Snow Globe

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  1. Quote:
    Originally Posted by Necrotech_Master View Post
    i only advocate removing entanglements not because its too gimmicky or whatnot, but because its pointless and does essentially nothing except add screen clutter (popups on scrren shouting entanglement shift and a timer till next entanglement shift is just so much extra clutter)
    It also adds to Anti-Matter's "Mary Sue" status.


    Yes, he is using a Tier 4 Omega power.
  2. Quote:
    Originally Posted by TrueMetal View Post
    Why? I've never actually seen it be a major problem to someone. All it does is 'force' people to spread out. Something I kinda like. Anything that encourages people to deviate from the standard, stationary 'tank and spank' AV 'tactics' is a plus in my book. It's why I LOVE the Keyes and Apex end battles.
    The entanglements "purpose" is already been taken care of by the obliteration beam. They don't serve the purpose you, or apparently the developers, think it does. People ignore the entanglements entirely. Antimatter is a ranged attacker, which is already a detriment to melee characters.

    What Entanglements should have been:
    • After fighting through the reactors the players pick up a charge (positive/alpha or negative/beta).
    • During the final fight Anti-Matter can control HIS charge to be Alpha or Beta.
      • If he has an Alpha charge those close to him with an Alpha charge are debuffed/damaged while those with a Beta charge are BUFFED/have their Regen increased.
      • If he has an Beta charge those those close to him with a Beta charge are debuffed/damaged while those with an Alpha charge are BUFFED/have their Regen increased.
    That would be nearly the same effect you are describing (forcing players to shift) but a far more interesting mechanic.

    Quote:
    Originally Posted by Garielle View Post
    There IS actually a purpose I can see to the hospital timer. Let's say you're having a particularly bad run. People are dropping, hitting the hospital, and running back out. The timer ensures that if the situation is REALLY bad, you at least aren't charging out one at a time, and getting picked off and sent back. Admittedly, this is something that, yes, players should be able to figure out and coordinate on their own, but hey... you know as well as I do, not everyone on a team is all that bright.
    Some players have been dealing with the hospital door lock for almost a full year at this point (3rd week September 2010).

    For BAF the rez point used to be where you zoned in. Except that you were frozen/held for the timer length, and the endless stream of adds jumped the wall to kill helpless players.

    It was then changed to a protected zone, but players were still held for the 30 seconds.

    Then it was moved to a locked door while players could start toggles and go to the insp vendor.

    The problem is that instead of forcing players to assemble together, what it does is prompt players to get out of the hospital as fast as they can so that they aren't stuck for when the league tries to regroup. Only the adds build up so fast that some of those regrouping are killed off and it just cascades. The other issue is that if there are a dozen or more players at the door, you might not be able to click the door fast enough and get caught for another cycle.

    Any way you go about it, the hospital doors don't serve the purpose that claim to provide players. On the other hand, it DOES serve the developer's purpose: it prevents a zerg rush of players vs the critters.
  3. Added the following to the original post:

    Okay, yes, there is a counter for the obliteration beam. It gets lost in the interface. I'll revise this request to "there should be a solid (not fuzzy) area for the obliteration beam." There should be an ground to ceiling beam effect showing where the beam is targeting. The Obliteration beam SHOULD NEVER FIRE when Anti-Matter stops time. Antimatter SHOULD NOT STOP TIME when the hold portion of the Obliteration beam's target is being displayed, but not at the "hold" portion (the "run away" bit).

    Disintegration beam SHOULD NEVER FIRE when people are being held by the Obliteration beam OR when Anti-Matter stops time.

    Alpha and Beta Entanglements should be removed entirely.

    Terminals in the power cell phases: Should have a clear aura when they are "locked". Not floating text, a clearly visible aura.

    The hospital door timer on the trials. That is simply a failed experiment. It has never done what it was supposed to do: keep players together during the trial.
  4. Quote:
    Originally Posted by Neo Shadowdream View Post
    Please leave feedback, and any issues you discover, so I can further this hopefully useful project.
    In chrome the basic plot is overlapping the menu to "Co" in Control. And the grid doesn't line up.

    Edit:

    Click for larger version.
  5. Quote:
    Originally Posted by Miss Chief View Post
    In case you guys didn;t understand from my Twitter response and Facebook post, NOT HAPPY as an EU player that we're excluded. If you can't treat everyone equally THEN YOU SHOULDN'T RUN ANY COMPETITIONS AT ALL.
    Except that Paragon Studios isn't running this contest... Antec is. Complain to them, please.

