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Posts
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Joined
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I think the devs 'fixed' this. I just tried this tactic today for my badge toon (whom has Rebirth) and I got zilch for progress firing it off on these guys.
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I named mine 'Water Sellzer'.
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/signed
It's so tendious to mail things back and forth between toons, especially salvage.
Before you ask: yes I am in an SG, but my main crafter is currently Rogue and cannot use it. Not to mention I have toons on both side of the fence to craft for.... -
Quote:
Deathsurge used to be triggerable, but that is no longer the case.
Quote:Ghost of Scrapyard and Arachnos Flier could never be triggered. .
That said, I concede about the Arachnos Flier: I forgot about that one (2-5 hr timer I heard on that one). Easier to get the badge for it by doing the Statesman/Miss Liberty TF, IMO. -
Some are triggerable, other's are not.
Rikti raids are triggered by the completion of the Lady Grey TF.
Zombie invasion is triggered by someone turning Halloween salvage (I believe, not too certain).
Banner Event I don't know what triggers it, could be Halloween salvage, but no idea.
Nemisis Raids were for the Anniversary, don't know if they'll come back at some point or not in a triggerable form.
GMs Blueside
Many of these are either random or on a timer (Jack-In-Irons, Echoli, Lusca, Paladin, Kracken and Babbage *might be forgetting someone*). A couple are triggered by TFs/Storyarcs (Babbage and Kronos Titan).
GMs Redside
All of them are triggerable: most by killing a certain number of mobs (in Caleb's case, only during a certain timeframe).
For both red and blue Adamestor is triggered by doing the ritual.
So, I guess what I am getting at is that technically (with the exception of most blueside GMs), most of these things are already triggerable. But to answer the questions:
Only when I need the badge for them, usually.
As already stated, most already are triggerable.
Hard to do, as everyone has different goals: for instance, I don't give a lick about the rikti or zombie events as I already have all the badges for them on my badger. Only reason I would do them is to get some XP for a lowbie toon.
Most events are already 'announced' to begin with: it's a matter of having your zone event messages active in a chat tab.
They are about right as is. Certain ones will happen more frequently due to certain holiday's (Zombie and Banner events specificially). -
I need badges from both, so sign me up. I'll be on my scrapper, Asri
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*hopefully nothing comes up on Saturday/gets distracted this time* -
The 'Backspace' key automatically brings up who last sent you a tell. I find it really useful for replying to folks that have a not so easy name to spell
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Quote:No, I certainly wasn't in SF mode when I parked the character.You didn't log out still in Strike Force mode by any chance - I seen to recall a problem with that messing up day job progress some time ago - thought it had been fixed since though.
A server reset would be another possibility.
I do, however, believe I found out why...and it's a bit silly if you think about it.
I logged that character off for a few hours again, in the same building, only to again, find no progress when I came back. The one constant other then what I mentioned before: my character's flying power was active, when usually I turn that off when parking in a day job spot.
To test this, last time I played (yesterday evening), I made sure to turn off Fly. I just checked the character now and she did have more progress (59/504). Before logging her back off again I turned Fly on: when I get log back in after dinner I'll see if progress moved again. If not, then my current theory on what is going on here may be valid: that your feet have to be touching the ground to 'trigger' progress for the day job. -
I'm working on villian day job badges and I've come across a possible problem with the Crey Employee badge.
I had my badger character parked in the Crey building in Nerva for a little over seven days (168 hours plus), but when I logged into the character today to check the progress, the bar was at 38/504. Now I did have some progress on it already, but it wasn't any more than around 8/504.
Why did I only get roughly 30 points for seven days?
Before you ask: yes I was parked in the building and my character is of proper alignment (currently a Rogue).
Other details: I was on vacation with no access to the game for most of the time period the character was offline...and as far as I know there's no difference in progress between 'completley offline' and 'playing another character offline'.
