BlueMalik

Citizen
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  1. Is the rescue captive error fixed with i18? When I last tuned in, there was an accidental xp penalty for every "rescue captive" in the mission because they tried to apply the penalty to more than 1 ally, and it affected captives too just the same. Which doesn't bother me much personally, but it did bother the majority of the player base.
    Also, in one mission I have an ally that helps and "ally" that attacks immediately when rescued because the "betray" trigger is way earlier in the mission. Would this situation be included in "more than 1 ally" penalty or was this accommodated for? Thanks for your help.
  2. Quote:
    Originally Posted by LISAR View Post
    If we didn't have a significant portion of the player base abuse the crap out of exploits they wouldn't have to use temporary fixes at all. The good will they extended early in the game life was ruined with Winter Lord farming, dumpster herding and other shenanigans; it was killed when AE was released and the farms trampled the intended use use of the system.

    Those days are gone, we ruined it.

    They aren't coming back, the player base can't be trusted not to abuse the system.


    --edit--

    Also to fix your little analogy they didn't take out the wall, they boarded up the window to prevent break ins and weather damage till the new frame and glass was available.
    I agree, farmers and exploiters have been a problem or most of us, you can read what I said about them in post #23. But as I and others have said in response to a tired statement like that is - sure a percentage of the player base is at fault for exploiting features of the game for unfair benefit. I don't think anyone has disputed this. The point is, the DEVS are at fault for making destructive changes that destroys interest in non-exploitive arcs, such as mine.
    The analogy is fine as is. I apologize for not explaining. Exploiters were using the "Ally" feature somehow to farm or whatever (windows that need to be replaced in a building). Instead of fixing the ally problem (taking the broken window out with hand tools and such and replacing it with a new window), The a "fix" was put in place that penalized the use of most NPC's - such as my beloved captives, who just say their lines and scurry away rendering any arcs with dialogue unplayable by a team (smashing a BIG F-ING wrecking ball to the building to remove the window, which damages other parts of the structure as well.)
    Also, please see posts by MegaJoule and Clebstein, they have articulated this situation very well and put in some good thoughts.
  3. Quote:
    Originally Posted by Clebstein View Post
    "Don't fix it" and "Break normal arcs" aren't the only options.

    It would be understandable if they had made this a quick fix, but it's been almost two months with non-exploitative arcs having their rewards nerfed. That's ridiculous.
    Exactly, thank you Clebstein. I think they should have waited to make an appropriate change to solve whatever problem they had instead of destroying rewards across the board and then saying, "Too bad, dismantle your arc." I swear to God, if whoever let this f-up pass was a contractor, and they needed to replace windows in a building - they would bring a crane with wrecking ball!
  4. Just curious, does anyone from the development team read these threads for feedback?
  5. I just run Pandora via Firefox while playing. Never had a problem. Though it's hard to hear blinkies in the game while blasting Nine Inch Nails!!!
  6. I need to give a big thank you to MegaJoule, who articulated the problem about this nonsense to those that just don't get it better than I ever could.
    And by the way, I don't care about the xp/inf generated, usually I run the stories with a lvl 50. It's the other players who join such teams that would IMMIDIATELY complain about the xp/inf, and want to leave because the reward system is sabotaged. That's important for you to understand, it was hard to get a team to stay with it. Players, in general, do not like to be ripped off in xp/inf for any reason, especially NO reason. YOU probably wouldn't like it either. Blaming it on Allies isn't an excuse, there's ONE ALLY per the rules and the rest "Release Captives" who say something and run away and do not help the players in any way towards xp/inf.
    To clarify, if it wasn't clear in the beginning, that I took great pride in creating these stories and they were in no way exploitive or "farms". I can understand the hate towards "farmers" and "farming" because they are a pain to me as well. For example, I would send tells asking if you wanted to do a 2or 3-mish arc. A lot of responses would be, "Is it a farm?" to which I would reply "No". If I would get a response at all from that person, it would be "nty lff". There were a few RARE responses that would be "Thank God I hate farms, please invite!"
    The problem is this, I spent a lot of time creating rescued characters who only help in the way of giving some weird clue, advising which blinkies not to click on, or depending on your sense of humor, saying something funny. It has worked since it's inception, with suddenly a lazy shortcut by the devs destroying xp/inf for people for no reason. I don't even attempt to play these arcs with people, until they fix this f-up. And now when the problem is called-out, the support people and even some wanna-be backseat rednames in this very thread tell me to dump some resuced people and their dialogue as if that's the sensible thing to do, basically dismantle the structure of the arc. To them I say, F that, F you, and quite possibly, F this game. This feature is the one I enjoy most, and if I don't find anything left in the game that's as fun, I'll pull the plug on my subscription.
  7. Hi and thanks for reading. I want to be clear that I have ONE ally in each mission that fights on the players' side and a weak one at that (Lt. level). The rest of the NPC's that were put into the arc are "Rescue Captives" and do nothing else except "say their lines". The level of xp/inf is pathetic even though the critters are set to "100% rewards" power settings and the complaining from inf/xp-hungry heroes is immediate.
    Appearently this is intentional becuase when i contacted support about the matter, they seemed to suggest without saying anything concrete that the "Release Captive" feature is punished just like the "Ally" feature meaning if you have more than one of either, your xp/inf reward sucks and too bad, so sad, we can't do anything about it, go to these boards and persuade the development team to change this weird rule.
    Can someone who is a Dev in this game change this? I understand Devs not wanting to have 500 Allies making a mission too easy for the "farming" crowd, but why render the "Release Captives" feature useless? Each Captive says something that has to do with the storyline, that's the whole point of having them in a an arc. Why punish us for using the features of the AE? What sense is it to make a utility tool and then punish people for using it? Please change it to punishing more than one Ally WHO FIGHTS instead of any NPC that's put into the arc. It's ruined AE for me.
  8. Ok thanks PerfectStorm, that's a good idea. I guess it's true that it's a logic problem and not technical one since they did it on purpose. ("working as intended" = we screwed it up on purpose?)

