Citizen_Razor

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  1. [ QUOTE ]
    If the navigation "plural" text is identical between two diff objectives, then it will auto combine those.

    [/ QUOTE ]

    That's what I was looking for. Thanks!
  2. My apologizes if this has already been covered, but my search-fu is weak.

    How do I make it so that my objectives have "decoys"?

    For example, let's say that in the mission, the hero needs to find a specific crate. There are 12 crates in the mission. Only one of them has what the hero needs. The other 11 crates are decoys.

    I know I can set two separate objectives. Objective 1 would have 1 crate and be required for mission completion. Objective 2 would have 11 crates and not be required for mission completion.

    Now, my question is, how do I do that and put in the navigation field, "12 crates to search through," then have that go down one-by-one as the player clicks on crates. Then when the player finds the right crate, the entire thing disappears and we move on to the next objective "Defeat Darky McDarky"?

    Is that possible? If so, how?
  3. [ QUOTE ]
    Off the top of my head I can list the following problems I've noticed with Dev handling since issue 14, and again I stress that I LOVE this game and the things Im about to list are disappointing to me. Also Im not a farmer or exploitter.

    (List snipped)

    [/ QUOTE ]

    I would've quoted the entire list, but it was too long. But ... THIS!

    An excellent summary of all of the things the devs did wrong with issue 14.

    MA was an excellent idea, and an excellent feature that I still use and still plan on using. But the devs handled it horribly. They screwed up on many parts of MA (allowing known xp/inf/tickets exploits to stay in, making the ratings system too easy to grief -- both by the 5-star cartels and the 0/1-star cartels -- then adding badges to that, attaching over 100 badges to AE (including yet another dev's whim badge), then getting pissy at the players when they play with what they were given).

    The devs *need* to come out and say something like "Guys, we messed up. We were warned that certain things would happen and we didn't listen to the player base. We made mistakes, and we are now taking steps to correct our own mistakes."

    I'm not saying the devs are entirely to blame. The people who set up the MEOW farms and then PL'd their toons from 1-50 in a few hours were clearly exploiting the system, and I'm OK with them being punished for it. But the majority of the fault lies with the devs and their actions, IMO. They need to man up and admit it. I'm not saying that if they refuse to, I'll run off to check out Champions Online -- especially since it's being created by the same guy who drove me away from CoH in the first place (I came back when Inventions came out), but who knows what other MMOs lie out there ready to grab my attention?
  4. Citizen_Razor

    Later 700 club!

    I had just made it into the 700 Club too (my hero badger currently has 702 badges). And now I'm being expelled! NOOOOOO!

    At least I'll still be in the 600 club.
  5. There's an Arachnos Agent location in Cap au Diable. It's where the tech and science stores are. You could go there instead.

    The Arachnos building in Port gives the Demagogue day job badge instead.
  6. Take "The Westin Phipps Task Force - ArcID #46588" off the master list. I unpublished it. It was just sitting there taking up a publishing slot.
  7. [ QUOTE ]

    Happens. I put the states arc up as a joke, but if I want 250 stars one day I'll have to leave it up!

    [/ QUOTE ]

    Happened to me as well. I made a 4-mission story arc. I spent weeks working on it, designing it, tweaking it, and troubleshooting it.

    I then made a silly mission about how my cats and my brother's cats would interact with each other if they were superheroes. It's a short arc, one mission, nothing but pure fluff.

    Right now the short mission has roughly the same average (if not better) than my story-focused arc, and nearly twice as many ratings. I'm leaving it up until I eventually get "Living Legend" from it. (Only a bit under 2,100 more stars to go!)
  8. If I remember the lore right ...

    There's no Praetorian version of Lord Recluse. In the Praetorian Earth, Marcus Cole killed Stephen Ritcher right after they opened Pandora's Box. So any version of Lord Recluse is basically a corpse.

    There could be Praetorian versions of Ghost Widow, Scirroco, Black Scorpion, and their minions, though.
  9. Since Snow Globe wanted to keep this out of the "Badge Issues" thread, I'm bringing my post from that thread over here, where it belongs.

    -----
    When I started working on Fabricator (after I had already acquired the Field Crafter accolade, meaning I already had 1k crafts), it only took me 3 months to get Fabricator on two toons.

    Granted, the majority of my time working on Fabricator was before issue 14 came out and common IO salvage became scarce. But this is what I did.