    I'm Canadian and I can't enter this contest either.
  6. Quote:
    Originally Posted by UberGuy View Post
    I am completely wierded out by people saying folks avoid Lambda. It's the shorter of the two trials, and I consider it easier.
    I know someone that disagrees with this statement:
    Quote:
    Originally Posted by Leandro View Post
    Completion Time

    I measure the time from the first "radio transmission" to the moment the final AV is defeated. I don't use zoning into the map as a starting point because then the opening cutscene time would appear in some runs but not in others, screwing up the data; also, not everybody zones in at the same time. The first speech bubble gives me a good consistent point in which to begin measuring.



    BAF: The fastest BAF run took 13:34; the worst, 35:33. Don't ask about that one. It was a horrible, horrible situation and I swore to never speak of it again. The average time to complete was 17:45; the median time, 17:09.

    Lambda: The fastest run took 19:33; the slowest, 34:06. The average completion time was 25:08, and the median, 24:26. While it is longer than BAF, it's not that much longer; and usually, at least on Freedom, people run both back to back.

    Keyes: Oh boy. Keyes. The fastest run took 31:46, and the slowest, 54:20; the average time to complete was 41:19, and the median, 41:15. If run with people who know exactly what to do, sub-40 minute times are the norm. If you have to explain things to people, better schedule an hour for this trial.

    I sorted the data in order to show the "time trends" better:



    The worst BAF runs will still be faster than the best Lambda runs (I'm still not talking about that extremely bad run that soils the graph) and the worst Lambda runs will be faster than the best Keyes runs. It's no surprise that broadcast in Pocket D sees a lot of "looking for anything but Keyes".
    As you can see, the BAF is, generally, the shortest of the Incarnate trials.

    Quote:
    Originally Posted by UberGuy View Post
    People I play with, and with iTrials (as opposed to other content) I have to PuG a lot, generally succeed Lambdas more readily.
    I have to PUG a lot as well.
  7. Snow Globe

    The Done Club

    Quote:
    Originally Posted by Arcanaville View Post
    Oh, I love the colorful metaphors. I just don't expect you to be posting them.
  8. Quote:
    Originally Posted by RedwoodTheElf View Post
    Yes, however your implication that this is what is causing some of them not to work is flawed...the ones that aren't working are the ones that are the ones that are being assigned LESS than the ones that ARE working (1-4 are being used 5 times, 5-9 are only being used 4 times, and it's 6-9 that don't work in the submenus (and sometimes 5 isn't working either))

    So yah, been there, thought that...thanks for assuming I didn't do any testing at all.
    Thanks for assuming that was my point. My point is that this is an undocumented process that we don't know what rules apply.

    Exactly how many of the options -are- working? How many aren't? Does adding an option in the top list decrease the amount in the submenus that work?
  9. Quote:
    Originally Posted by Energizing_Ion View Post
    I've said it before and I'll say it again...

    I think this is the only trial that actually needs a leader that explains things as you go along (unless the leader knows everyone knows what to do).

    This trial requires communication.
    Too bad the game makes that difficult. From the timers to the constant pulse damage to the lack of voice chat options.

    Quote:
    Originally Posted by Energizing_Ion View Post
    That takes A LOT of coordination....which is why, I assume, most don't like it...because the league leader doesn't explain things and communicate.
    Those communication tools aren't in the game. I've found that leading the Keyes that most people don't want to read what the leader does have to tell the league.
  10. Quote:
    Originally Posted by TamakiRevolution View Post
    aside from the Master runs.
    And I'm leading most or all of those on Triumph.
  11. Quote:
    Originally Posted by Arcanaville View Post
    I would hesitate myself to use that argument, particularly given that it was used initially against Lambda and BAF themselves, as well as other content (I9 Hamidon comes to mind). I think even if Keyes participation was ramping upwards over time, I would still have the same critique of its design I have now. Its worth noting, but I don't think its the most telling aspect of Keyes on its face.
    Except that BAF and Lambda haven't had a period where players haven't run them.

    The Issue 9+ Hami raids are no where near the amount of times it was run before Issue 9. Before Issue 9, Hami Raids happened nightly. Even now, on Triumph, hami raids happen 1 or 2 times a month (if that). That also tells me that the "new" hami raid isn't as liked as it was before it was changed.
  12. Snow Globe

    The Done Club

    Quote:
    Originally Posted by Lothic View Post
    And let me put it this way: If 2 Empyrean merits is still not enough to get people to run it more regularly then the Devs will know they have a REAL problem on their hands with this trial instead of just a slight one.
    Then they have their heads in the sand and they must be among the few people that don't understand how much this trial is disliked by the players.