    I'm not familiar with these boards and I will find the suggestions forum and lobby there. Maybe I can get a Red Name's attention? Thanks for your reply.
  9. Hi and thanks for reading. I want to be clear that I have ONE ally in each mission that fights on the players' side and a weak one at that (Lt. level). The rest of the NPC's that were put into the arc are "Rescue Captives" and do nothing else except "say their lines". The level of xp/inf is pathetic even though the critters are set to "100% rewards" power settings and the complaining from inf/xp-hungry heroes is immediate.
    Appearently this is intentional becuase when i contacted support about the matter, they seemed to suggest without saying anything concrete that the "Release Captive" feature is punished just like the "Ally" feature meaning if you have more than one of either, your xp/inf reward sucks and too bad, so sad, we can't do anything about it, go to these boards and persuade the development team to change this weird rule.
    Can someone who is a Dev in this game change this? I understand Devs not wanting to have 500 Allies making a mission too easy for the "farming" crowd, but screwing with the "Release Captives" feature? Each Captive says something that has to do with the storyline, that's the whole point of having them in a an arc. Why punish us for using the features of the AE? What sense is it to make a utility tool and then punish people for using it? Please change it to punishing more than one Ally WHO FIGHTS instead of any NPC that's put into the arc. It's ruined AE.
  10. That did the trick, thanks!
  11. Hi, I made some changes to my critters including the way some look and adding a critter. I did this a few days ago and saved it under the "My groups" tab. When I go into the mission, it's the same ol' critters before I updated them! They show up in updated form under the "My groups" & "My characters" tab, but NOT loading into the missions. Is there anything I should be doing to update the "new" critters in the mission?

    Thanks in advance.
  12. Ok, thanks, I'll look for it! In case I can't find it, where is it on the menus?
    Thanks again.
  13. When I first started AE, I put it a NPC (Statesman, etc.) as a hostage that made all the citters level 53-54. Experimenting with difficulty I put in lower level NPC's (like the Swan, lvl 51) to make the citters 51. Now I tried to switch back to level 53 NPC's but everything spawns at level 51 still. What am I doing wrong? The missions have custom bosses and AV's and putting them on "extreme" setting does no good. One AV spawned at level 49! Please tell me how to bump up critters to level 53+ again! Thanks in advance!