No I haven't /bugged yet, but I'm about to. Just posting to see if anyone else has noticed this. -
If this included Safeguard/Mayhem missions too...sign me up! *so tired of protecting/robbing JUST PI at lv 50*
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I want some form of 'shared account bank', but this will do too. It's a PITA to mail things to alts one...by...one: especially if you need to shift things to a toon of a different alignment (e.g. my 'crafting' toon is currently redside, while most of the alts that need IOs are blueside).
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Quote:Yeah, I know the chances of such a feature in this game are pretty much nil, but ya never know ya know?I believe the "tech says why" answer is that the engine can't handle grappling and the like.
Quote:you REALLY underestimate these. Don't forget, these are the civilians that step off skyscrapers without damage, and as they casually walk by and wave push a Granite-ized stone tank out of the way without slowing down. If anything, they should be picking US up and heading for the exit.
It does bug me that the civilians can push us around so easily. You'd think you could walk through them for game play reasons ya know? -
(this gets a little long, so I've included a TL: DR part at the bottom)
We've all been there: you're on an escort type mission and the NPC gets stuck in the geometry, forcing you to either reset the mission, abandon or auto-complete. Bad pathing issues is the bane of any NPC that follows you, from pets/helper NPCs to the normal citizen that just wants to get out of there safely. The another annoyance with these guys is when they cannot see you when stealthed, which forces you to drop it (and any defense it provides, not to mention aa certain AT loose abilities).
So, while I was working on getting some nukes in Warburg, leading the techs to their bunkers and having to be be careful they don't get stuck somewhere, a thought came to me: it would be so much easier if I could just carry them.
We are (for the most part) super powered individuals, we should be able to pick up these guys and use whether travel power we want to get them to where they need to be (though whether or not you have their lunch on the back of your costume at the end is an issue....). I figured it could work like a temp power that pops up in that new temp power tray when you are near an NPC escort this could work with: toggle on to carry, toggle off to put down. Of course, carrying someone is likely to weigh you down, so travel speed may be slowed (maybe, not sure about this).
Granted, you wouldn't be able to use this on all escorts: just the non-superpowered/non-fighting ones. For instance...though she doesn't attack, I seriously doubt Ghost Widow in a certain Vigilante morality mission (The End Justifies the Means) would allow you carry her (in fact, I think she would likely kill you for it...then again...how could you carry a ghost to start with?). Certain other NPCs that would fit this wouldn't work either, like Coyote in the Night Ward arcs. So, admittedly this option would be limited in application, but could be used to some flavor to certain escort missions.
The other problem with it is that obviously you wouldn't really be able to fight while carrying someone, so you'd have to put the person down again (or you can just run by the mobs if that's an option). In team situations this wouldn't be as bad, since you'll have your teammates to protect you (provided they are not jerks of course). Of course, some arcs you don't have to worry about fighting anyone (Such as the one mission in Bad People, Good Intentions, where you have to lead the guy out of a burning building.), but there's very few of those (I think the one I linked may be the only one like it, actually).
Now, there are three possible of issues I can think off right off. One, is that pure Heroes naturally wouldn't be as likely to cart civilians around like a sack of flour, unless said civilian is hurt or otherwise incapacitated. Vigilantes I dont see having as much of a problem with it (I dont care about your dignity! I am getting you out of here right now!). Villains/Rogues, definitely wouldn't bat an eye at it: heck if you are kidnapping someone, why wouldnt you sling them over your shoulder?
The other is possible griefing potential in team situations (like some jerk picking up the NPC and deliberately not running for the exit). Restrict the option to leader only perhaps?
Teleporting. It dont work on friendly NPCs no matter what type they are, currently. Unless there was some way to code it so that the NPC was considered a part of the teleporting PC while carrying. Other than that, I dont know.
TL: DR
- option to carry certain types of escort NPCs (most of the ones that have no health bar).