    Quote:
    Originally Posted by Lothic View Post
    Simply put: At least the Devs are trying to do something about it. I say let it go for a month or two and we'll see if the Devs actually need to do anything -more- about it. I'd rather the Devs make adjustments based on evidence than "doubts".
    Doubts? Hardly. I posed the question of "What would you do to make Keyes fun?" and got a lot of negative response to the trial itself. If people like Arcanaville are making colorful comments like this:
    Quote:
    Originally Posted by Arcanaville View Post
    And Time Stop should stop time. Timers stop. Disintegration stops. Obliteration stops. Everything stops but Antimatter. If AVs have purple triangles to prevent players trivializing combat by perma-holding the AVs, the devs should consider the ramifications of giving Antimatter essentially an unresistable mez through which he can use powers that can kill us instantly.

    As I said, I don't mind puzzles and I don't generally complain about the meta gaming requirements of making high end challenges. So if I think its a little wonky, the devs should assume most players think it sucks donkey balls.
    The developers should be taking a very close look at the design.
  13. Quote:
    Originally Posted by Akumaizer View Post
    The list is not quite correct because GR and GvE also include a free month, priced at $15. So if you only count the features of these packs, GvE is only $5 while Going Rogue Complete is $15.
    Going Rogue Basic didn't include the extra month, only the complete collection did. So that complaint is invalid for the basic Going Rogue.

    The Going Rogue: Complete Item Pack is, as others pointed out, $6.99 not $9.99. However it didn't include a free month's play. So your objection that it doesn't include a free month is also invalid.

    The GvE listed above is for the Item Pack only. So your complaint is completely invalid for the GvE comparison price.

    The ONLY "pack" in that table that includes a free month is the Going Rogue: Complete Collection. However I didn't include the month's subscription in that line. If I did, the point cost of Going Rogue: Complete Collection would be 10,140PP/$126.75, not 8,940PP/$111.75. This would be a savings of $96.76 if you buy the pack today instead of after they remove the expansions from the store.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Actually, I think this would make Keyes *easier* but I don't think it would make it more fun. Removing some of the frustration wouldn't make the rest of it automatically more entertaining.
    I think those suggestions (in the original post) would go a long way to getting people to run it though. As it stands, Anti-Matter is a Mary Sue. He is a game master's pet character that breaks a dozen rules only to prove he is better than a dozen players.

    Quote:
    Originally Posted by Arcanaville View Post
    I personally don't have a problem with Keyes, but I do see where the flaws are in terms of it having wider appeal. I think Keyes has three fundamental problematic issues that have nothing to do with dying, difficulty, or badges per se:

    1. It encourages leagues to scatter.

    You're supposed to collect temps from all over the place and without someone literally assigning individual people to collect individual temps from individual spots which is unlikely, you'll just have a mass of players not sure if they should be going after the blinkies or doing something else. This has nothing to do with explaining the overall structure of the trial either: if you don't get that after one pass through, you're just an idiot. Have something shiny to play with. But that's strategy. The tactics aren't something that is coordinated with individual precision (at least not that I've ever seen) and that breeds confusion.

    Plus, scattering is counter-productive to most people's fun in the iTrials, because much of our collective incarnate strength comes from cross buffing and concentrated damage: it comes from acting in groups. Lambda encourages us to split up into two teams, then rejoin. If the individual teams scatter that's their problem. BAF encourages us to split up into a few teams, then rejoin. It doesn't encourage us to scatter: rather the opposite the towers and adds encourage us to stick together in one big mass or a pair of teams or a triplicate group, depending on the strategy.
    I can't find anything wrong with this reasoning.

    Quote:
    Originally Posted by Arcanaville View Post
    2. Its serialized.

    Except for the early timer sections, the bulk of the terminal work for the last two reactors requires Antimatter to be present. That means however fast we collect temps and however many people have them, only one terminal at a time can be used. It takes a parallel task and forces it into a serialized structure. And this means it forces a lot of people to wait around for others to finish a task. And there's not much for them to do while they wait, once the terminals are cleared. Which they can be by one crazy blaster with a couple of lucks and poor impulse control (like me). It doesn't take an entire team to do that, but whole teams are waiting around to do something.

