x#teammembers for speed. Mission 1 go to the office and save the reporters from the freakshow This is a kill all mission, all kill all missions will require careful teamwork to shave time off. In this case, each player should take a floor, typically there are 2 to 4 floors, so a team of 5 is suggested, it could be handy to have 6 members, so you can have 4 main clearers, 1 cleaner and the mission lead waiting at contact! This mission is likely to be in brickstown or steel canyon, it could be in skyway city in the off chance as well. Start in Steel canyon, go into supergroup base (you need to have a mission crystal), if in brickstown use the crystal to teleport to contact. If in steel canyon exit through the base portal ad n fly there with a jet pack (or flight, or TP pool power), if in any other zone use the SG base teleporters!, no ouro yet!. At any rate for speed you need to have the mission lead wait at contact so they will not be taking part in the mission. At mission complete they need to hand it in and get the next one ASAP. as always the team needs to exit as soon as mission complete happens, any freakshow who get back up after that time need to be ignored. Herding is important, try to collect as many groups as you can per go and lay down with as much AOE, Chain, and or Cone as you can. On x5 a good toon should only have to do at most 7 combined groups per floor. Maximize the use of your AoE attacks NO KnockBack!!!!!!! (or it will take forever!) Knock Up is fine. know your power and know the way the enemy con will be effected, -1 might be KBed by a KUp attack, everything higher will be KUped. if you have KB and it always KBs tell the team before you begin and the tanks need to herd to a corner! The cleaner should attack any and all Buckshot or ranged default enemies on sight with maximum hostility. (as they are hard to herd!) There are 2 glowies in this mission, 1 computer and one bodybag, the body bag counts as one of the reporters, the computer is clues, the cleaner should look for these, the main killers need to move on. Mission 2 : Meet with Joe Baker This mission only requires you to take out the few freakshow immediately holding joe hostage, you do not have to lead him out!. Run to the back and find him. Only 1 person needs to do this mission!, 2 at most! pick your members before you start, make sure they all know who is doing what on this mission and who is standing in the SG base at the teleporter. For speed team leader can be at base and call contact at mission complete. Again, do not worry about freakshow who get back up after mission complete. just exit. This mission is likely to be in Crey's Folly, Independence Port, or in the off chance Skyway City or Atlas Park, it might even be in Perez park.. pretty much these are the best bets, but it could be anywhere! IF it is in crey's folly Mission lead needs to walk around the hospital and enter Crey's folly then tell team the distance. if it is close to the zone entrance anyone who is closest does it (including team lead), if it's far away Mission transporter should be used! BUT ONLY BY THE 1 OR 2 TEAM MEMBERS WHO ARE GOING TO DO IT, EVERYONE ELSE STAY PUT! if it's in Independence port send a scout through ouro to IP to see where it is in zone if it's far away Mission transporter should be used, if it's near the drop off point of the SG base TP or the train the scout tells the team which transport to use! if the scout is close (<=500 yards) the scout should Notify the team to stand down and wait! so whoever the scout is needs to be able to solo a mob at team size and fast. after mission complete the team lead can call the contact. the rest of the team should still have mission TP and ouro and all TP's recharged. this is important! Mission 3: Protect UniMaxComm from a potential Attack As a kill all you need most or all of the team that can get there, 1 per floor, and a cleaner, if you only have 3 people available alternate floors and have a cleaner trail you. On this mission all enemies count, not only freakshow, lab equipment does not count!. Good herding is important! again maximize the use of your AoE attacks NO KnockBack!!!!!!! (or it will take forever!) Knock Up is fine. know your power and know the way the enemy con will be effected, -1 might be KBed by a KUp attack, everything higher will be KUped. If you have KB and it always KBs tell the team before you begin and the tanks need to herd to a corner! The cleaner should attack any and all Buckshot or ranged default enemies on sight with maximum hostility. (as they are hard to herd!) If any of the team had to use mission transporter last mission, have them go to the train or ouro and wait. SG base Transporter will NOT take you to the next mission. again exit on mission complete regardless if anything gets back up. Mission 4: Break Up the Meeting In this mission you only need to defeat the 1 group that has both freakshow and council. finding them is tough, there is a trick though, to do the trick you need to have base editing permissions on your SG base, go to room placement mode and zoom all the way out then exit base editor and go to ouro and the mission from there, the camera will be way way behind you and allow you to merely spin around and browse through and load all the enemies in most of the map. alternatively the freakshow negotiator is usually either, 1: in any of the enemy groups close to the mission start, 2: on the water side (and road corners) of the the big building square or 3: the road leading down towards the next island or 4: on the next island (usually on the far side of the island where the road ramps into the water) if you run through these areas and come back it's likely the freakshow negotiator will be spawned. 