- temp power like system, using the temp power tray that pops up when next to an applicable NPC (on for carry, off to put down)
- cannot fight while carrying, but will still have any defense buffs/travel powers active/available. Possible speed debuff while carrying.
- can add a bit of flavor or variety to escort missions (if done right)
- alignments may be an issue for feasibility/realism (especially pure heroes)
- May have to restrict the option to leaders only in team situations prevent griefing
- Teleporters may need special coding to be able to use their travel powers without leaving the NPC behind. -
Quote:Indeed. There are some things you just cannot code for, as everyone is different, whether it's by build, skill level, etc.The problem is any upgrade to the difficulty slider is quite code intensive, and would inevitably be unsatisfactory. You can scale number and difficulty of mobs, but you will never be able to scale for increased tactical complexity, nor can you scale effectively based on what actual powers mobs have*.
Quote:And how far should the scaling go? Should it be possible to downgrade an AV to a minion?
Quote:*For example, should Malta be rated higher because of Sappers? What about for those powersets that don't have a problem with sappers?
As eluded to before, I may be something of a carebear in my playstyle, but I do try to play intelligantly/cautiously: I don't go rushing in blindly, if I had choice in the matter (unlike that boss fight in the second mish of the Magicians Arc where I got jumped before I could take full stock of what I was up against) -
Quote:Agreed, though they will hav eto put in some kind of exception clause to prevent the cascade effect. Something like:The solution to the biggest parts of the problem is easy really, what we need is an option to turn Elite Bosses down to normal Bosses, like we have for AVs and Bosses already, and NPC allies in missions need to never have their rank lowered by the difficulty.
<snip>
The only issue I can see is that they might have a cascade effect where AVs get downgraded to Lieutenants when the mission is soloed. Which obviously is not a desired outcome.
"EBs will spawn as Bosses, unless the EB was originally an AV." and
"Bosses will spawn as Lts, unless the Boss was originally an EB."
And put those in nice big bold yellow letters so they can't be missed when folks fiddle with their difficulty settings. -
I don't think many of us complaining about this really want everything to be 'faceroll easy' (though I personally don't care, as I'm in it more for the story). We just want consistancy in the difficulty and (in my case) moderation in how often (and in what numbers) certain mobs types are used.
That means, a storyarc should not spawn bosses at all if I have the difficulty set to 'no bosses' (looking at you, Malaise and your two identical twins). And yes, I get that EBs will still spawn under that setting: I accept that.
I would also like some...restraint...in the use of certain mob types, like the taunting Eternal Guards. I do not enjoy facing whole battalions of those things at once (Bedlam assualt mission), NPC helpers or not.
Remember, 'fun' can be very subjective. Challenging content may be fun for some, but it would be an exercise in tediousness and/or frustration for others (which can, and has, lead to /ragequit reactions). There needs to be a balance between the two and the difficulty slider is supposed to help toward that. However, for some content, said difficulty slider is not working properly, resulting in the frustation myself and other's have faced. -
Quote:Can I join in? Hopefully I'll remember....For my next adventure I am planning on running the Faathim the Kind Task Force
Kick off time for this event is 6:00pm pst on Saturday June 16th.
Faathim the Kind Task Force June 16th @ 6:00pm PST
1. Me
2. Anne Marie
3. Herrie - *removes brain slug from Herries head*
4. Mu
5. Speedwell
6.
7.
8.
And for your musical enjoyment: Invernia -
Quote:I could live with this idea as a suitable compromise to just sticking them in Ouro. Mind if I list this in my thread on the subject?Not sure if this is possible either, just a brain storm.
Let's say your level 50 and wanting some of the lower level Mayhem/Safeguards.
So you run your required 5 (or whatever it is at 50) Paper missions, then go to your contact. Instead of your contact only listing a specific Mayhem/Safeguard, s/he gives you a list of options for you to choose from. Everything from Atlas to Peregrine Island. If you choose a lower level Mayhem/Safeguard you are exemped to that level for the duration of the mission. Flavor text could read something like "Even though your high and mighty, Atlas Park still has some pretty good loot for you!". Heroes, of course, should be protecting the city no matter how epic the bank's loot is.
