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Solarverse

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Everything posted by Solarverse

  1. Thank you very much. Although the stone cages weren't game breaking for me, it did cause my FPS to shoot way down. Awesome job, guys!
  2. That would be a good idea all round.
  3. Okay, I see. I just read you wrong.
  4. I see it like this; If a channel is being used for anything and everything, even though it was not created for any other reason that to help people who ask questions about the game, then that channel is pointless. We might at well have only one single channel per server, and let people talk about whatever they wish. I mean, if rules are silly, and if expecting people to adhere to the rules of a chat channel makes them tight assed, then why have rules at all? No point in having chat channel rules if it's all just silly. We seem to live in times where rules no longer apply. If this is the case, then let's just do away with silly channels and open up a global free for all channel. This is not how I feel it should be handled, but this is the logic you are kind of running with, yes? Or were you implying something different and I read in to it wrong?
  5. So a few days ago, Help channel was being used for casual conversation. One player reminded them that Help channel was not for socializing, and asked that they move the conversation elsewhere. One of the individuals who had a hand in the socializing, became roused and accused the player of being chat police, and asked, "What are you going to do, ignore me?" At this point I stepped in to add in my two cents and stated, "I wouldn't, but if this channel is going to start being used to socialize, then I will simply delete the channel. Not much point in using the channel if it turns in to a socializing channel." That is when I closed out the channel and went on with my day. So my question is, what, if anything should players do when channels created for group hunting or help are being hijacked by socializing? Is this something GM's will step in and put an end to, or is there pretty much nothing that can be done? Which brings me to another point... Power Level beggars in LFG chat. It's starting to remind me of the old Tank herding days when Broadcast chat was filled with beggars. It's not that bad yet, but their numbers are growing. Should this be permitted in LFG chat? If so, do regular team minded players have a right to have a channel free from Power Level begging spam? How do you feel about this?
  6. If it lasted as long as the Dark Defender pet, that would make me happy. As of now, it's not even worth the time that it takes to cast it.
  7. When animations bug, it honestly bugs the living hell out of me. I'm strange though, I honestly think most people really care that much...but for me, little ol me, please please please fix Integration's animation? The timing is way off. This is easily reproduced.
  8. LOL touché! Let's be real though, they already do this. Increasing the aggro cap won't change that. Pliers will do what PLers do no matter the situation. Are we always going to walk on thin ice when changes are concerned due to what PLers do? I don't know about you, but I'm tired of being the whipping boy for PLers. I would like to see changes made without worrying g what power levelers will do...because what we have now, gives them what they want now. They can easily make 50 in a single day, and with the cash they make, can be fully IOed out on that same day. I dont see how increasing the aggro cap will change that.
  9. I don 't know, I actually kind of liked the brilliant idea aethereal had.
  10. I disagree that it has nothing to do with aggro cap, maybe I didn't explain it right. The higher aggro cap meant more mobs on the Tank that had to rescue the blaster or accidental overpulls. I'm no expert, but I am fairly certain that was relevant. However, this is one of those conversations where there is no convincing the other. If it was, I am pretty sure it would have been done by now. To me, when you say that is just power creeps, to me that gives us even more reason to increase the aggro cap. I made that point a lot earlier though before any of your responses. I mentioned it, I just didn't call it out by name. I did say "With all the IO's and extra super powers, the aggro cap is out dated." ...or something to that affect. So pretty much, my reasons are your reasons to not agree, while your reasons for disagreeing are my reasons to disagree with you. Seems we are caught in a conversational loop here where it becomes literally impossible to convince one over the other. However, I am willing to bet my last hard earned buck, that if it was put to a vote across all players who play (Not just the forum posters) that more people would be in favor of a higher aggro cap than not. Just a hunch.
  11. These two suggestions right here are right on par with what I felt. Ice is a great comparison to use for Testla's Cage and bringing the top tier power in line with all the others is also prime. I am so glad I am not the only person who feels this way.
  12. Did you play before the aggro cap nerf? I don't mean did you wait at the door and wait on the Tank to herd the whole map. I mean, did you play in those days. If the answer is yes, then you remember the Tank having to hold the aggro of not only anything in range, but also anything that was accidentally aggroed by mistake. So maybe the Tank had the aggro of 20 NPC's. A Blaster misfires and hits the NPC that is in the other mob...the Tank now grabs the aggro and saves the life of the Blaster (This was back when Blasters actually needed Tanks to survive ( and now the Tank had pretty much the whole room of mobs smashing on him, while the Controllers scrambled to lock them down, while the Healers were on the edge of their seat keeping the Tank alive, while the Blasters were giving those mobs everything they've got. That my man was fun...kept my heart racing. Back in those days, players were actually careful not to aggro another mob, because it was risky to do so. Blasters would pull using their snipe in those days, because the Tank diving in was a risk. Even a Blaster pulling was not always sufficient, sometimes that Blaster pulled a bit more than the team could chew. Also, bigger mobs made bigger booms when Blasters hit them, it really had a real feeling to it, even though it was a simple game. These are my personal reasons that this was fun to me. Nowadays, we have rush rush rush from mob to mob without a single care in the world, all while beating Task Forces with record numbers with very little to no much risk. Now the game is pseudo fun, IMO.
