Djeannie

Caption Champ 4/30/10
  • Posts

    758
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  1. Quote:
    Originally Posted by Coulomb2 View Post
    Well, having played a number of arcs for the Player's Choice contest, I can tell you that on the "low end" (i.e. just playing normally instead of ticket farming) the rate and amount of ticket drops seems totally normal to me.

    Some possibilities - although they're just speculation:

    1. I've been on a 'lucky streak' and have been getting higher than average drops.
    2. You and your friend have been on an unlucky streak, and have been getting significantly lower than average.
    3. If the drop code *has* changed, it's operating on some sort of diminishing returns principle: the more tickets that have dropped in a particular mission, the less likely additional drops become. That'd make the drops look normal if you're not farming tickets, and unusually low if you are. But, again, that's just baseless speculation (and, not to insult the devs, but considerably more 'elegant' a fix than has been typical of them addressing an MA problem - their style up till now would be far more akin to "if farmers are getting tickets too fast, we'll just nerf the drop rate for everybody" instead of "well find a way to just address the tickets farmers are pulling in without punishing the non-farmers").

    EDIT: Just thought of one more - I mean this by way of possible explanation, rather than accusation: You didn't mention what mobs you were using on your custom map. *If* they happen to be whatever the current "exploit" mob (to get lots of XP and tickets for very little challenge) is, it's possible the XP value of that mob was reduced (presumably to 1/3rd normal) - since tickets scale with percent XP rewarded, that'd also reduce the number of tickets you're getting. And if you were interested in the tickets, you might not have noticed the XP was lower?
    standard dev created mobs, no monkies or anything like that. Carnies, Rikti lts & bosses, Council, etc.. Maps have minions, lts, bosses on them.
  2. Quote:
    Originally Posted by Zem View Post
    DPS alone works if you have a decent amount. I'd say the only people that should have trouble with this encounter are those who possess neither -regen nor good damage output AND who do not supplement that with teammates or temps. I've done this on a couple of my stalkers, admittedly well-IOed, but without any -regen ability just by finding and quickly killing his clones.

    ONE teammate should be all you need. One person to stay on trapdoor and another to find and kill his clones if you don't have the outright damage to do it all yourself. I don't see why that is such a big deal for some people. The vast majority of content (even most of what tells you to bring a team) is soloable. Are a few exceptions that unacceptable?
    What makes this content unacceptable is the lack of the ability to auto complete it.
  3. Quote:
    Originally Posted by 4_Thirty_5 View Post
    Hey, a power that would cause a small Inspiration to drop (with, say a five minute recharge) would be pretty handy.

    Especially when your blaster is planted on the pavement and needs a yellow to combine for a wakie.
    you'd need to be able to choose the insp you wanted then otherwise the rng would give your face planted blaster something you totally wouldn't need.
  4. Quote:
    Originally Posted by EvilGeko View Post
    EQ2 had a vet reward that capped your vitality (i.e. patrol exp here) and you could use it once a week. Forever. On each character.

    This vet reward. Meh. Not going to complaint about it, but it's nothing to write home about.
    Pretty much this. Very bland. I've heard lots of complaints ingame that it's a total nothing reward.

    I'd rather see something like the holiday rez power made into the next vet reward. I'd get more use out of that personally on my squishies or on really bad pugs
  5. Recently I was running a custom mission to cap my tickets in order to avoid paying stupid prices for salvage on the market. I would cap after having defeated a dozen groups or so.

    After the winter lord fix patch or right around there, needing some salvage and being out of tickets I went back into my mission and after having defeated a dozen groups and exiting the mission that I came nowhere near capping tickets. It was more like 1/3 as many.

    I then mentioned this to a friend and he ran a few missions and found the same thing I did.

    Has anyone else noticed this? Was this intentional? Why wasn't it in any patch notes if so? I have bugged it but gotten the usual canned response from support. "we'll pass this info on to the dev team".
  6. Quote:
    Originally Posted by Goliath Bird Eater View Post
    Noooooooooooooooooooooooooooooooooooooooooooooooo
    This 1000x this!
  7. Quote:
    Originally Posted by Jade_Dragon View Post
    Totally off topic, but I believe your sig quote should actually be:

    "The avalanche has already started. It is too late for the pebbles to vote."

    Mind you, that's just the way I remember it, and it's not like Kosh was ever clear.
    heh, I'm pretty sure i actually watched the episode when I typed that in, but I could have it slightly wrong, either way the meaning is clear
  8. Quote:
    Originally Posted by GreatRock View Post
    Ah, Thauminator, you're a jerk. You really are. And I'm not saying that I am jealous of the huge bazoingas in the game, I'm just pointing out that, as far as crimefighting goes, you're going to have a lot of trouble with back pain.

    And, regarding whoever made the point about being 9 feet tall: Yes, you can be, but theres an option to be normal, too. The average height is in the middle of the slider. And, well, sure we can jump 300 feet, but we're superheroes! This isn't about realism for powers, its about realism in body shapes.

    And, also, the shoulders for females are laughably small. I want armored badarses, charging in with a sword and beheading people, not some lightly armored person with a sword who looks like a ninja, while trying to go for the "Don't mess with her" look. We need padded armor, huge armguards and giant biceps, too! Who says girls can't be buff?

    And, also, why is there so much mentioning of real world females? Sure, there are a few, but they make up less then a percent of a percent of females in the world. There are more people that are as buff as you can make your male then those with boobies that big, unenhanced.