However, for the exemp to work, I'm gonna guess it has to be coded like a TF or something, so I don't know how practical it is.. The idea just popped in my head.. -
In regards to the Night Ward Arcs, I've only had difficulty with the last mission on Wards arc and the Magican's Arc on the only toon I've run them on so far. In regards to the Magican's Arc...I didn't get past the second mission and quit the arc out of frustration, but I'll get to the reasons for that in a bit. First, some info on my main and playstyle.
My main (and badger) is a MA/Regen/Darkness Scrapper, though her build is probably not the best as I don't think in a min/max way (All IOs, with a few IO sets for regen, recovery and damage/accuracy. I am starting to rethink that 'stratergy'...). That said, I'm a bit of a whimp, as I keep my difficulty at -1/0x with no bosses or AVs (I play to win and have fun, not to be challenged) and I am some what terrified of EBs when they show up. Fortunately/Unfortunately, I discovered Shivans/HVAS and have been relying on them when I encounter EBs in missions (especially if I am exemplared down to where I cannot use incarnate abilities), as I prefer to solo and be able to read mission text without 'teammates' getting impatient.
Now, I try not to spoil myself on missions too much when doing storyarcs for badges; I just go to wiki to see whether or not the mobs I will be fighting will have EB/AVs and read the story bits themselves in game. So I knew when to have a Shivan/HVAS on stand by. The problem with those however is that you can't really control them (same with helper NPCs). Now, what does the Magician Arc have?
Taunting mobs.
Don't get me wrong, taunting mobs have their place, if use sparingly and in the right place/time. Unfortunately, the first mission in this arc throws buckets loads of those things at you. Yes, you have tons of NPC helpers, along with three NPC tag-a-longs (which were only Lts due to the 'no bosses' setting). Now, I am partly at fault here as I did rush through the map a bit (patience seem to be lacking for me that day), but I ended up with no helpers left as I approached the 'castle' itself and found myself facing a whole freaking battalion of Eternal Guards (the taunting mobs). I ended up having to do the same thing I did to the EB-infested DA Cimerora mission: fly above them and use my ranged AOE Darkness mastery abilities to chip down their numbers until I could land and take them out with my primaries without being 'forced' switched targets every other second.
Then came Malaise...in triplicate...as Bosses (wait...I thought I had this set to 'no bosses'?), with the add on of another mob (Hive of Angish I think) that can taunt, which kept respawning. I only managed to win by managing to single pull one of the Malaises away from the 'pack', beating that one down, then pulling the other two (and avoiding arggoing any more Hives of Angish). Needless to say, after that mission my frustration level was already fairly up there: the second mission ended up being the last straw for that day.
First, the map was very dark and it was hard to tell where you were supposed to go: I ended up using [Reveal] so I knew the path. When I reached the portal to where the mission objective was: I wasn't expecting to get jumped by a number of minions and an EB almost right off (I was expecting some distance between us and them). Taken off guard, both my helpers were cut down quickly, followed by me. OK, Shivan time then. I revive myself and I had a enough time to rebuff and summon the shivan before I was beset again.
Wait...why isn't my Shivan attacking the EB? Oh look...an Eternal guard or two had taunted it. FUUUUUU! I don't really remember what happened next...only that I died again and thought 'F- this...' and quit the mission.
That said, I know I made some mistakes in those two missions, so I know what to do to better prepare myself next time I want to attempt that storyarc again (like, take the time to wipe out all the Eternal guards before summoning a heavy...maybe throw a nuke at them). I'm not demanding that helper NPCs/pets not be tauntable either.