    I started out with a goal of 100 crafts per day. Having 9,000 crafts left to go, that meant it'd take me 90 days at the most. I split my crafts into two sections:

    Crafting IO enhancements. I had 21 market slots available, so I would craft 20 Recharge Reduction IOs.

    On my hero, I crafted 10 Lv45s and 10 Lv50s. On my villain, due to the slower market, I crafted 5 Lv45s and 15 Lv50s. I then put the Lv45 IOs up for sale at 190,001 (usually getting 200,000 back) and the Lv50 IOs up for sale at 290,001 (usually getting 300,000). This is how the numbers break down.

    Lv45 Recharge Reduction (memorized): 82,400 inf
    1 Temporal Analyzer: 500 inf
    1 Hydraulic Piston: 500 inf
    10% Market Fee: 20,000 inf
    Total: 103,400

    Profit: 96,600 inf per IO.

    Lv50 Recharge Reduction (memorized): 216,000 inf
    1 Temporal Analyzer: 500 inf
    1 Hydraulic Piston: 500 inf
    10% Market Fee: 30,000 inf
    Total: 247,000 inf

    Profit: 53,000 inf per IO.

    (Note: Before Issue 14, I rarely spent over 250 inf per the individual salvage components.)

    Selling a set of 20 IOs everyday, (and I'd frequently sell more than that, especially on the weekends), my hero was clearing 1.5 million inf everyday and my villain was clearing 1.25 million everyday.

    Granted, the common salvage prices are considerably higher in the post-i14 era, so the profit will be a little bit lower. But even if you spend 5k per salvage, you're still turning in a profit of 90k per Lv45 IO and 45k per Lv50 IO -- enough for 1.35 million inf per day with a batch of 10 Lv45s and 10 Lv50s.

    Still, 20 crafts a day is very slow progress. In addition to those 20 crafts, I also purchased 80 very cheap Lv41-50 tech salvage (usually silver or mathematic proof, but occasionally temporal analyzer, hydraulic piston, kinetic weapon, and/or ceramic armor plate). Before Issue 14 came out, I was able to very easily get 80 salvage pieces for under 100 inf each. I'd then take them to my base and convert them all into base empowerment powers, delete them, and start the process again. That's 8,000 inf per day. A drop in the bucket of the profit I was generating everyday with my IO sales.

    Doing 20 IO recipe crafts and 80 base empowerment crafts everyday, I was making 100 crafts a day. I did that everyday on both my hero badger and my villain badger, and I had Fabricator 3 months later.

    Now, that strategy might not be as effective today, since common salvage prices have skyrocketed. I had 9,000 crafts when issue 14 hit. After the common salvage supply dried up, I could no longer buy salvage for under 100 inf. So I changed my tactics. For my last 1,000 crafts, I simply used all 21 market slots and placed lowball bids on the common salvages. I bid 250 inf each on 210 pieces of silver, and waited for people to put them up for sale. Once my purchases filled up, I took the salvage and crafted them into base empowerment powers. Those purchase slots filled up everyday easily. It took me only 3 days to get the last 1,000 crafts I needed for Fabricator.

    Tedious? Yes. But it's easy and doable. And the 1 invention salvage --> 1 temporary power (aka 12 salvage --> 12 crafts) conversion rate was much better than the old 12 invention salvage --> 2 base components --> 1 temporary power (aka 12 salvage --> 3 crafts) rate.

    Anybody who whines that Fabricator is harder to get now just isn't doing it right. Before issue 13, only the people who had access to large supergroup bases (and thus a ton of base salvage) could easily get Fabricator. Now, *anybody* -- even those with solo SGs -- can easily get Fabricator.
    -----
  10. "Fabricator is too high." From a perspective of "can this be attained through regular gameplay?" then yes, it's too high. There's no way anybody will make 10,000 crafts on a toon through regular gameplay. At Lv50, a player has 99 slots. Assuming he crafts all of his own enhancements, and does it on both builds, and he's constantly upgrading all of his enhancements every 5 levels, then there's a final set of replacements as he goes from common IOs to sets, he's going to craft, at the very most, 500 enhancements. So from that perspective, yes, Fabricator is set WAY too high.

    However, if you're arguing from the "it was easier to get Fabricator when we had base salvage" then I respectfully disagree.

    If you're arguing from the "it takes 4 crafts to get one base empowerment craft" perspective, then sure, I guess it was "easier."

