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Everything posted by Oklahoman
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Absolutely no one asked for this data, but you're gonna get it anyway. I went back through all my logs for this year and found that I have a success rate of about 41% on Triple Threat (83 attempts). Of course, that's not terribly fair because I don't re-run successful runs, only failures. Anyway, here's how it has gone so far:
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One thing about badges like Triple Threat - I wish the game notified you like it does in Diabolique "Badge Challenge Successful! Complete Trial to earn badge" or whatever it says. I'm never really convinced we got the badge until the little guy sings.
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It's really feast or famine. Sometimes we get it on the first try, sometimes the second, and sometimes still not after 3 tries. I tend to say on average I probably have a 50% success rate with that. You may have caught me on a good run of bad luck.
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Veteran Level On the Character Selection Screen
Oklahoman replied to Heatstroke's topic in Suggestions & Feedback
I agree. I also wish you could select a costume from there, and whether you want to log in to the zone or your base (if applicable). -
I stopped leading THE REALLY HARD WAY run a while back after numerous (and expensive) failures. I've seen it done elsewhere relatively easily, but since I tend to lead PUGs maybe that's the reason. I've really examined my own leadership and can't find anything I am doing differently than those who succeed. I may come back around to trying it again sometime. But for me, it's TRIPLE THREAT because everyone can literally do everything right, and you can still fail the badge because the AVs regen at random times. What's truly frustrating is when you get all the AVs down to 2%, Nega's shield is down, and Chimera just TP'd so you give the kill order and... someone regens. It's like they were waiting just for me to give the kill order. Maybe if you have everyone on VC in Discord you can get everyone to instantly stop, but once you give the kill order it's really hard to stop that train. I recently suggested some ideas for a revamp to keep the badge challenging by addressing the randomness issue.
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I have been told "The Devs" changed something long ago and now there is no benefit to trying to activate the terminals in a TPN trial at the same time. My Google-fu is failing me, though, on any official or even unofficial notice of this. Can anyone help with a reliable source for this? I recently tried to find a popmenu to run TPN badge runs, and finding none (but a wealth of information otherwise) I created my own and posted it here. If there really is no benefit to activating the terminals at the same time I want to modify my popmenu and that post accordingly.
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I wasn't recommending multiboxing in a raid zone, to be clear. I was writing my reply when I saw yours above and thought I should clarify that you should NOT multibox in a raid zone. I know your reply was in reference to multiboxing through Ouro, which is different. Just didn't want to confuse others in my reply.
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80 for your first run (18 hr CD I believe) then 40 for each additional run - per character. So, if you dare alt between runs you could theoretically get 80 per run. On Excelsior, at least, I wouldn't recommend that because the zone tends to stay full and you might not be able to get back in. The most I have run in a row so far is 7 and that took about an hour. Had you stuck with the same character all 7 runs you should have got 320 reward merits. If you managed to successfully alt between each run and get back in zone, you could have theoretically got 560 merits. Realistically, I can say it is hard to keep my core group together for more than 4 runs usually - we all got stuff to do. So most times our group tends to do 3-5 runs each time. PSA: According to the Multiboxing Policy: "An exception to this rule is Hamidon raid zones (The Hive, The Abyss) which have a limited population cap. No multiboxing is allowed in these zones. Breaking this rule may result in all of your characters being removed from the zone and short-term suspensions being issued for repeat offenders"
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I suggested at one point a slash command you could use to keep you in your emote even after getting buffed. Something along the lines would be great.
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Slash command to add REQUEST channel
Oklahoman replied to Oklahoman's topic in Suggestions & Feedback
My thought was to have something simple I can communicate in chat. If I'm having to describe to them to right click on their tab, select edit, and if request is not already in the left column... you see where I'm going. Instead I could just communicate "Make sure to /addchannel Request" -
I checked the list of slash commands and don't see anything like this. As a league leader, it would be nice to have something like a "/addchannel request" command, which a player could use to add that to their current chat tab.
