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Quote:I'm absolutely positive. I always use the crate/room in the east as a reference point. I've went directly from the starting point to the south west room (the room with the 2 glowies on the marked green path), skipping everything while the other people in the group went north. There was only the one weapons cache in the middle of the room. Most of the time I've seen two weapons caches in the large south east room, but I have also seen it in the large north east room.Snow, you sure about it not being static? I've run this thing about 20 times to get the exact locations for the map I'm working on and they've always been in the same spots for me.
I did see it in the large south west room twice during open beta, but only twice.
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It isn't "just" you:
Lambda/BAF Reward Tables
Incarnate rewards based on participation?
List of an Annoyed Mastermind
I'm sure there are others that I have missed. There are also several Issue 20 open beta feedback threads on the subject and the developers have yet to comment on any of them to my knowledge.
A couple players were told during testing that the tables are random, not participation based. However there is mounting evidence to the contrary. -
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Quote:And on the exact same trial I got an uncommon. I was buffing you, spaming heals to everyone as much as I could, having my Illusion pets out as much as possible, and was on the same team as you.Successful Master of Lambda run last night, completed with about 1.5 minutes to spare: I got a Very Rare component--and I was the +3 psi dominator meleeing Marauder to death. So I definitely did a massive load of damage, but I don't think I activated a too-unusually high number of powers (over time, that is; it was a longer trial than usual), and I've only gotten 2 other Very Rares in my probably 40+ trial runs.
If what everyone else has said here is true, it sounds like it is indeed based on powers activated.
The developers need to explain exactly how the reward tables are working. I'm tired of being treated like I'm "not doing enough" by the game.
Edit:
And if it is tied to how much my powers affects the AV, when the AV is pretty much immune to controls, I'll be extremely ticked. -
Actually, at this point the developers need to explain exactly what is happening with the reward tables. If that means spilling the beans on the participation criteria (if there is any attached to the tables), then they need to do so now before they start losing customers that feel disregarded when it comes to the reward tables.
If they don't come clear about the tables, speculation and wild accusations will continue to build to such a state that people won't want to participate in the trials with people they don't know. -
Quote:I take the view of 2-50 players focused on a single task is "one team". This includes Missions, TFs, Trials (both "old" and incarnate), and Raids (CoP, Hami, Rikti Mothership). If the teams were working at cross purpose (PVP, Base Raids), then they should be judged separately.I guess it comes down to whether you view leagues as a "team of teams" or a single large team that is broken into sub-groups for organizational purposes.
You said it better than I could.Quote:Personally I take the latter view and as such believe that they should not receive more than the other team. If one team is substantially faster than the other it means that the league leader failed to balance the power levels of the two teams adequately (which is hard since it's partly a matter of player skill which is hard to access). Additionally the success or failure of the trial as a whole is dependent on everyone. I don't entirely oppose merit based awards but I think they should be based on individual contributions rather than the contribution of your sub-group, especially in situations where the assignment of your subgroup to a particular task has a larger impact on your rewards than actual skill. -
Quote:Finally got a successful team for the MoLambda. I'm done at this point except Passport, Bug Hunter, and still wishing I was 3 vet rewards higher.Cut, print and that's a wrap. My badging blaster obtained the Mo Lambda just now. Already had the syncronized badge from a prior run and we did all the grenade badges at once.
Only badge left for it to obtain now: Partner. Of course certain badges like Passport are written off as unattainable, but that's ok. -
Quote:You should be able to use /leagueToggleTeamLock to unlock yourself.Very much /signed!
I ended up DCing during my first real run of a BAF, and I ended up on a solo 4th team in the event. Since I apparently got locked that way (there's supposed to be an icon could be used to unlock my character, but I sure as heck couldn't find one... I don't know how I got 'locked' in the first place.) I ended up with next to nothing to show for the entire trial.
This is not really encouraging me...
Thanks for your support! -
Quote:Yeah, I'm getting the same thing with my wired optical mouse as well. And yes, it is very frequent in the BAF trial.I'll chime in and say it's been happening more frequently for me as well; first noticed it with I19. I use shift+lbutton for various location powers (earthquake, water spout to name a couple) and many times the mouse movement freezes in-game and I literally have to shake it before it'll move again and even then, activating the power in a working range (white reticle) won't always fire off. If I let go of shift or queue out of the power activation, the mouse operates normally (run of the mill wired optical mouse).