    But that's only part of the story. When we had base salvage, the procedure to get a single base empowerment power was overly complicated.

    Either you had to get the right amount of base salvage, which was very difficult to do as each enemy group only dropped a specific type of base salvage. How many base salvage were there in the game? Over 200? And you had to be in the right level range to get those drops.

    Alternatively, you could take 6 of any common invention salvage, 4 of uncommon, or 3 of rare and craft them into a base component. Right, like ANYBODY is going to craft 6 luck charms (or alchemical silver) into 1 arcane base component.

    Then you'd craft those base components into temporary base empowerment powers. If I remember right, it took 3 base components for 1 power.

    Using base salvage, you needed 3 salvage to get 1 component, then 3 components to get 1 temporary power. That's 4 total crafts from 9 base salvages.

    Using invention salvage, you needed 6 salvage to get 1 component. That's 4 crafts from 18 invention salvage.

    Under the current system, those same 18 invention salvage will give you 18 crafts. And you don't have to go through the process of converting invention salvage into base components. You simply convert the invention salvage directly into a temporary power.

    From your perspective, you're thinking, "To get a temporary power, I made 4 crafts. Right now, to get a temporary power, I only make 1 craft. 4 crafts > 1 craft. The old way was better."

    But from my perspective, I'm thinking "18 pieces of salvage used to only generate 4 crafts for me. Right now it generates 18 crafts. 18 crafts > 4 crafts. The new way is better."

    Also, under the old system, the only people who had a realistic chance at getting Fabricator were those who ran large supergroups with tons of members and had access to a huge amount of base salvage. Or somebody who could figure out the base salvage system.

    Right now, *anybody* has a realistic chance at getting Fabricator. All that person needs is a base with a base empowerment station and the knowledge and patience to purchase silver or mathematic proof for 100 inf each.

    Sorry, but I disagree that the old way was easier. IMO, the new way is easier. Before issue 13, I had pretty much written off Fabricator as one of those badges I'd never get. Once issue 13 arrived and the process became more streamlined, I was able to work on Fabricator and got the badge on two toons.

    Edited to add:

    [ QUOTE ]
    Reach 10,000 is now a very unrealistic number.

    [/ QUOTE ]

    If it's so unrealistic, then how was I able to get Fabricator on *TWO* separate toons since base salvage was eliminated?
  11. <QR>

    When I started working on Fabricator (after I had already acquired the Field Crafter accolade, meaning I already had 1k crafts), it only took me 3 months to get Fabricator on two toons.

    Granted, the majority of my time working on Fabricator was before issue 14 came out and common IO salvage became scarce. But this is what I did.

    I started out with a goal of 100 crafts per day. Having 9,000 crafts left to go, that meant it'd take me 90 days at the most. I split my crafts into two sections:

    Crafting IO enhancements. I had 21 market slots available, so I would craft 20 Recharge Reduction IOs.

    On my hero, I crafted 10 Lv45s and 10 Lv50s. On my villain, due to the slower market, I crafted 5 Lv45s and 15 Lv50s. I then put the Lv45 IOs up for sale at 190,001 (usually getting 200,000 back) and the Lv50 IOs up for sale at 290,001 (usually getting 300,000). This is how the numbers break down.

    Lv45 Recharge Reduction (memorized): 82,400 inf
    1 Temporal Analyzer: 500 inf
    1 Hydraulic Piston: 500 inf
    10% Market Fee: 20,000 inf
    Total: 103,400

    Profit: 96,600 inf per IO.

    Lv50 Recharge Reduction (memorized): 216,000 inf
    1 Temporal Analyzer: 500 inf
    1 Hydraulic Piston: 500 inf
    10% Market Fee: 30,000 inf
    Total: 247,000 inf

    Profit: 53,000 inf per IO.

    (Note: Before Issue 14, I rarely spent over 250 inf per the individual salvage components.)

    Selling a set of 20 IOs everyday, (and I'd frequently sell more than that, especially on the weekends), my hero was clearing 1.5 million inf everyday and my villain was clearing 1.25 million everyday.

    Granted, the common salvage prices are considerably higher in the post-i14 era, so the profit will be a little bit lower. But even if you spend 5k per salvage, you're still turning in a profit of 90k per Lv45 IO and 45k per Lv50 IO -- enough for 1.35 million inf per day with a batch of 10 Lv45s and 10 Lv50s.

