-
Posts
1909 -
Joined
-
If there's any fixes that anyone can make aware to the current Mid Builder team, feel free to add on to this list.
MM Robotics - Activating Protector Bot tab isn't altering player DEF
Mace Mastery (MM) - Power Boost doesn't have an 'activation' button -
I already have 50s on both side, and therefore both EATs... so it really doesn't impact me.
I do like the change for new players but having EATS being unlocked at the same time as capes and a second costume slot may cause confusion. And it may make the cape/costume slot achievement underwhelming. Maybe moving both (cape/costume) down to 10 or having EATs unlock at 30 would be a better alternative.
I do like the potential of having other 'EATs' become available (now that the 50 pre-req is being killed)
I do like that they moved EATs out of conflict with the planned 'endgame' system -
Quote:Still, there is something amazing about a Thugs team having all their pets identical. Thugs just work so synergistically with other Thugs MMs that having them all look the same doesn't seem weird.
Robots being uncustomizable bugs me the most, because they've got a very unique look to them and most robots MMs tend to claim that they built their robots themselves... ANd it tends to make sense until you notice that all these homemade robots look identical.
Didn't you know... they all get their build-your-own kits from ACME. -
I would also prefer to the 'pre-set model selection' of Pet Customization for AE purposes as well.
-
Have already tried that and it's limited to proximity and (I think) only affects other players powers to your vision.
If it's your power, then you're stuck with the visibility issues that some sets bring; like Storms, Fire Control and other sets that use a lot of duration/toggle AoEs. Even some of the Melee set armors can be a bit much. -
...for Power Customization; some powers kill visibility (for self and others) no matter what colors you decide to use.
A transparency slider would allow players to keep their choice of colors while keeping distractions and annoyances down to a minimum.
Either allowing for this at the Tailor Screen as part of Power Customization or under the Menu > Options > Graphics; as an FX slider. -
Can we change the right-click feature on the mini-map so that if an established location marker is selected; it would open an option menu to either thumbtack or get info:
Quote:Clicking info would give the player a minor description (for neighborhood/shop markers), contact description (for contact markers) or detailed info (for zone markers).Thumbtack
Info
In the case of Ferries, it would give an additional dropdown of the ferry destinations that players can use to get info.
Zone info could include a brief descrip, level range and maybe a list of the major enemy groups. -
-
-
I had a UI window pop up with nothing in it except an 'OK' button and it had no close button in the border areas.
I'm kinda nervous about clicking on an unknown window... anybody know what's going on with this? -
'Game Info' sub-menu closes when you try to scroll through [from the header into the sub-menu].
[at any speed slower than 'super-quick'] -
Quote:Including? You mean there may be more? Proliferations?
Spectacular Power Sets
Choose from exciting new power sets, including Dual Pistols and Demon Summoning. -
Store's probably setting up for GR pre-orders.
-
I'm not a fan of the Brainstorm idea, mainly because I would like to see this implemented hand-in-hand with Recipe combining; both utilizing similar player interfacing. Unless, of course, they put Recipe Rolls into the Brainstorm system.
[If we were going to go with a Brainstorm system, then I'd be for allowing non-IO Enhancements, Salvage and Recipes to be Brainstorm fodder in return for rolls for Salvage and Recipes] -
Yeah, right now I'm trying out a Dark/Regen Scrapper and I like having the tohit debuff/regen synergy plus the 2 Heals but then I started wondering how much +Regen difference there was between /Regen and /WP.
Then I remembered from my Brute that WP had decent (but specific) Resists that would entice dipping into side pools for more S/L stacking. Was curious if having a good Heal was better than having Specific Resistance. -
Is there any reason that Regeneration should be picked over Willpower?
At what point does +Regen become overkill (if possible) and does a 300% difference make a difference once you get over 1k% +Regen?
Does Regen's Heal outweigh WP's RES/DEF powers? -
Did not know that about the 12 Days of Christmas. Not real big on Xmas history; just buy people gifts and shut em up until their BDays roll around.
How about having three cycles of each 'day' so it extends out to a little over 36 days and everyone has 3 chances to run each mission...
or
Just make it to where a cycle doesn't end... it just get's added to.
I'm cool with it being called the 12 Gifts of (Something CoXish) -
-
Even though Acid Mortar slots for single target, I was under the impression that it actually hits with a small AoE.
Do procs slotted in check for all targets within the AoE or just the initial target?
Will slotting in a BU proc give the player or the Mortar the buff when it activates?
How are these affected by multiple instances of Mortar? -
Quote:Does someone have a copy of this survey (and its results)"Universal slots" was a part of that customer survey that made the rounds a couple years back, which was assessing levels of player interest in things like side-switching (the "going Rogue system" was used by name), power customization, and the Architect, long before they were ever announced.
I operate on the assumption that we're likely to see most, if not everything on that list, and the survey was more a matter of prioritization. -
For the sake of simplicity, I would just lump the level groups together but mathing in tier is definitely an option. (I would hate to come up with the math that would go along with the Recipe version of this)
I think any chance of scoring a salvage of higher rarity than those used in its crafting components is offset by the chance of scoring a failed attempt. Especially being that there would be a 100% chance for failure checks (when speaking of possible rarity combos), whereas there would only be a 50% chance for bonus checks (when speaking of the same); bonus results would be heavily outweighed by both normal and failure results... even when not figuring unsame combinations; failure results would be just as likely.