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Posts
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Mission name: Discovering Doctor Dabble
Arc ID: 3042
Morality: Heroic
Length: Medium
Description: A series of events beginning with a little girl's peril introduce you to Doctor Dabble; this is the first of the Doctor Dabble stories (#2 coming "Soon")
Mission name: Adventure of the Ghost Generator
Arc ID: 3054
Morality: Heroic
Length: Very Long (which works out to be about "Medium")
Description: Ghosts. What more do you need? Ghosts with some story? Done. This is the tale of a haunted factory, and the loss that this brings to a young couple in love.
Both of my arcs are story-heavy and farming-light. Solo-friendly. -
Arc Name: Discovering Doctor Dabble
Arc ID: 6623
Faction: Heroic
Creator Global/Forum Name: A_Ashby forum ID
Difficulty Level: Easy
Synopsis: The first of the Doctor Dabble missions. A little girl's peril leads to a story full of mystery, intrigue, and the occasional misshapen experiment. All new enemies--no existing factions used.
Estimated Time to Play: 30 min-1h
Link to More Details or Feedback: http://boards.cityofheroes.com/showflat....=1#Post13212686 -
Day Jobs
Server: Pinnacle
Zone: Grandville
Character name: Zoe Zhai
Time: Tuesday evening sometime
Location: Grandville
Mission: n/a
Mission Contact: n/a
Bug Description: Tried logging in with 30+ days of time out of the game. Lost DB connection while logging in. On second try, login succeeded, but 0 days (0 minutes even) of "day job" time were credited.
Logout counter shouldn't clear until day job credit has been awarded. -
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Ad_Astra Asked
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Welcome, Sunstorm!
I do have a question regarding the elimination of Base Salvage:
Base Salvage is currently also used for Empowerment Buffs. Those buffs are therefore really "cheap". Do you anticipate that in the future use of Empowerment Buffs might decrease due to the higher cost of the Invention Salvage used in those recipes? If so, would you consider a change in the recipes to salvage that might be less expensive?
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...or a buff to the buffs to make them worth the cost?
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Empowerment stations were limited to common salvage, so they would still be fairly cheap (With a few exceptions). However empowerment buffs are on my radar to be looked at.
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Even with empowerment stations being limited to common salvage, there are so many more types of salvage now than there were of base components. Combine that with the decreased storage capabilities, and it's difficult to impossible to stock goods in the base for using empowerment stations.
Losing base salvage seems like it's only going to decrease the use of most of the situational buffs. Who is going to waste space in storage to be able to cover all the various types of resistance? Even if someone did, they can't even store 2 hours worth of resistance in a single bin, so after one person pulls some buffs, the bins have to be immediately refilled. No more filling at the beginning of the month and letting the SG go at it.
Are the empowerment stations really so underused that the increased difficulty to use them isn't going to affect enough people to matter? -
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Base Repricing
1) How will the repricing of bases affect you personally?
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I'm going to lump rent in with base repricing, since it's the ongoing, if not upfront, cost of having a base.
Running a tiny SG base, the lowered costs are great. I'm never going to manage the biggest base sizes, but have a good chance of making a reasonably sized interesting base. I'm happy with the lowered costs overall.
Rent bothers me some, though. While I'm glad to be able to move from an 8x8 to something bigger, I also find that given the income my SG gains, and the use we get from storage items, that storage is no longer going to be a permanent fixture in my base. It'll be used for transferring items from character to character, and then deleted from the base again. I'd love to have permanent storage, but the cost of having to run to the registrar every few weeks (plus the cost of prestige) makes it not worthwhile any longer.
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2) Will you dismantle your base to gain the additional prestige from the repricing?
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Yes
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3) How long would this process take you if you were to engage in this practice?
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Just a few hours. I'm lucky, and didn't start really looking into building bases until rumors of major improvements in I13 were out already, so I've held off on any decorating. Just storage to be cleaned out and rooms to be demolished.
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4) What are the positive and negative concerns regarding repricing?
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Bigger and more interesting bases are good, although I'm minorly concerned about load times. The biggest concerns I have are rent (mentioned above) and there still being some large prestige humps to get over for the small SGs.
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5) How will this feature affect you long term and short term?
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It'll make bases more interesting to play with, but penalizing storage will lose some important base utility.
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Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation?
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After playing with it, it seems to be minor effect on my small base for building. I supply everything already, so that's not a concern. The biggest problem is that empowerment stations are now much harder to use, and don't seem to supply buffs worth the cost of collecting and keeping all the appropriate kinds of salvage.
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2) What is the positive effect on your base for this feature implementation?
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None that I really see. Neutral-ish on building things, negative on buffs, no real other changes that I see, unless this change also increases salvage drops.
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3) How long will it take you to adjust to learning this new system?
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Not long, but it means no more empowerment usage.
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4) What side effects to this system do you currently see from transitioning the old to new system?
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It's harder to keep the components needed for things. Previously, just a handful of different components needed to be stored. And those could be done in large quantities, independent of what was going to be built. Now things have to be thought out further ahead, saving specific pieces of salvage for specific items.
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5) What security concerns do you have regarding this change?
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I have none in my SG, but I can see major concerns in larger groups. -
While I agree it's not "much" upkeep in the new system, it can be significant for the smaller groups, and still plan on avoiding upkeep by removing base functionality. If I don't run to pay often enough, I'll have even less functionality (that is, "none") under the current upkeep method, so..
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A storage limit of 30 salvage is ridiculous.
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Why? It's considerably more community invention storage than you have now, and the amount of salvage needed to craft a given item is considerably less in the i13 system. If you allowed 2500, or 999, or even 100 invention salvage per rack, it would encourage hoarding to a degree that would seriously threaten the markets, especially red side. I think 30 is generous.
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Perhaps because (a) even if using invention salvage for empowerment stations wasn't already a silly idea, limiting to 30 storage makes the empowerment stations pretty much useless, and (b) because that number counts for both invention salvage /and/ event salvage. I'll have to buy a couple of storage units to just hold the Halloween salvage for my alts! -
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Maybe make the IO click buff duration a variable that sets itself to equal the duration of the power you slot it into?
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Eww, please no. I slot +20% Regen into aid self. Aid self duration? Very short. Total +20% health regened: 0.1