Djeannie

Caption Champ 4/30/10
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  1. Quote:
    Originally Posted by Zombie Man View Post
    At least, until I20 comes out which may have other options.

    OTOH, on day one, if you're prepared, every alt can be level shifted and have the 3rd Tier ability. After that, you're waiting 3 weeks to get just a few more percentage points of enhancements that get past ED and one more secondary universal enhancement.

    IOW, the jump from tier 3 to 4 ain't that big, unlike the jump from 2 to 3... which you can have on every alt on day one this is implemented.
    Unless you're shooting for the 45% boost over the 33% boost with more that ignores ED, but yeah in general the very rares may not be worth it depending on what you're going for.

    On a side note, everyone I know has either gone radial for the recharge or cardiac for the end reduction. I have yet to meet a damage/accuracy person at all. Sadly some of these bonuses just don't excite me or are even wanted outside of the uncommon slot but you gotta do at least the rare to get the level shift.
  2. EVERYONE MISSED THE GREATEST CHANGE EVEAH!!!!

    Ninja Run now has a new icon of a sandaled/tabi foot running Looks nice!

    EDIT: This really isn't sarcasm. I like the look of the icon a lot. far better then what we have on live.

    Now could we get some spiffy blank icons that we can edit the name and what they do for macros? like the ones used for pets for mm's please :P
  3. Quote:
    Originally Posted by Golden Girl View Post
    I know they're aiming for an early February launch of 19.5, but putting this up on Test during a 2XP weekend is not going to make it that easy to get together a Test team to try out the WST system until next week
    Kind of tough to run it if you don't know the target anyway. They really should have the newsie npcs shout out what it is for that week or have a menu that tells you when you click on them....and make sure there's a newsie in the rogue isles, I don't remember ever seeing one.
  4. Quote:
    Originally Posted by MagicFlyingHippy View Post
    According to the conversion menu, converting a Common Component into shards gives you 1 shard. Converting an Uncommon gives you 2-3. Converting a Notice gives you 4-6. Converting a Favor gives you 8-12.

    I'd suggest removing the random element from that. It's only going to frustrate, when something gives you the low end of the range and you know it could have been higher.

    Also, for those just wanting to know the numbers, a Rare takes an Uncommon boost, two Common components, and a Notice. A Very Rare takes any two Rare boosts in that category (any two Spiritual Revamps for a Spiritual Paragon, etc), a Common component, an Uncommon component, and a Favor. A Favor is made from two Notices and 32 shards. Making a Very Rare from scratch means 4 Notices and 128 shards, by my calculation.
    I agree remove the randomness and keep people happy.

    common = 1 shard (really give people 2)
    uncommon = 3 shards (really give people 4)
    notice = 6
    favor = 12
  5. Quote:
    Originally Posted by MagicFlyingHippy View Post
    According to the conversion menu, converting a Common Component into shards gives you 1 shard. Converting an Uncommon gives you 2-3. Converting a Notice gives you 4-6. Converting a Favor gives you 8-12.

    I'd suggest removing the random element from that. It's only going to frustrate, when something gives you the low end of the range and you know it could have been higher.

    Also, for those just wanting to know the numbers, a Rare takes an Uncommon boost, two Common components, and a Notice. A Very Rare takes any two Rare boosts in that category (any two Spiritual Revamps for a Spiritual Paragon, etc), a Common component, an Uncommon component, and a Favor. A Favor is made from two Notices and 32 shards. Making a Very Rare from scratch means 4 Notices and 128 shards, by my calculation.
    Artificial gating sucks.

    1 Day for a Rare

    4 weeks to get enough notices then to make a very rare to make one from scratch, 2 weeks (really 3 weeks) if you have all the other stuff to make one normally. City of Sit on Your Butt and Wait to Advance.
  6. Quote:
    Originally Posted by DumpleBerry View Post
    Incarnate content is not solo content.


    I'll be interested to see if these patch notes get corrected before live. I'm giving 50/50 odds right now.
    And yet Positron stated that there would be a solo path for people to do incarnate content when they first came out with incarnate content. Black scorpion did say they were looking into a way to do that in issue 20, this is issue 19.5 so we'll see.