    Still, 20 crafts a day is very slow progress. In addition to those 20 crafts, I also purchased 80 very cheap Lv41-50 tech salvage (usually silver or mathematic proof, but occasionally temporal analyzer, hydraulic piston, kinetic weapon, and/or ceramic armor plate). Before Issue 14 came out, I was able to very easily get 80 salvage pieces for under 100 inf each. I'd then take them to my base and convert them all into base empowerment powers, delete them, and start the process again. That's 8,000 inf per day. A drop in the bucket of the profit I was generating everyday with my IO sales.

    Doing 20 IO recipe crafts and 80 base empowerment crafts everyday, I was making 100 crafts a day. I did that everyday on both my hero badger and my villain badger, and I had Fabricator 3 months later.

    Now, that strategy might not be as effective today, since common salvage prices have skyrocketed. I had 9,000 crafts when issue 14 hit. After the common salvage supply dried up, I could no longer buy salvage for under 100 inf. So I changed my tactics. For my last 1,000 crafts, I simply used all 21 market slots and placed lowball bids on the common salvages. I bid 250 inf each on 210 pieces of silver, and waited for people to put them up for sale. Once my purchases filled up, I took the salvage and crafted them into base empowerment powers. Those purchase slots filled up everyday easily. It took me only 3 days to get the last 1,000 crafts I needed for Fabricator.

    Tedious? Yes. But it's easy and doable. And the 1 invention salvage --> 1 temporary power (aka 12 salvage --> 12 crafts) conversion rate was much better than the old 12 invention salvage --> 2 base components --> 1 temporary power (aka 12 salvage --> 3 crafts) rate.

    Anybody who whines that Fabricator is harder to get now just isn't doing it right. Before issue 13, only the people who had access to large supergroup bases (and thus a ton of base salvage) could easily get Fabricator. Now, *anybody* -- even those with solo SGs -- can easily get Fabricator.
  12. Thanks for the compilation, Cende! That'll make it easier for me to find the arcs to play.
  13. [ QUOTE ]
    Or they make contest out of it. 300 mil for figureing out the clues or the 100 million challenge.
    Both are just saying I want badges play my arc.

    [/ QUOTE ]

    I'm the one with the 100 million challenge.

    So far, that mission has only 4 ratings. No one's even bothered trying it. :-)

    Really, I didn't make that mission for badges. I just tried to think up of the most annoying, tedious, sadistic missions I could.

    I have another mission that I'm using for the "Living Legend" badge (#2788 - Cat War! ... only 2,300 more stars to go!). Although it's my "badge" mission, it does have a story and I tried to insert some humor into it.

    I also have a longer, "serious" arc (#2701 - Taking Down Jack Ketch), and I enjoy getting feedback on it and I'm always trying to improve it and make it a better arc.

    I will gladly accept stars and feedback on both of them. :-)
  14. Subjective Feedback: Any arcs that make it to "Hall of Fame" status should become locked as a "Hall of Fame" arc. I understand the concerns that writers can completely edit the HoF arc and make it different once it hit that status, but an option is to make the situation for HoF the same as Developer's Choice missions. Lock the HoF arc and open up a new publishing slot for the writer. If the writer wants to make any changes, he would need to contact a Dev to manually update it.

    Right now, it is virtually impossible for any arc to actually stay a HoF arc. It's too easy for griefers to grief it. That makes earning HoF-related badges extremely difficult to do.

    Subjective Feedback: The "Virtual" line of badges need to be made account-wide instead of character-specific. Anything that's related to publishing missions should be account-wide. Since you can only publish three arcs, there's only so many times you can test your arcs before everything's more-or-less finalized. The "Virtual" series of badges, especially "Virtual Slayer," seems to be encouraging grinding just for the sake of grinding. Imagine trying to get "Virtual Slayer" on a few alts?

    Subjective Feedback: "Early Bird" is easy to get and should be character-specific, not account-wide. Doing so would encourage players to play more untested arcs, which in turn will spread word-of-mouth some more.
  15. /signed

    I'm deaf. Completely deaf. I can't count the number of times I've had to search every single inch of a map to find the last freaking glowie on the mission. I must've sent in dozens of petitions to the GMs to have them locate the final glowie for me so that I could complete the mission.