Yes, I know about my inspirations and I do use them, but only sparingly (usually only when I am up against something nasty). I see them as a 'oh sh-' button to use only when really needed and I lot of times I forget they are even there to begin with. In other words, I don't like being 'dependant' on them (yeah, says the person addicted to throwing a Shivan/HVAS at every EB she meets: "Hi, my name is Asri, and I am addicted to using Shivans/HVAS...").
I know I need to improve my character's build...and learn how to smack EBs around without using temps. That's on me. However...I do agree with Sam on the whackiness of the difficulty slider: the Malaise fight in that one mission is a prime example. Malaise should not have been Boss level when I had my difficulty set to 'no Bosses', especially since the NPC tag-a-longs obeyed that setting by spawning as Lts. Consistancy here please!
That...and please tone down the number of Eternal Guards in the first mission...please? I dread to think how that mission would be if I didn't have any AoEs....
And to anyone that says 'you are not 'required' to do that content', remember what I said at toward the begining: the character I was doing the arc with is my badge toon. Trust me, I won't even touch that arc with any other character, but on my badge toon, it is pretty much required if since I want that badge.
(I apologize for the length...this ended up being a lot longer than I intended....) -
I still don't see Heroes going around 'leveling' a part of RI as Heroic. Heck, there's debates about the Longbow presence in RI and whether or not LB have gone vigilantee. However, I am not completely up on the lore around RI so I'll stop there (hmm...make Vigilantee/Rogue versions of the missions. Though to be fair...I don't see a Rogue Mayhem being too different from a Villain one....).
In regards to the sucky RNG curse that may happen with random maps: yeah I understand that, as the RNG goes through periods where it hates me. However, I would hope that if the missions themselves were made more interesting and fun (especially Safeguards), would alleviate some of that tediousness. I, for one, would not have a problem running them over and over again on redside until I got them all simply because the Mayham missions are more fun (or because I am stubborn like that): naturally I can only speak for myself there.
As for putting them into Ouro: I just mentioned in a similiar topic that I don't really consider Safeguard/Mayhem mission to be Ouro material as there really isn't any 'story' there. I would consider it a last ditch option on getting the badges front, as I would prefer increasing the odds of them being run 'naturally' first. -
The only problem I have with Ouroing them, is that they don't really 'fit' as Ouro missions. Every Ouro mission in the list has some story element to it: bank missions...not so much (they are, after all, just a 'stop the robber'/'rob the bank' with a few little side goals type mission).
That said, putting them in Ouro, IMO, would be the last option as opposed to other ideas to increase access or make them more likely to be run in the first place.
And to the comment about 'being careful with your leveling' and whatnot in regards to getting the explore badges. Some badge toons were made prior to being able to switch sides, or other features that make it easy to 'not miss any content'. Yeah, I know we have ways around that now as mentioned before, but some would prefer some means of those badges without having to (essentually) beg a lowbie to use their mission to get that badge (that just feels wrong to me....). That said, if said lowbie freely offered the chance for higher levels to use his/her mission to get it, that's another story: but how often do you see that happening? -
I solo easily 95% of the time, if not more. Only time I team is for Mothership/Hami Raids, Incarnate Trials and occassional TF/SF (the latter two I only bother with on my badger, specially the TF/SFs). Heck, some of the TF/SF content I could probably solo to an extent (with HVAS/Shivans as needed) if it wasn't for the min team requirement.
That said, the only reasons I can see the 'solo game' not 'working' is:
1) Some ATs have a harder time of it as others
2) folks get sick of running some of the earlier content over and over again, which results in PLing in DFB and DiB (which...is kind of hypocriticial if you think about it....) -
Hense why I started this topic to try to change that.
Quote:I'd like to see them replaced with a hero version of a Mayhem, with heroes running amok on Rouge Isles city maps. I threw out a thread on this topic a while back but it didn't get much feedback- guess most folk don't find them as aggravating as I do.
@Power_NA
I'll add you to my global list. Mine's @Asri1.