    Foolish to have content that's supposed to put you on par with statesman that isn't soloable imo, then have some big team stuff that's real incarnate threat like cole's invasion compared to just bobcat and neuron, or some non incarnate pansy malta punk, who aren't even incarnates and shouldn't provide a huge threat.
  7. Quote:
    Originally Posted by Golden Girl View Post
    I know we can - but that doesn't mean we need to try and look like men
    Women can still be strong without looking gross.

    it's easy enough to move the abs in a little and fade them out a bit so that they don't look so manlike and yet still look strong. Something like this...

  8. Quote:
    Originally Posted by seebs View Post
    People pretty much always do best reward/effort. Increasing the rewards for difficult content won't change that, it'll just leverage it.
    Which they've decided to do with these new weekly task force targets where you get double the rewards once per character for said task force.

    Quote:
    Originally Posted by eryq2 View Post
    Heres a fix... IF random is random, then randomize EVERY drop that drops. Increase the drop rates to compare with AE tickets. That will get more people out of AE and into the game AND supply recipes at various levels where there are currently 0 and stabilize thte market. If nothing is done, then the devs are happy with most sets costing a billion dollars now.
    I think the reason you don't see mid level sets as often is people race to L50 and now that there is more L50 content coming that is ONLY level 50, that's just going to get worse. Levels in sets imo is the real problem here.


    Quote:
    Originally Posted by Carnifax_NA View Post


    I can only assume you actually mean "Most sets with excellent Set Bonuses which I happen to want" because most sets don't come anywhere near costing a billion.
    That too can be a problem. There are so many sets that are pure crap or mostly crap that people just don't slot them. Going through and removing junk like debt protection from a set and adding in stuff people desire more (rech, def, dmg boost etc..) would help these weak sets get used.
  9. Quote:
    Originally Posted by Shadow Ravenwolf View Post
    Price Caps on all goods in the game is the only thing I'd like to see.
    That would just lead to off market trading, just like you see in this forum for the more desired pvp IO's....of course this may be WHY you'd like that cap in place heh.


    Oh on my earlier suggestion with just removing IO recipe levels, you'd also need a nominal crafting cost. Perhaps one that increases a bit with each salvage item needed. The devs overcomplicated the Inventions system and it's caused a mess.
  10. Quote:
    Originally Posted by Yorukira View Post
    Today I was doing my typical shopping through the market, getting the Purple IO and the salvage need. Also selling IO and recipe to sustain my 5 toon with over a 1billion builds(And to believe that is cheap)

    The best way to describe the market would be Pure Chaos.

    Then it hit me, may this is the only way it can be when players don't know the basic of economy. There is no way to fix it.

    But how would you balance the market to eliminate inflation and many other situation it have?

    Giving more supply/inf will not help since it will only keep inflation going.
    Market/Invention idea
    • Make all recipes work at all levels and scale with said level.
    • Make all recipes drop at all levels, except purples.
    • Either merge all salvage level tiers and update the recipes to reflect that or just have all salvage drop at all levels.

    That should fix the screwed up mid level range supply issue. It would also let sets continue to work regardless of level and still not invalidate having a purple recipe as they have far higher bonuses then any normal set recipe out there. It would also balance out the amount of salvage on the market.

    Just because you can add a system to an existing system doesn't mean that you must make it as complex as possible for it to be good. KISS has merit.

    As for ingame Money Sinks....

    More Buyable temp powers:
    • Temp Costumes (last 1 hour of game time)
    • Temp Powers (like rez self, rez other, team teleport, snowballs) balance with low charges and higher costs. eg. team teleport 5 uses 500k inf or something
    • Temp Auras
    Other Money Sinks
    • Ingame buyable costume/weapon unlocks with inf
    • Ingame buyable emote unlocks with inf
    • better inf to prestige conversion to promote burning inf into prestige
    • more base functionality to spend inf/prestige on

    Whatever would be done has to be "fun". That is paramount to a good game.
  11. Quote:
    Originally Posted by Mashuguna View Post
    Thanks all! Awesome advice across the board.
    Another longer more expensive route, that can be frustrating to accomplish, though there are good guides on said subject in the players guides/marketing forums, is to set IO out your character shooting for +def to ranged to help with those ranged mezzers.