    Some way that'd help me find the glowies a bit easier, the same way hearies can use the glowie sound to locate it, would benefit me tremendously.
  16. Arc Name: Tracking Down Jack Ketch
    Arc ID: 2701
    Faction: Heroic
    Creator Global/Forum Name: @Citizen Razor
    Difficulty Level: Challenging but Soloable
    Synopsis: Just who, or what, is Jack Ketch? And why does he seem to have such a massive hatred of the Fab Four (and you)?
    Estimated Time to Play: 30 minutes to 1 hour

    Arc Name: Cat War!
    Arc ID: 2788
    Faction: Neutral
    Creator Global/Forum Name: @Citizen Razor
    Difficulty Level: Easy
    Synopsis: I admit it, this is just a silly mission filled with nothing but inside jokes between me and my brother. Still, I would like to get the Author series of badges. This is a quick, short, silly(?) mission that those who just want a short mission to play can do. Ratings doesn't matter for me on this one (other than to help get me some tickets).
    Estimated Time to Play: 5 to 15 minutes.
  17. Awesome. My villain badger only need 4 more bombs to get the badge. I'll keep an eye out here so that he can finally get that elusive badge.
  18. Citizen_Razor

    The 600 Club!

    Grats.

    I'm sitting on 595 badges myself. So close yet so far away.

    Ah well, once Issue 14 and its 100+ badges hits, I'll be joining the 600 (and probably 700) club soon enough. :-)
  19. I don't know if this has been covered ...

    But is it possible to have a mob "teleport" away when it's down to, say, 10% of its health?

    (For example, see Anti-Matter in the first mission of the "Praetorian War" arc where Anti-Matter teleports away before you can actually defeat him.)
  20. [ QUOTE ]
    [ QUOTE ]
    If you stick to a schedule of 100 crafts a day -- very easy to do -- you can get Fabricator in 100 days.

    [/ QUOTE ]

    What am I gonna do with 100 crafted items a day? My character can't use that many. There's not enough slots on the market to sell that many a day. SG storage costs rent, so I can't store them in my base. Delete them? Maybe your character can afford to throw away that kind of inf, mine can't.

    [/ QUOTE ]

    Not only am I not losing inf, I'm actually making a tidy profit off working on Fabricator. I'm making about 1.5 million inf per batch of 100 crafts. You just gotta know what to craft.
  21. Just to make a point about the whole Fabricator deal ...

    Fabricator is still possible to get. It's just tedious, but it always was tedious. If anything, ignoring the "base --> brainstorm --> invention double conversions" it's actually easier to get now than it was before i13. At least it is if you know what you're doing.

    I decided to start working on Fabricator recently. I started on January 31. I'm not contributing a massive amount of time -- about an hour here and there -- and since Jan 31, my hero badger has went from 1,405 crafts to 2,166 crafts. My villain badger has went from 1,208 crafts to 2,022 crafts.

    So I'm able to easily craft in bulk. No, it isn't fast, but Fabricator isn't a fast badge to get anyway. It's still within the realm of possibility. If you stick to a schedule of 100 crafts a day -- very easy to do -- you can get Fabricator in 100 days.
  22. Subjective Feedback: I'll chime in my agreement with giving the "naughty" spawns the Rikti code, and giving them a small percentage of dropping candy canes.

    Subjective Feedback: Next year, add a couple more "Baby New Year" missions, just to spice things up. I love the suggestion somebody up there had regarding holding a "Mission Creator" contest for best Winter Holiday themed mission, and making the top 3-5 "official" next year.

    Subjective Feedback: I know this is a minor and silly thing ... but couldn't you switch the "nice" vs. "naughty" message in CoV? My villain's a baddie! He should be getting presents for being naughty, not for being nice!
  23. Objective Feedback:

    I did the Villain Midnight Club arc "Dead Man's Deck" via Ouroboros Flashback on my Lv50 Stalker.

    After it was done, I didn't get the souvenir, and it's still marked as "unfinished" in my Ouroboros list. I did get the 3 reward merits and the temporary power, though. And yes, I called in after completing the final mission.
  24. I don't think the 10-20 content is co-op-able. The 10-20 content seems to be just a long story arc blueside and two shorter arcs redside that exposes you to the bigger Roman storyline.

    The 35-50 content is probably co-op, though.
  25. Figured I'd bump this up as a not-so-subtle request that when NCSoft makes the Issue 12 video for Midnight Hour, to please provide a subtitled/captioned version for those of us without access to sound.