2 or 3 people will make this fast but you need to have each person go check out to a different spawn location listed here. it makes no sense to group together unless you already found them and need to murder them quick. whoever finds them starts killing and tells the others, leave immediately on mission complete, it's suggested to kill the council in the group first if you can then the freakshow second that way you don;t need to worry about the freakshow getting up while you are fighting council and making you take more time to kill the freakshow again. planning, planning, planning. premeditated murder? This mission is by train or ouro as said in the last section, team members who did not take part in the last mission because of using mission transporter etc. should be waiting at the closest transport and they and they alone should do this mission. during this time others can attempt to get there to help via ouro (if it's recharged) or run to the train. 1 or 2 (NO MORE!) of the team members who were on the last mission can get ready to scout for the next mission by standing in SG base at the teleporters. Mission 5: Investigate the Freakshow Strife this is ghostable you need to have 1 person run to the back and kill only the enemies guarding the zikzak man, it says talk to him, but you do not have to click him. just save him, you do not have to lead him out. he is always always in the back of the top floor. usually hidden in a back room or hallway. so you need not look for him on any other floor. after finding him the glowie will popup on map and you can find it or have another team member find it then exit. Tip, try not to agro the freaks near the glowie if you can, use stealth powers and just click it asap on sight. if there are 2 people on the mission one can click it while the other is looking for the zikzak man. while this is going on the rest of the team should be waiting at the ready at the SG base TPs To get to this mission Mission TP can be used, it is likely to be in brickstown, boomtown, or Talos island or skyway city. but again it can be anywhere. best to use a scout if it's in a big zone, have them SG base TP in and see if it's close to any TP points or if you need mission TP. Mission 6: Take clamor boi out before he can effect the prison break. this will take place in a sewer gate either in Atlas park, Boomtown, or brickstown, it could randomly be in steel or skyway or perez too, but it's likely one of the first 3. 1 or 2 people need to ghost run to the back and take out clamor boi and the rest of the mobs in that room. herd them and destroy. exit on complete. one or two designated people who did not take place in the last mission should Mission transport (IF THEY STILL HAVE IT) they should ghost this next mission! if not and it can be reached by ouro do so, if not by ouro, if it is in a place with WW, use WW teleporter, or base TP, then use the teleporters in base is necessary. everyone else should wait in the base TP room for Mission 7! Mission 7: Stop one of the freakshow raids Kill all, another save the lab technicians and defeat all freaks. use the same tactics as previous kill all missions. all enemies count, lab equipment does not count. you really need the cleaner here. After this mission use whatever transporters you have available everyone heads to the last mission. Mission 8: Stop the freakshow fighting this mission is deceptive, it might make you think it's a defeat all, but infact you just need to find the freaks who fight eachother and talk and any freaks who are visibly nearby. ignore all others. for best result the team should split up and take one freak show leaders group each. if anyone is left over they can assist as needed. this mission can be done in like 5 minutes or less. thats it. this is the best advice I can give on speed running it. if you used this advice; post your time and tips below, this only works with a team, if you are solo, it's really just a case of luck and careful usage of TP powers and x1. any tips which lead to better times will be included in an edit and you'll be referenced/quoted.
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  9. the point of giving the option to pick a mission door, is for things like Player Character origin stories or stories related to those characters etc. they take place in the real world not a holodeck. that's why there can be this option. as for the contact, it could be that the contact is only visible to the players on the AE team. For this each zone would have to have an "AE contact" spawner spot somewhere in zone at a predictable place that gets loaded if the mission is in that zone.
  10. Agreed, certain doors would have to have an AE warning "This door can only load Map_Name, not custom" and trigger an error which prevents publishing until rectified.
  11. It'd be nice to be able to pick a zone and mission door in the AE mission editor. we'd need several drop down menus to accomplish it: Mission Door Type: AE Teleporter (Default), Custom if Custom: Mission Zone: Random, list of zones. if Custom Door type: Door Number: Random, List of mission doors in the selected area. For door number we should show it's location on the zone map and a picture of the door (or set of doors) so people can identify which door it is in mission editor. What do you think?