I've seen it in regular mission maps, in zones, on the trials. Surface type doesn't seem to matter, and I never see an "invalid location" message. It takes multiple mouse clicks to get the power to fire off or a bunch of mouse gesturing before it lets me. -
Quote:Arcana, the exact same thing happens to a smaller extent now with a regular team of 8 players. Even in your example, one team could be all melee and plow through the area while the other group stealths and is selective about their targets.My only concern is that the reward system should, like it does everywhere else, make some effort to reward merit. Suppose two teams split on a Lambda and one team is far better than the other, not just getting all their assign weapons but also clearing more critters in the process, and *then* having lots of spare time left over to go help the other team. The current system would, I would imagine, reward that team with somewhat more iXP. Shouldn't it?
Then you get to the "What is more valuable, damage vs buffing?" How are you to determine relative worth for various factors? I've said it above, and I'll say it again: I have yet to see a single player try to leech a trial. -
Quote:I take exception to those labels. I am neither inexperienced or a hoarding leader (I don't assign myself to the ambushes). It is the simplest way to keep the trials from failing because it is (a) clear, (b) quick to get across, and (c) easily followed.Every time I'm on a BAF and the league leader tries to specify that an entire team is to work on the ambushes, I always suggest that he have 2 people from each team on ambushes while everyone else works on the AVs. Most BAFs I've been on already run this way, but there's the occassional PUG with an inexperienced (or jackass iXP hoarding) leader.
There is also the issue that if the group is trying to keep the AVs separated, then if the group on the AV dies or mass disconnects (and it happened to a trial I was on last night), the AV keeps aggro and moves across to where the teammates with the principal aggro is on (even if they are not in the same area).
The kicker is that I don't, in the middle of a trial, know who has some of the incarnate abilities slotted up. I can't count on everyone having any incarnate abilities at all. So the best solution is to devote a team to the ambushes, and teams to AVs.Quote:For one, 8 people are not needed to handle the adds, especially once they've got some of the new Incarnate abilities slotted. Six attackers are more than sufficient, and it's entirely feasible with 4 (if you wanted to split the league into 4 teams of 6, which we do sometimes during the final phase).
There is another issue, the iXP is based on percentage of damage dealt. It is uneven across teams with how you (and others) are suggesting. It shouldn't be.Quote:Secondly, and more obviously, this means that everybody on every team will get some of the iXP for the ambushes.
I haven't seen one person even try to "sponge" on any trial I've attended. I think that boogeyman needs to die a quick death. -
Quote:Ok, to clear things up:No and yes. The crates have static locations. But the hangar only has crate. The hangar is on the SW side of the map. The room with 2 crates is the one on the SE side of the map.

See the purple dots? I've seen the "extra" crate at all three locations on different runs. It is not static.
And the hangar is the room currently with 2 crates in it. -
Well, last night I was on a raid that tried to snatch defeat out of the jaws of victory.
We were going for the "Keep Em Separated" badge. It was only because we managed to get everyone to the "safe" spot near the ambushes that we managed to recover. It wouldn't have been needed if people could have stayed in set groups (1 on Siege, 1 on Night Star, and 1 on Ambushes). If some of team siege is on Night Star, and the rest are defeated, the AV continues to hold aggro on the team and moves.
Besides, everyone is working towards a common goal and should be treated equally. It is just the decent thing to do. -
Quote:Yeah, I did too. Those were the simplest ways I could use to illustrate my point. That is also why I think that saying it is a pure 1:1 collision is inaccurate. A simple database isn't what they are worried about.Gah. I started to draw relational database schemes in my head, including hypothetical layouts of historical expansions as the global chat was introduced later. Professional hazard, I suppose.
Agreed. -
Quote:And this is one of the reasons why I'm bringing the suggestion. Having people ignore tactics is causing disruptions and raid failures.Now you know why I was always positioning myself to throw AoE at the adds in BAFs.
