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Posts
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Quote:Quoted in post #27. Which doesn't mean someone with an ax to grind will actually read it and/or believe it.
Arctic_Princess should look up:
Has no one read the update on this? Black Scorpion and Dr Aeon are working with the other developers on a suitable solution.
It was originally intended to be a short-term fix. Then people found out that it wasn't just allies with powers that affected rewards but, nonsensically, destructible objects and custom 'Person'/all escorts/hostages too.
Shortly before i17 hit live, Dr Aeon made a post to say that the fix needed more work and would probably be going live alongside Going Rogue (possibly issue 18, possibly longer). -
Quote:Yeah, that's pretty much the method I had in mind trying. It helps a lot being in a very large, very cooperative SG.
Justaris has thought it through:
Ultimately, people who want the badges and didn't get them last year for whatever reason should probably plan on getting them this Halloween and not before. The alternative would be to try to schedule a banner event and get a bunch of people to committ to it beforehand - there are of course a couple of problems with this, the foremost being the need for a moderate to large supply of Halloween salvage and of characters to use it since any given turn-in may trigger zombies or banners. -
Ha! OMG, I can't believe I missed that one! On the other hand, it has no restrictions like were mentioned before, it's just a road. Boy, I feel a bit dumb, now.
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OK, so back to my original comment, then...does this preclude each defeat being its own random roll? Or are we back to "what do you consider random"?
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I had six months off with a broken computer and totally missed this when it came out last Halloween. I hope someday to try it, but I play on off hours and, as was mentioned, you have to get a lot of people together for it. Someday, maybe.
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Quote:Cope with it? I REVEL in it. It took me just short of three years to get my first 50. And that's fine with me. This game's about the journey, not the destination. Having a 50 is overrated.
Lillika thinks something's wrong:
Everytime I resub I find myself faced with the same problem over and over. WHICH CHARACTER DO I CHOOSE?! It is seemingly impossible for me to stick with one character and play them up to finally have a 2nd hero at level 50 or even a first villain there. Its not that I get bored with them but my Archtype ADD kicks in and I want to try some new idea or combo (sometimes leading to the deletion of lower characters so I have room.)
Does anyone else seem to suffer from this same plight. How do you cope with it? Any advice for a terrible Altaholic for me so I can FINALLY get a second char to max?
EDIT: This was my lineup of 43 characters after a mere month in the game back in '06 (clickie for bigger), and I've way more than doubled that since then. Don't bother to fight it, altitis always wins.
Name key. -
This thread kind of weirds me out. I've experienced none of this behavior with the new interface and in fact it works a whole lot better for me than the old one. Strange.
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Heehee! Neat. I remember him from the tabloids.
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Interesting. Although anyone I ever heard of when I lived over there just called that "16 Mile".
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Those arcs aren't broken, they just don't give you all the xp.
And I'd hazard a guess that "band-aid" or "wait" WERE the only choices or they probably wouldn't have done it that way. -
Thanks! He's a fun character. He's only 12, a Sonic/Ice blaster and is MA only. I'm taking him to 50 there (the REGULAR way, no PL or farming). His mom won't let him fight REAL criminals! That's dangerous! If someone shoots at him as he runs to WW, he has to run away, and isn't allowed to set foot in any of the old hazard zones.
Plus, she makes him drag along this rickety old Clockwork babysitter called H.A.R.O.L.D. (Human Adolescent Restriction Of Liberties Device). I made a self-imposed restriction that spawning H.A.R.O.L.D. (the non-combat Veteran Reward Clockwork pet, of course) has to be the first thing VL does after any zoning.
"Donnie Gallagher was THRILLED when Dr. Aeon opened Architect Entertainment! So every day after school he dons the special virtual reality equipment he just got for his 12th birthday and pretends to live the life of a super-hero!"
Too much? It's possibly not a good idea getting me talking about my characters. I tend to run off at the keyboard. I'm such a "proud papa". -
Quote:I have to agree. The emphasis is the journey, not the destination. Sure, you can rush your way to 50 and make more alts, but the game doesn't direct you to do so. We haven't even got an "endgame" yet until Going Rogue comes out and that's only a teaser until I19. Best to enjoy the ride, rather than rushing to the end. Also there's nothing saying you wait until you get to 50 with one character and then roll an alt. Many many many people have bunches of alts long before that. It does emphasize altitis, but getting someone to 50 isn't connected to that.