    This situation does not occur in either of the other two trials, nor in TM or Apex, nor in any of the task forces in the game as far as I know, to nearly the same degree, except in a few odd cases that *themselves* are seen as bad (of course I'm talking about Numina).
    Yeah, this smacks of the same type of situation in pen and paper RPGs as to what to do with the players if the group splits up.

    Quote:
    Originally Posted by Arcanaville View Post
    3. Its meta-puzzle tricks are too gimmicky.

    The autohitting turrets in BAF can be turned off. Sequestration can be managed. If you run out of grenades in Lambda you can actually earn more. If Maurader jumps out of Lambda someone on your league is an idiot. But while I believe most things are fair game if you present them correctly, even I have problems with a meta puzzle in which you can be killed by a power that you have to move away from, and the game occasionally prevents you from moving, and those two things can happen at the same time. While its *possible* to manage this in theory, I consider this particular combination to be asking too much. Its like the original Hamidon that was designed to have the players all attack from range and all simultaneously move to the same new firing spot at the same time when the mito bloom occurred, twice. Its worth noting the players actually *thought up* this solution to Hami, and mostly concluded we'd never be able to coordinate it well enough to ever be worth whatever reward Hamidon could possibly give.
    The developers should really listen to this.

    Quote:
    Originally Posted by Arcanaville View Post
    As I said, I'm fine with the overall trial (still need those badges though) and I'm fine with the overall difficulty. I'm even fine with dying. But if you ask me how I would make Keyes more fun, I don't think I would be focused on simply removing the parts some find annoying, but trying to replace the parts that directly impede fun with things more entertaining. If its entertaining, people will not be upset about dying. Dying is what I think people are upset about because they aren't getting enough entertainment for their deaths.
    While you might have a point here, when the number of deaths exceeds the amount of time being alive by a large margin, that should be a beacon that could be seen on Mars that the developers have got things wrong.

    Quote:
    Originally Posted by Arcanaville View Post
    To do that, I would try to find ways to reduce the amount of scatter the trial induces. Funny how the whole point of the hospital lock out is to prevent dead players from just diving back into the trial all by themselves when in Keyes specifically there is absolutely no advantage to that enforced grouping up at all.
    Yeah, I love the mixed message here. It is also present in the final battle with the entanglement (which for the more part players ignore anyway).

    Quote:
    Originally Posted by Arcanaville View Post
    Give them some help: in this case, the Obliteration beam should generate a visible and audible warning in the screen of everyone targeted at least four seconds in advance that is *impossible* to miss.
    Both beams should give this kind of advanced warning. They should also be staggered so that they don't activate at the same time. The time stop should prevent both from firing, and reset the timers on the beams.

    Quote:
    Originally Posted by Arcanaville View Post
    And Time Stop should stop time. Timers stop. Disintegration stops. Obliteration stops. Everything stops but Antimatter. If AVs have purple triangles to prevent players trivializing combat by perma-holding the AVs, the devs should consider the ramifications of giving Antimatter essentially an unresistable mez through which he can use powers that can kill us instantly.

    As I said, I don't mind puzzles and I don't generally complain about the meta gaming requirements of making high end challenges. So if I think its a little wonky, the devs should assume most players think it sucks donkey balls.
    Colorful, but pretty accurate.

    Quote:
    Originally Posted by TamakiRevolution View Post
    Triumph usually starts out with a few Lam's, then moves onto BAFs for the main part of the day, then finishes off with a Keyes.

    My trial days usually end up being:

    Lam: 2
    Baf: 4
    Keyes: 1
    Funny, during my last few weeks, I've only seen Keyes run 2 times (and heard one of one more that happened before I logged in) when I didn't lead it (usually on the weekends).

    However, I can say that since Issue 20.5 launched that I've run BAF 44 times, Lambda 32 times, and Keyes 26 times. And if it were not for me trying to get the badges, my Keyes trial runs could be counted on one hand. After I get the badges, wild horses wouldn't get me run this disaster of a trial again.

    Quote:
    Originally Posted by Teldon View Post
    OK I am just gonna come out and say it. This trial is only hard because 90% of the player base is to damn lazy to pay attention to the info bar and/or follow instructions. This trial is easy if you pay attention.
    Of all the times I've led the Keyes trial, I've failed twice. And one time was because the GM arrived to move Anti-Matter out of a walkway (Anti-Matter stuck bug) a minute after timer expired. The other time we simply had too many people unfamiliar with the trial.