    Ranged defense means they'll miss far more often and you'll be held/slept far less often. Shoot for at least 30% and try to get softcapped at 45%. Ask in the specific AT forum for help on this and download mid's hero designer from http://www.cohtitan.com/
  12. Quote:
    Originally Posted by Golden Girl View Post
    One idea to freshen up bases might be to let mission maps be used as base plots.
    Scrap the requirement of needing certain rooms before you can place objects, like computers, generators, TP pads and so on, and instead just allow a certain amount of poer/control/TP pads/defensive items based on the size of the map.
    The mission maps are already indexed in the MA, and graded by size too - if they could be somehow made able to be opened in the base editor, then I think that'd be awesome - and with no base raids, the ability to clip, stack or hide objects wouldn't really matter at all.
    Player could have sewer bases, or bases in Cimeroran tunnels, or CoT dungeons, or Praetorian labs - a magical SG could have the Cimeroran templs as its base, and a tech villain SG could have the Hess TF final map as its base - there really would be a huge amount of new possibilities.
    outside of having to redo the base editor to add that functionallity, it would be great to be able to use custom maps for bases or sections/rooms of custom maps.

    Be nice to use one of the large office rooms for a meeting hall and then toss in your own plants/tables, or a praetorian tech lab room for your power & control center with all the mainframes and generators in it, or that spiffy orenbega style room with the statue for your teleporters....

    Would also be great to be able to add functional npcs to your base even if they were mostly static. tailors, stores, trainers, fateweavers etc...

    How cool would it be to zone into someone's base and have someone by the portal they could click on that would tell them about the base/supergroup in a menu you could choose options from? Think AE npc for starting missions with more choice options on the menu


    Currently my bases are nothing more then large storage units for crafting and holding IO's. Sometimes they even get decorated nicely when I have the prestige and the porters are nice but rarely used.
  13. Quote:
    Originally Posted by TheUnnamedOne View Post
    "Fluff" nothing, this is a GREAT idea! Even with the sliders in the interface, I never really changed anything. Now I can get the colors close to what I want and just tweak the sliders a bit.

    Thanks to you, now most of my characters have GUIs that nicely match at least part of their main costume color scheme.

    Of course, now my wife is bugging me to set hers up with "Just the right shade" of Neon Green to match her favorite character's costume...
    I'm glad you like it . Didn't get any replies when I posted it and figured people just didn't use it / want it.

    I converted the ingame colors from the sliders (0 to 100%) to 0-255 rgb values....then I found a website that made adjustments to the 0-255 values easy in a nice visual manner. Once you have a color it's easy enough to add it to the menu list I made.

    Example:

    "color/character name" "window_color rrr ggg bbb xxx"

    rrr = red
    ggg = green
    bbb = blue
    xxx = transparency of window from what i remember


    here is the website for easier color adjusting. Also you can screen capture that perfect green, then using the eydropper tool in something like photoshop or mspaint get the rgb values or a website hex value and punch it into the calculator below

    http://www.drpeterjones.com/colorcalc/
  14. Quote:
    Originally Posted by Commander View Post
    It's been 6 years and I STILL incorrectly click on Lower Body when trying to find Belts in the costume creator!

    I dunno. When I think of Lower Body, I think waist level and under.

    What do you still do, after 6 years, that you just can't seem to get right?
    I still do this all the time To me belts hold up pants and thus should be WITH pants you know? though in the creator they are influenced by tops as to what style works as they have to deal with clipping etc for tops.
  15. One thing I keep in mind when slotting IO's is what level the power comes available as to what level IO's I'll put in it.