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After leading 3 unsuccessful Triple Threat badge attempts in a row yesterday evening, someone on the league said "they really need to make this badge easier to get!" So, here I am, speaking on their behalf. You can do literally everything right and still fail to get this badge because of the random regen ticks. I feel like sometimes they are just waiting for me to give the kill order before regenning. Honestly, there is an element of luck to this badge that just doesn't sit right with me. Suggestions I've heard are either a longer period for all the AVs to fall, or removing the possibility of a regen tick if the AV has 5% or less health. I personally think it might be interesting for the IDF to drop a limited number of temp powers (like in a LAM) you can use on the AVs to neutralize their regen ability for X number of seconds. That could be fun if there were, say, 10 temps that dropped in the IDF phase but you may have to pass them between teams quickly in the AV phase.
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I think it was a Hami I ran over the weekend where when I invited someone they somehow kicked team 6, leaving them as the only team member of team 6. They were not locked like I see with AE, but I couldn't add anyone to team 6 or move them. Worse, I couldn't kick them, either. It was really strange. They voluntarily dropped, I brought the original team 6 back, and then I was able to invite them to the league with no issue. I chalked it up as just a weird glitch from 20 years of spaghetti code, but your post makes me wonder if something else isn't afoot. (I used "afoot" just because you are in the UK, btw.)
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I'm all for stuff about the game being explained inside the game.
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I wonder if it can't because it could be abused using this trick? Basically, you could create a macro that sends influence to your global, then give that macro to random people and tell them that if they click it they will get a temporary buff.
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OP is referring to INSTANCED MSRs, not zoned ones.
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Some might say El Nino is never relevant when looking for teammates. Also, what is League Mode? Search could use some touching up. Does anyone search based on Origin?
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I get it. I do farm from time to time (more as a mindless activity when I need it), but I rarely invite others. I feel like an MSR is a horrible thing to do for rewards, anyway. There are a lot of easier ways to earn more rewards in less time. So, for me, the main thing an MSR has to offer is XP, which is directly appealing to lower level characters. I figure these people would be sitting in AE doing nothing anyway, so it's better (in my mind) if they come do nothing in an MSR and maybe take part in the community banter that flies around there. I haven't run an MSR in a while, but when I did it never stressed me to have Level 1's in the group. We were almost certainly not going to fail, and the only variable was the amount of vMerits we would get. If I can do that and, along the way, a new person becomes more engaged with the game and the community, I figure that's a win. But I also don't oppose RWZ having a level 35 requirement to enter, along with the instanced MSR. But then I would want to see a lower level equivalent for the reasons I mentioned above.
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I used to run MSRs pretty regularly, and I attempted to do the occasional instanced one, as well, because there were requests for it. I stopped because they weren't nearly as popular as the zoned ones (longer recruiting time), and all too often when you'd go to start you'd get an error message that someone doesn't have the Member of Vanguard badge. So, everyone was way-past-ready to go, but now you have to stop and deal with this. It was too much of a hassle for me. I'm not sure why others aren't running instanced.
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On one of my characters I monitor damage bonus. I noticed this weekend that the display for the monitored power seemed to disappear after the LAM cutscene, but may (or may not) return after exiting the trial. It didn't seem consistent. Anyone else have this happen?
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I've said before that these are the people who arrive in iTrials (sometimes at +3 somehow) and don't know how to pass the league star, don't know how to use the map, don't know how to give an item to someone else without using the trade window, aren't sure what of their attacks are AoE or have KB, etc. "How to do I get to Ouro?" is a legit question I have received from a 50+3.
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I can't support a new feature that would be closed on Sundays and federal holidays.
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I like it. No objection. Also, would like to have a new permission added that makes it accessible to everyone (even non-supergroup members). Need a penny, take a penny. Absolutely, and if we still need to place the waypoint banners near the teleporter, give us an invisible option so we can easily place them on the floor or something. Also, automatically alphabetize the locations on the teleporter.
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Yep. We had a good exchange utilizing Google Translate. 🙂 But, even with a language barrier, I would hope someone would understand "DO NOT USE [Pacification Grenade]!" I probably need to change that bind to "league DO NOT USE [Pacification Grenade]$$league NE PAS UTILISER [Grenade de Pacification]$$league NE UZU [Pacifigan Grenadon]$$league dunwI' DaSaHbe'chugh"