    Quote:
    Originally Posted by Arcanaville View Post
    But as I said above, I don't *personally* find the trial hard in the sense of being difficult to complete.
    I don't find it hard to complete either. I do find the gimmicks to be so annoying as to ruin my fun though.

    Quote:
    Originally Posted by Arcanaville View Post
    I diverge a little from SnowGlobe in thinking that adding fun is less about making it easier and more about making the design more engaging.
    While I can see that some would think I'm asking for the trial to be easier, I think my original post was suggesting how to lessen the frustration of the trial.

    Quote:
    Originally Posted by Arcanaville View Post
    But I do think that you're under-estimating the problem of timestop: the problem with timestop is not timestop itself: the problem with timestop is that it can freeze players while they are being disintegrated or targeted by obliteration. Even so, that won't fail a trial on its own so its not even a threat to the league completing the trial. What it is, is a design that crosses the line from a puzzle that can kill you, to a random event that can just kill you without any reasonable way of either reacting or proactively preventing it.

    Puzzles are fine, and difficulty is fine, to a point. Bad luck you die is something that many people find frustrating if its done too overtly, and worse if its stretched out over a period of time**, and in my opinion its not necessary. And I say this as someone that frankly doesn't care if I die a hundred times in a trial. Its not like I can't wipe the debt out in ten seconds and at this stage of the game death just kind of tickles. As a player I can, and have no problem running Keyes. But if you ask me to comment on its design, as a designer I have issues with it.
    Again, I wish the developers gave even a smidgen of thought to this. They didn't. Now people aren't running it as much.

    Quote:
    Originally Posted by Arcanaville View Post
    ** Psychologically speaking, as a game designer I would sooner say "bang you're dead" and kill the player than say "bang, you're going to die and there's nothing you can do about it in five, four, three, two..." That's another feature of Obliteration that frankly I can't justify the design sensibility of.
    Actually both the beams suffer from this, especially when combined with either each other or with the time stop.

    I think the most telling thing about the trial is that it isn't being run as often as the others. That alone should scream to the developers that players are not finding it fun.
  15. Quote:
    Originally Posted by Tyger View Post
    Purchase wedding pack: check.
    Purchase GvE item pack: check.
    Purchase... Sorry, we can't accept your order at this time, try again later.

    Le sigh, guess I'll have to come back tomorrow.
    This might be a silly question, but why would you buy a booster pack that will be cheaper AFTER issue 21 launches?

    Yellow items will be more expensive after Issue 21 launches.

    Green items will be cheaper after Issue 21 launches.
  16. First off, in Issue 21 Keyes will get an extra completion merit (Empyrean for the first time in a day on a character, Astral for the rest). Personally, I doubt that will be enough to get people to do it on a regular basis.

    I think the pulse damage needs to be cut by 50%. Sending players to the hospital in a steady stream isn't my idea of a good time. The Anti-Anti-Matter badge is just being sadistic.

    Both the Anti-Anti-Matter badge and the Bunker Buster badge should be awarded when achieved, no later than the beginning of the last phase.

    The time stop has to go or a display marker for when it will happen needs to be made. No one likes being held then attacked. I suppose everyone could be phased and take no damage or count against the badges, but that would be trickier to do.

    Speaking of the beams (Disintegration), a VISIBLE and separate counter should be put in the info window for this so that players (if they are paying attention) move.

    Disintegrations: The player being disintegrated should be clearly marked in the team/league windows so that people healing can have a chance at preventing the player from being defeated.

    Time Stop should not freeze people in the hospital, but if they exit, they should be fair game.

    Yes, a lot of these impact badges, but even without the badges these should be looked at to make a better experience for the player. Maybe then we will have players actually doing Keyes on some of the smaller servers.

    So what would you do to make this trial more fun for you?

    Edit:
    Okay, yes, there is a counter for the obliteration beam. It gets lost in the interface. I'll revise this request to "there should be a solid (not fuzzy) area for the obliteration beam." There should be an ground to ceiling beam effect showing where the beam is targeting. The Obliteration beam SHOULD NEVER FIRE when Anti-Matter stops time. Antimatter SHOULD NOT STOP TIME when the hold portion of the Obliteration beam's target is being displayed, but not at the "hold" portion (the "run away" bit).

    Disintegration beam SHOULD NEVER FIRE when people are being held by the Obliteration beam OR when Anti-Matter stops time.

    Alpha and Beta Entanglements should be removed entirely.