    If I'm working on making sure I can exemp down (L30 to 35ish io's for example) then I find it useless to put a L30 IO in a power that doesn't become available to you until L38 when exemping below the level of the power (by 5 of course). SO I Try to keep the IO's around the level of the power when the power comes after L30.

    Example: putting L40 IO's into an epic power pool or any power taken at L41 is just fine for me. No need to try and get a L30 or L33 IO for that power.
  16. I wish I had saved the exact text but there was this mission with Freakshow and council/fifth and there's this Freakshow Tank talking to a hoverbot and a couple other npcs and he is talking about how he wants to weld a sports car to his lower body so he can drive around and be some sort of cartaur
  17. Quote:
    Originally Posted by Impervious Fist View Post
    So, I just got my Vigilante to become a full blood Villain. Guess what I see? Mender Ramiel becomes active again, and I get 2 Pilgrims in my contact window (the hero one active because I figured I could do the arc from redside, I was wrong) . I'm pretty sure everyone else have had this problem as I can't see why it would be just me. This ENTIRE thing could most likely be fixed if Oro was just merged. Though I figured there is some sort of technical problem preventing that...
    For the fact we had co op zones before oro was created, I just don't see why they didn't make oro a co-op zone from the get go. They have the tech to keep villain only contacts from talking to heroes and vice versa so?

    Quote:
    Originally Posted by Camper View Post
    You might also need to separate the hero and villain entrances and exits, since I suspect they don't have a system in place to have give heroes the hero zones and villains the villain zones.
    Ah now that does make some sense, they could just have 2 oro portals close to each other. with a hero symbol under one or something to denote them, assuming that you are correct, or they'd have to add said technology to only show the correct zones based on alignment.
  18. Quote:
    Originally Posted by bAss_ackwards View Post
    The Shock Trooper and Elite Rangers have leg accessories! We needs more leg accessories in the game! ...cause we have none right now!
    I've been saying for at least a few years now that we need a thigh slot for upper leg accessories, such as holsters, pouches, armor etc..

    Costume creator needs an overhaul as it's one of the biggest draws to this game and is getting long in the tooth.

    • neck slot
    • thigh slot
    • detail 3 slot (both lower & upper face/helmet items in one category)
    • more costume proliferation. Stop the costume segregation in sections & body type (all baron, tattoos for females etc..)
    • back items (backpacks, jetpacks that turn on/off as you hover/fly/jump, particle accelerators etc..)
    I do hope that this isn't a case of npc's getting cool items that the players, yet again, don't get access to. So Tired of the npc's getting all the great looking parts.

    The current mutant pack had some great looking player parts, lets keep that trend going and also some that are just ingame to get instead of more not-so-micro-payments, which ncsoft is fond of. Art department did a superbly fantastic job on that pack, outside of organic armor not having a tops with skins option, it's amazing!
  19. Quote:
    Originally Posted by Impish Kat View Post
    I have to agree with Fire Away and Bonker.

    Marketeering and/or prestige farming are ways to "bridge" the gap... but it doesn't solve the issue. The pointless & unnecessary gap still exists. It will continue to needlessly frustrate and discourage new builders, which is a counter-intuitive design.

    .
    Personally I agree too if people didn't get that from my posts. I'd rather not have to try and game the system in various ways to be able to have a smooth progression to base building. That being said, it was a suggestion as to how to deal with that particular hurdle until bases are looked at.

    We can only hope that a small sliver of dev time is given to bases to help the base issues out sometime in the near future. As it stands it has been years since bases have received any attention.
  20. Quote:
    Originally Posted by Brillig View Post
    In a perfect world, I don't see a problem with an added level of power and control.

    This, however, is not a perfect world. The reality is that dev time is limited, and dev time spent on bases is practically non-existent. In this reality, I would rather the devs spend time working on just about any other addition to bases than this.
    And yet there are things the developers could do to smooth out the progression that would cost very very little developer time, such as the addition of attachments to the P&C unit. That's a database change to the P&C unit and utilizes items already in the base editor. It's not a perfect solution to progression but it would help out a bit.
  21. Quote:
    Originally Posted by Fulmens View Post
    They've already made some significant changes, because people weren't using bases as expected. They've made some changes [you only pay rent on things with a function, not on plotsize] that suggest that they're trying to ... avoid penalizing... people who primarily view bases as a way to make works of art.