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Quote:After several Lambas tonight, that 2nd crate does move. It isn't static and will appear in one of the four large rooms somewhat randomly.I'm beginning to think that one crate moves. Most of the time the Hangar (south east large room) only has the crate in the center.
One of two choices: Either the GM in question doesn't know what he's talking about as that directly contradicts the place holder text, or the badge is bugged. Given the place holder text, I'll go with option #1.Quote:According to the GM's when I petitioned it, the Antacid and Lambda Looter badges award with 10 of the item and using none of them as well as getting ZERO of the other one.
https://help.ncsoft.com/app/answers/detail/a_id/7997
I vote for GM being unaware of the actual requirements, the badge is bugged, and suffers from epic logic fail. -
Quote:And that is a complete logic fail on the part of whoever coded those two badges.I would imagine that the reason we aren't getting the badges isn't because they are broken, but that the current requirements are (for Antacid anyway) to pick up 10 acids and NO Grenades, whereas we are collecting ALL the temporary powers.
It doesn't match the hint text for the badges (copied off of a live character):
Just by the stated requirements this would be the easiest of the three badges to get.Quote:Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them.
No mention of not getting the other temps.Quote:Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades but using none of them.
No mention of not getting the other temps.Quote:Complete the Lambda Sector Incarnate Trial having acquired 10 Molecular Acids but using none of them.
The problem is that you are making things even worse for the other two badges if you went by the support page. It doesn't encourage trying different things (get acids one time, get grenades another time), all it does is overwhelm teams needlessly. -
Yeah, Synchronized isn't something I think can be planned for. The 2 second window doesn't take lag or timing into account with. If you get it, you do. If you don't get it, then you might next run.
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Quote:I don't think a full league of controllers/dominators could break through those.
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Quote:What is currently easier to grief? The Trials are just as easy to grief as the Zero Death Mo Badges, if not a bit easier.Now for the big question: which is worse for griefing: the new Mo badges from the Trials/Apex/Tin......or the Zero Death Mo badges?
- You don't have to die to grief (anonymity factor) the new trials.
- Your actions will not be shown to the other people on the league (unless you do so near the other players) so others can /ignore you and not team with you again.
- The trials require up to 3 times as many players to make sure they are following the requirements of the badges as the Zero Defeats Mo Badges.
With the Zero Defeat Mo Badges everyone on the map instantly knows that you are dead and the person to cause the failure.
I'm not going to place a relative worth as to which is "worse" as that is a purely subjective assessment. Objectively, it is easier to grief the trial badges. -
From the cmdlist:
Quote:From there you should be able to make a series of bind files to load the "right" power to a single bind.incarnate_equip - Equips the specified Incarnate Ability. Does nothing if you don't have it or its slot is locked. Also does nothing if you or your teammates are in combat, if the currently equipped IA is recharging, or if it's been less than five minutes since that slot was last equipped. [slot name] [abil name]
incarnate_unequip - Unequips the specified Incarnate Ability. Does nothing if you don't have it or its slot is locked. Also does nothing if you or your teammates are in combat, if the currently equipped IA is recharging, or if it's been less than five minutes since that slot was last equipped. [slot name] [abil name]
incarnate_unequip_by_slot - Unequips whatever ability is in the specified Incarnate slot. Does nothing if the slot is locked or empty. Also does nothing if you or your teammates are in combat, if the currently equipped IA is recharging, or if it's been less than five minutes since that slot was last equipped. [slot name]
incarnate_unequip_all - Unequips all equipped Incarnate Abilities.
Edit:
Hmm, it seems the first two don't work. -
Quote:Oh, I share that to some degree. Some of the badges are far too easy to grief. I suspect that some future badges will be even easier to grief.The difference of POV with you and Dark One is that he assumes the Master badge requirement is too balanced towards griefing.
There are 3 ways to fail these master badges:- Bring players that don't know what they are doing and who don't listen.
- Having someone unintentionally or accidentally break a badge requirement.
- Having someone intentionally fail a badge requirement.
Leagues don't have a way to track the third group though. -
It means that the only moving non-player critters on the map are the two AVs.
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All reinforcements must be dead for the badge to award.