    Terminals in the power cell phases: Should have a clear aura when they are "locked". Not floating text, a clearly visible aura.

    The hospital door timer on the trials. That is simply a failed experiment. It has never done what it was supposed to do: keep players together during the trial.
  17. Snow Globe

    The Done Club

    Quote:
    Originally Posted by Lothic View Post
    Who's to say other than we know that if -nobody's- running them then there'll be -no- chance for future badges. *shrugs*
    Let me put it this way: I doubt 2 Empyrean merits will be enough to convince players to do Keyes on a regular basis, even without trying for the badges.

    Simply put: Keyes isn't fun most of the time. The extra Empyrean merit for the first time in a day will not make up for that fact.
  18. Curious question: How many codes were actually applied from the last giveaway?
  19. Quote:
    Originally Posted by Lothic View Post
    It's honestly weird for me to see all the hate against Nu-BSG here.

    As someone who's seen just about every episode of not only the Nu-BSG reboot series but even every episode of the original 1970s era BSG I have to say that I liked both series for different reasons. To me they both have their strengths and weaknesses. The new series did tend to get a little too "metaphysical" towards its 3rd and 4th seasons, but at least it had 4+ seasons which is a bit of an accomplishment in this age when many shows can't even finish one before they're cancelled.

    I'd also agree that the pliot movie of Nu-BSG was not as good a hook for the show as the first regular episode (called "33"). That's too bad because it really does sound like too many people gave up on it too soon after the pilot.
    I gave the nu BSG till the end of the second season before finally asking myself "Why am I watching this?" I think that it represents my biggest regret for lost time actually watching a series. The single exception to that was watching the "Adama Maneuver" on Youtube. I tried a couple episodes of Caprica. I think that title is missing an "r" as the second letter.

    I'm actually glad I didn't watch Lost.

    I sort of regret not watching the last season of Heroes.

    I had to be dragged to Battlefield Earth (still haven't forgiven some friends for it) and Barbed Wire.

    I enjoyed Godzilla Vs Biolante. If only for the fact that I was one of 2 people in the entire theatre. We did an impromptu MST3K session on that one. I like rubber monster flicks.

    My guiltiest pleasures? The first 3 "Attack of the Killer Tomatoes" films.
  20. Sorry, interferes with my weekly attempts at getting the Keyes badges (exact same time, Saturdays and Sundays).
  21. Snow Globe

    The Done Club

    Quote:
    Originally Posted by Lothic View Post
    With this upcoming Issue 21 change:
    • Keyes Island will now award 2 Empyrean Merits on completion, rather than 1. Additionally, it will award 2 Astral Merits on completion during the Empyrean cooldown period.
    It'll be interesting to see if people become more motivated to run that trial. Sure it's a little cheesy that the Devs are having to "entice" us that way but it might work regardless. *shrugs*
    That won't be enough to convince player to do Keyes badge runs.
  22. Quote:
    Originally Posted by Grey Pilgrim View Post
    The store currently DOES have packs for things like enhancement sets, and the devs have never said definitively that they will be added. All we have had (that I know of) a listing of a potential magic pack cost, and not in an official page or something like that.
    More worrisome is that there are a few "bundles" in the store currently:
    Code:
    Magic Bolero Jacket Package	440pp	$5.50
    Magic Cape Package			440pp	$5.50
    Ghost Falcon mentioned a 400PP pack for the "Complete Magic Costume Set (from the Magic Pack)", so either the prices on the store are completely insane or the pack he mentioned isn't in the store.
  23. Quote:
    Originally Posted by GPBunny View Post
    Will the temp 30 day jet pack be purchable via points? If so how much?
    Current price: 300 points or $3.75.

    Quote:
    Originally Posted by GPBunny View Post
    Also will there be a non temp version?
    Rocket Board current price: 600 points or $7.50. Downside for this one is that it disables all powers except "walk" (and that will kick you off the board) and you can't even use inspirations while using it.
  24. Quote:
    Originally Posted by Dal View Post
    Okay, I found the list.

    Remember the prices are not final. They will likely be cheaper at launch, but this should still give an idea of their relative costs in comparison to each other. Luckily I already got the most expensive ones.
    For those that want a glance at prices in USD:


    Prices in yellow are more expensive than the store, the prices in green are lower.

    Edit:
    At least one person didn't get the warning properly. Yellow items will increase (in some cases dramatically) after Issue 21. Wedding Pack, Good vs. Evil pack, and the Party Pack will all be cheaper with Issue 21.