  12. thats a lot. still it wouldn't be an issue if there could be 99,999 of every possible name. after thinking (oh no..) a bit more since my last post I think instead of telling players "that name is already taken" it should give an option to add a number after your player name (outside of the normal player name character limit) and having an ability to make that number invisible in normal gameplay. the only time it'd show up is if you right-click the toon or their name. OR, even better, bump inactivate characters to "Character Name"+# could even have the number be based off the amount of time they are active in a year on average in minutes or hours. would be very hard for people to match that. the higher the amount of activity, the lower the number, with the #1 entry not having a number at all. only thing this cannot solve is account name discrepancies..
  13. I have thought about this for a long time, many years since the old coh servers when "captain oblivious" was taken. we need a name sharing function. in Champions they used Global@Toon. but.. I'm not a fan. maybe some other identifier? maybe a special name resolution window based off the player search window? "/t captain oblivious, something" [there are 4 characters with the name captain oblivious: 1: Global, Offline, Atlas Park, last online 4 years ago 2: Global, Online, Striga Isle, you have not teamed with this player 3: Global, Online, Mercy Isle, on your team 4: Global, Offline, Peregrine Island, You last teamed with this person on Friday the 27th of June 2021 which do you mean?] OR Heuristics: "/t captain oblivious, where you at?" game server: is /t player in same zone? Y/N is /t player closest to sending player? Y/N has /t player been in contact or near sending player? Y/N has /t player been on team/SG etc. with sending player? Y/N pick best result, send message. /\ /\ /\ thats for typed messages./\ /\ /\ for player name right click: (the discord method) player right clicks on "captain oblivious" in menu or 3D environment: "send message" /t Captain Oblivious#12345, your message any better ideas? I know this would take more coding and implementation but hey might be worth it.
  14. yeah, I seem to remember that. now days, I can't see much consequense in letting people get such temp powers though, maybe just nerf them in pvp, after all the reason they did it originally is the company cryptic and later paragon studios, were charging Subscriptions for access time. it was the money for time component that drove the decision to disallow players to reget things which could make gameplay or progress faster. If gameplay or progress got faster even by a little bit on average, it could undercut subscriptions because people feel accomplished. thus they tried to keep it "just the right amount of hard" to keep people in the game and paying monthly. Now we play for fun and our payment (for most of us) is a big thankyou. I can't think of any reasons why allowing access to these temp powers would be an issue. yeah if they put the in the P2W vendor that could be 1 fix, but I myself like the idea of going to get them. not just saving up inf. if I want a sword on a non-sword toon I can go do the missions for the mayor of croatoa and get his sword for 3 days. at the moment the last mission is locked off, so that sword is ungettable. We could make the ouro version non-PVP if people really feel it could be a PVP problem. either way thanks for reminding me why they did it and I agree P2W would be one valid fix.
  15. So, sometimes you do an ouro arch and you get to like one mission away from completing all missions from the contact and thats it. goodbye. however some of these "final missions" give temporary powers and they aren't half bad. I like that the ouro missions stop when you get the merits, but why not allow users the choice to continue or drop the arch after that? this way we can reharge such temporary powers. even if it's just random missions after that time. still, could be helpful even if theres no more merits involved.
  16. both are great ideas! and I agree. yes that was my point Siolfir they should do something other than completely ignoring you, an emote seems the best non-battle thing to have them do as it can loop.
  17. so, say you have the enemy cap on your character, but you are standing right next to another group, the group could clearly see you and would otherwise trigger into attack mode. well, in order to let the player know they have triggered the attention of this group (but not actually taunted them), why not change thier animations? Based on what they are have them laugh, play a taunt animation, fist to palm, cheer on their comrades, egg on the player etc. basially trigger an emote appropriate for the group. some could even be quite funny, mocking even. such as shifty eyes or plotting villain etc. Also allow this to be set custom or random in AE? the idea is the enemies over the cap should still do something even though they aren't affected or taunted, to let all players know that they are aware of the toon's presence but over the agro cap and will attak teammates that come close. Pros: it would provide more realism. and notify players that the group is triggered. Cons: a bit of extra server bandwidth and I am guessing a large amount of coding work...... discuss
  18. Hi, I would like to request adding certain non-contact NPCs to the base builder as placable items. as you may know there were in the past no merit vending machines, each one was an NPC, much like the one still left in Steel Canyon's WW. as they have the same function as the machine, and the machine is already in the base editor, why not allow the NPC to be placed in SG bases as well? thankyou. I would enjoy hearing everyone's 2 cents on this topic, for example is the NPC different in selection of items they sell from the machine? from what I can tell they are the same. Edit: I know we already have the NPCs tab, but I was wondering if because NPCs like a merit vendor have some sort of function would "Staff" be a more appropriate listing? I mean thats kinda the Idea I had.