Adeon Hawkwood has my vote:
Not really, that is one possible option and the game is designed to facilitate that (frequently adding new content at lower levels rather than all content being top level) but it's not the only way to play. Plenty of people enjoy playing their level 50s whether it's farming, doing the level 50 stories/TFs or just exemping down and running the lower level content. -
Quote:Thanks. I guess we just don't have those in Michigan, or we call them something else. I've never heard of one here and when I google "parkway Michigan" I don't get anything relevant.
Ironblade goes to the law books:
It's actually a legal distinction in many areas. Expressways and parkways are distinct categories of highway. Commercial vehicles are not permitted on parkways. -
I'd be happy enough if we could just use the sliders on the existing ones (but, yeah, wouldn't turn down more choices).
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Quote:What MB said. I know how to get there, but I can't stand first person stuff on a computer. There's absolutely no peripheral vision. My eyesight doesn't stop after a 30 degree angle.
Roderick explains:
Press "B" while in game, or scroll your mouse wheel all the way up. -
Quote:OK, I understand it now (well enough, anyway). Now, is there any indication that this is done here? Yeah, "random enough" is usually good enough to not be noticed without a bunch of datamining. I mean, we are talking about "not perfectly random" right? I'm assuming that means some tiny fraction of non-randomness exists, but is likely very insignificant. I'm assuming some kind of thing like "on a d100 roll, there is a .0001% chance of non-randomness" or something (boy, that's an awful explanation with numbers pulled out of my butt and likely doesn't work along those lines technically, but I hope what I'm saying is understandable).
Ironblade explains:
Okay, you don't understand it. The problem is that a computer has no 'built in' method to generate numbers that are actually random. Unless perhaps you have a quantum computer. So your 'random numbers' are, in fact, guaranteed to be NON-random. The goal is to make them 'random enough' that there won't be a perceivable pattern.
One solution is 'seeding' a 'random number generator' with some starting value that is unlikely to be repeated the next time. One popular seed method in the past has been the number of seconds elapsed since midnight.
Perfectly willing to be corrected, provided you can actually understand my garble. -
I predict you're right on #1 and wrong on #2.
Although I'd be more than happy if you were right on #2. -
Quote:It was a quick band-aid until they could fix it right. What did you want them to do, just leave it 'til then?
Clebstein points fingers:
It's a result of exploiting, but the devs are still at fault for fixing the exploit in a way that nerfs non-exploitative arcs. -
Over the past couple of years, the adjustments to the XP scaling have made it almost TOO fast for me these days. I can't seem to join an in-level TF without jumping 4-5 levels (well, the lower end ones, anyway).
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Thank you, sir, exactly what I was looking for.
0? I don't think I could play this game first-person... -
Quote:Hmmm...the costume parts do seem to be an afterthought of "Whoops!" on the part of the devs (mentioned earlier in the thread, I believe), as they get to a quick point of "look, they're not giving us costume parts any more. I do like your idea of picking. I also like Forbin's "plain and fancy" idea. That could even be done right now, just add plain versions of the Vet stuff into regular costuming and leave the fancy stuff for the Rewards (although I'm right off seeing glitches with things like trenchcoats and boxing stuff that really don't have fancy versions).
Memphis_Bill takes us in a new direction:
There are exactly two things I'd see done to the vet reward system:
1. Costumes. I've warmed to the idea of "You get the costume items at the same points, but choose which of the costume bits to get" - much like we do with the Nem staff/blackwand/sands/axe/"pick the one you didn't" rewards. Same reward points, but with the choice of style.
I'm not against changing some stuff in Vet Rewards, I just don't want it done to appease shouting Veruca Salts (it won't fit here, but I usually have this quote in my siggy..."Can it, you nit!" - Violet Beauregarde) wanting to get stuff they haven't earned.
Quote:2. Slowing the vet rewards. At some point, move from every 3 months (though you may still get badges) to every six months to a year for "awards." Why?
- Dev-side, less trying to find "something nice but not 'too good'" or requiring art/costume time.
- Vet-side, really, less "but I have 5000 respecs already" type items.
- Not-as-vet side, less "They get all of that, I'll never see it" feelings as some have tried to bring up in this thread.
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Uh, writing isn't yours. I think we already established that when you asked us to read what you meant, and not what you wrote.
You never mentioned the words "Veteran Rewards", just that you got 8 with GR. Which is why I asked.