  13. I don't have any problems with that, however, I don't want to limit myself to those three areas of the game either. As far as your first comment, you won't stop players from power leveling. This isn't about them...they already do what they do. This is about players who enjoy running as teams. I personally feel the average players of the game shouldn't be denied a greater challenge and more fun environment due to the people who enjoy power leveling. As said before, this is not about them, PLers will do what PLers do. This is about us...you, me...and anyone else who loves to play the game in a regular teaming way.
  14. Yeah, I wouldn't want to go back to that either. We went from one extreme (Tanks herding entire maps) to the opposite extreme (Tanks only able to hold the aggro of 17 NPC's at a time). The reason why I say 17 is an extreme, is because a single room has more than 17 at times, and when this happens, you have a Tank holding the aggro of 17 NPC's, while all the other mobs just stand there watching, completely oblivious to the Tank's presence until other members of the first 17 start dying off. Personally, IMO a nice round number of 30 would be more realistic. This would prevent the Tank from herding maps, while keeping things on the edge of your seat in missions. With all these super powers out there and IOs making players practical Gods in end game, there honestly doesn't seem to be any real challenge for players. Mobs die faster than a Tank can gain the aggro of them more often than not. I personally think that 17 max is an old has been implementation during times before IO's. Now that the game has severely progressed and changed, the max number being 17 feels like a very outdated mechanic.
  15. I'll be damned, good work, Riverdusk. Thank you!
  16. I'll check that out, thank you.
  17. Also, I should have put this in the help section and I failed to do so. Can a Moderator please move this to the correct section? This started off as a "Have any of you been having this problem?" issue, but since I have figured out the problem, I think the best place for this would be the help section. Thank you.
  18. Okay, for any of you following this, I found two things. First, I found this... svchost (5096,R,98) TILEREPOSITORYS-1-5-18: Error -1023 (0xfffffc01) occurred while opening logfile C:\WINDOWS\system32\config\systemprofile\AppData\Local\TileDataLayer\Database\EDB.log. I was able to fix this by creating the folder that was missing. The second issues I found, which is the actual cause of my PC crashing during game play was this... The device driver for the Trusted Platform Module (TPM) encountered a non-recoverable error in the TPM hardware, which prevents TPM services (such as data encryption) from being used. For further help, please contact the computer manufacturer. This one I am having a much harder time with. Seems some Windows Update has created this issue, but I can't find a fix for it. This only happens on some systems, not all of them...my system is the unlucky one. I have a DX79TO Motherboard by Intel. Still hoping somebody knows something that I don't.
  19. I call BS. Way to jump on the man for simply asking a question. Your one of those types of people who like to put words in to people's mouths, then you jump all over that instead of actually talking about the subject matter. I have sen it many times on these boards and it is the very reason I rarely post anymore. Too many people like this. However, I do agree with you, I just simply don't agree with your villainizing comment that you followed it up with.
  20. This started yesterday night. Before yesterday night this has never been an issue. Only happens when playing this game. Happened 3 times today, and once last night. Anyone else getting this or should I consider internal issues?
  21. This usually happens when either A: Your target goes out of LoS or B: The collision mechanics causes you to get pushed in the middle of an Assassin Strike late enough in to your attack that it does not interrupt it, but instead robs you of your hit. The first one is normal and is working as intended. The second one is a flawed bugged with the Collision Mechanics that I have brought up numerous times, but nobody else cares to comment on. I can't push for that change alone, so since nobody else is willing to comment on it, it most likely will never be fixed. Just consider it a negative perk of the Stalker. Highly unlikely it will ever be resolved.
  22. This is great news. I was trying to decide if it was worth slotting for tohit debuff. This is more than worth it. Thank you for the info. It was driving me crazy trying to figure it out.
  23. So after a small bit of investigating, I found that Spectral Terror uses Cloak of Fear, which is a Scrapper/Brute/Stalker power. Cloak of Fear has a -5% to hit debuff. So is it safe to assume that Spectral Terror also has a -5% tohit debuff?
  24. So I have been looking and looking, even went to this web site that is known for having the most detailed information about powers possible, and I cannot find the debuff percentages for this power anywhere. Can anyone show me where I can find the actual percentages for this debuff? I am specifically looking for the tohit debuff percentages.
  25. Agreed. We need to focus on perfecting what is being fixed, and get it right before moving on to others. Too many changes all at once can create serious balance issues.
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