  19. thanks for coming to the rescue hero! i appreciate it. I was feeling like I was in an episode of the twilight Zone for a bit. Edited you are right, whether this was previous a feature or not, I need to remember that it is not currently a feature and would require some work from the devs. therefore I should treat this as a feature request rather than a reinstatement. further more on that note, I would like apologize to anyone I had been arguing with about whether it was a feature or not. lets indeed talk about the actual benefits, pros versus cons. naturally we can discus potential cons and find ways to limit or eliminate them. such as not allowing combination to the next tier by macro, only by the drop down menu to alleviate concerns about macros allowing people to make childs-play of of filling their tray too fast. though I personally don't think even a macro will be able to handle this function due to the complexity (as proposed in the last long spoiler).
  20. also the p2w doesn't work for me, I don't want to block or ban any insp level! they are useful in a pinch when you've used up what you came in with!. better to have them than waiting on something bigger you may never get.
  21. full sequence of combinations necessary for single color tray full. can't spam that. have to think
  22. nope you'd run out of space, you'd have at best 2 tier 2s and tier 1 clogging you from filling it completely. And maybe just maybe they NEVER had it allowed as a macro for this very reason. so there is that option, just don't include it as a macro option but include it as a selectable option. I never used macros, so I have no clue if it was allowed in macro. you'd also have to do it strategically not spamming, if you filled up the whole tray with tier 1s from vendor, lets say 5x4 slots, /3 = 6.66667 so you'd have one left over as a tier 1 and 6 tier 2s, enough to make 2 tier 3s, and 13 empty slots. if you continued to spam buy and not convert to t3 you'd run out of space with a tray almost full of t2s and 2 t1s. you'd then have to convert to t3s which would yield 6 t3s, with a left over 2 t1s, spamming yet again to fill up on t1s you'd have to convert to t2s again with only 14 slots to combine in, which yields 4 more t2s and a t1 leftover, if you convert to t3 you'd gain 1 extra t3 (7 total) have a t2 and a t1 left over and 12 empty slots. you can see how this would be cumbersome. Edit 5x4 not x3.. next lets assume you wanted multiple types of t3s, blue, green, yellow, red, purple. you'd have to not spam now, you'd have to buy exactly 12 t1 blue, make 4 t3 blue, then with 16 spaces left over buy 12 t1 green, it checks out, now you have combined 4 t3 green, now you have 12 slots again it checks out you can combine 12 yellow to make 4 t3 yellow, now you have 8 slots... it does not check out. you need 12. now you need to email completed reds ones to yourself one at a time to make room for the next batch. then there's purple that will be tight. it's a slow process. it's not realistic to do by "spamming keys" you need to think about what you are doing.
  23. you know what, I'm not even going to argue with you, it's clear to me you don't remember correctly, and have some animus against this concept because you seem to think maybe they are profitable in the AH or because you think it'll make it too easy to get them. and no it doesn't matter the cost because you can only have one tray of them. weather it's from AH or self made. besides the devs here don't encourage market price gouging, they actively prohibit it by ensuring prices are low for consumables like salvage, SOs DOs etc. so why not insps? again it doesn't matter how cheap or expensive they are the player still has to go spend the time to get/make them. It takes longer to make them IMO. you'd have to trade things back and forth by email to get a full tray not something you can do on a whim or between missions especially timed or masters runs..
  24. heres evidence, watch any old video from 11 or 12 years ago, thier insp tray is almost chock full of big insps (3rd tier) why would it be so common, why would they use them frivilously? simple, they could make them.
  25. I nullified this point already by pointing out that you can buy them from the auction house as well (for cheap). so it's really moot point where you get them from. so, why not ireinstate the old feature? and I am sure that this was a feature I remember it. I am searching for evidence. thats how certain I am, I am that certain it was a feature that I should be able to find something. what I have to ask, is whats your damage? why does it pain you so much that you must attack the credibility of a feature in a game that I didn't even make that I'm just remembering?
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