    In fact, if I remember they ADDED the combo unit to allow people to have functional starter (or single-person) bases.

    The devs are neither angels nor demons. I would guess that they're trying to keep max-function bases as "slow-unlock content" (something to work for, like a purpled-out warshade) but I know less about their mindsets than you do.
    This.

    The devs added the power/combo unit and oversite center to help out smaller supergroups and to smooth out the progression a little bit. They also have changed the rent costs at least 2x in the past.

    I'm betting, Fulmens, that bases are a smaller portion of the game content and thus receive less attention with the things that benefit the regular player base more and the fact that bases are "old" content. They don't draw in new players as much or entice back players who have quit, unlike Incarnates and Market Merges. They just don't warrent as much dev/time/attention as we'd like.

    I do believe that bases could be made far more enjoyable and functional with some additions and a little developer time, perhaps even putting an intern/new employee to work cleaning up some of the base items and adding more base items by pulling pre made items off of maps and touching them up, then moving on to adding a few more items.

    We can only hope that the developers can spend some programmer time to give us a true xyz movement tool instead of the workarounds that we must do to stack items in order to change z-axis heights.

    Now I know the OP hates to craft/market but if you can save up 2 alignment merits (4 days of play doing tip missions), you could spend that on one of the recipes like a miracles unique or something that sell for 200 mil or so on the market. Sell that recipe and then turn your 200mil into 400k prestige. That would push you over the hump from tiny-not-quite-functional supergroup base into small-just-making-it functional supergroup base.
  22. Quote:
    Originally Posted by UberGuy View Post
    You know, I knew PvPOs didn't care about exemplar, but for some reason I never made the connection that would mean the level of this thing wouldn't matter.
    the level would only matter if you wanted to slot it on a low level character.
  23. Quote:
    Originally Posted by Eva Destruction View Post
    Unless they've changed it recently, you get more tickets for defeating higher-conning foes. So +0x8 might not be most efficient.
    That's as possible as them reducing ticket drops I just know that last week before the last 2 patches I was getting far more for the same mobs I've been killing on and off for months then I am currently. So I figured I'd ask to see if anyone else saw the same thing or had any ideas. I'll kick up the levels and see if that makes a difference.
  24. Quote:
    Originally Posted by Lazarus View Post
    I call BS. You'd be lucky to have 750 tickets after 2-3 missions on medium-large maps, certainly not after a few dozen enemies.

    If this is remotely true then it had to have been a farm.
    Groups. Not enemies, groups.

    In order to maximize your ticket intake you set your difficulty to 0x8 and go to town on each group, which has about a dozen foes in each group. So you're looking at around 140 foes by the time you've hit a dozen groups.

    That easily gets you, or did get you 750 tickets....on ANY standard dev created foes. I personally used carnies and rikiti and a few others as I mentioned above.

    EDIT: I'd be happy to take a screenshot to show you the group piles on the map if you'd like while solo.


    Quote:
    Originally Posted by Megajoule View Post
    Solo or team?

    Team = more enemies, more tickets.
    Solo and teamed, small teams of 2-4.


    Quote:
    Originally Posted by Nethergoat View Post
    my farm map seems to be paying off at roughly the same rate it ever did, ticket wise. takes me about 10 minutes to cap out with my fire tank, same as before.
    Interesting. Are you sure? What foes were you fighting?
  25. Quote:
    Originally Posted by Lazarus View Post
    If there were only a dozen groups in the mission then it couldn't have been a very large map. The ticket cap is scaled to the size of the map, 1500 is just the maximum possible on the biggest maps.
    There were far more then a dozen groups It is just that you'd almost always have 750 tickets by the time you've finished off a dozen groups, now you're lucky to have 300 from the same dozen groups.

    In the past I have ticket capped on a dozen groups many many times. Then I go buy salvage for myself to use in crafting