    Yes, this is based off of a comic book, but this isn't going to stop people from providing D++++ figures to satisfy their urge for pixels that look appeasing. I simply wish for a way to make women look more.... manly.
    Realism in bodyshapes? In a Super Hero style game? Have you looked at the "real" bodyshapes in comic books at all? there are many many unrealistic bodyshapes in comics from rotund to twigish to super muscular and beyond.

    On back pain. I seriously doubt that any of these super fit super heroes are going to have poor back muscles and then there are the common cases of the super strenght types like Power Girl or She Hulk. You think someone who can lift a freight train is going to have a problem with 10 lb boobs?

    I have no problem with you wanting a more tomboyish look for the females, though I've always felt that sliding the slider to minium did a pretty good job of that, that and thickening the waist a tad.

    EDIT: being able to make a decently muscular female would be nice too.
  9. Quote:
    Originally Posted by Aett_Thorn View Post
    I also set the chest slider down to minimum, or slightly higher, on all my female characters, and I'm a male. I don't like my females looking like they'd topple over every time they took a step. However, I do agree that the inspiration from this game is the comics, where it seems like almost every female has 38 DD breasts or bigger, despite their size -14 waist. Unlike the poster above, I'd say that the most common superpower among women in comics would have to be searing, crippling back pain.
    The most common superpower amongst female superheroes is strong back muscles

    Quote:
    Originally Posted by GreatRock View Post
    Namely, the abilities to make your cleavage larger then your head. Real girls, in real life, don't have breasts that big. And that bothers me a lot. I'll admit I'm sensitive to that stuff, I am not as.. endowed... as others, but still! I imagine that feature was developed by males, for males. All the females I know set their cleavage at a minimum, because thats an actual size.
    There are plenty of real world girls, not enhanced by silicon who have large breasts. I knew a slim girl who was a 36-I, yes I.

    Now....why can't the chest slider go larger? How am I supposed to make a Red Monika homage style character or a Power Girl type character or a Panda (body bags) type character when the slider makes them look flat?

    The hair you mentioned was one of the first made, I'm pretty sure that artist is long gone or has gotten better over the years The newer hair styles are much better.

    Now mind you I have a huge laundry list of costume creator / costume issues that I'd like to see resolved. Things like why don't we have a thigh selection for holsters, thigh pouches, armor, etc.. Why are only some items in some categories when they could be in many more without clipping or very minimal clipping? why aren't things duplicated into other categories so you can use 2 of them at the same time (and what i mean by this is things like the neck collar in shoulders, why isn't that in detail 2 where all the other neck style items are? or most of the detail 1 items, they could go into another category so we can use horns and a monicle for example) why isn't there a neck category for neck items. when will we get backpacks (natural, synethic, high tech, steampunk)....etc etc etc..

    The biggie...Why hasn't the player models been updated to be a bit better built? Those angled chests could use a few more polys and same with a couple other parts.
  10. Quote:
    Originally Posted by Flarstux View Post
    Ya know, I'm starting to wonder if ol' Trapdoor is as buggy as the forum software (waves at whoever hasn't managed to fix this thing yet - logged out twice today, thank you very much). I watched the video of the dark/dark corruptor taking him out very quickly, so naturally I got MY dark/dark corruptor and tried it.

    Well.

    Even with a Dark Servant *and* a Fortunata Mistress also attacking and my corr going after the clones ASAP his health bar might as well have been made from cast rodinium, adamantium, and a day old Kraft American cheese single.

    I finally just said to HELL with it and did something else.

    Flashback to - pre-patch - when my WS and a single fluffy kicked his butt. And now we have not fully slotted controllers defeating him in ten seconds or less and my guys who, even though slotted for damage, can barely scratch his paint. Ah, well.
    I wonder if he's bifurcating in the walls so that there are clones you don't even know exist and thus insane regen rates.
  11. his at doesnt exist. ma/gadgets.

    as for robin...well that would depend on the robin wouldn't it.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    Well, those suggestions come up often enough.

    I'd still like to see some - like the majority of the Snipe recipes - shuffled out of the pool and moved to a vendor somewhere. They can be available then, if you REALLY want calibrated accuracy or executioner's contract - and won't just be an insta-delete drop. (And I'm saying that as someone who *likes* snipes.)
    yeah, a weighting a bit more towards melee sets would be nice too as that seems to be the lion's share of the playerbase. I have yet to see a kinetic combat drop from all the characters i've played in the 30's
  13. Quote:
    Originally Posted by GavinRuneblade View Post
    I expect to see a few more using -def debuffs rather than just the +tohit options. -def is not nearly as hard on /SR or /Shield since they have debuff resistance and builds who only use IOs do not. The Cims are a good example of new-ish content that makes it harder but not impossible on merely IO-based defense.

    I also expect more challenges like the battle maiden fight where attacks are total balancers (IE autohit irresistable). No build has any advantage over any other against the fire patches. With the exception of some earth builds being at a disadvantage due to the speed penalties.


    And I agree with Je Saist in that I'm pretty sure the Alpha Slot was deliberately designed to support builds with innate powers over those with IO-based bonuses.

    If I remember they have stated the thinking. Having capped both Def AND resistance was too powerful. So they implemented mechanics to make it easy to do one but not both.

    Additionally it seems (as in I have never heard anyone say the dev's stated this outright) they chose defense over resistance because defense debuffs are "safer" than resistance debuffs. In giant groups, there is little difference, but if you imagine the circumstanse of three enemies vs 1 hero, and the enemies debuff the hero. in the case of a defense debuff, the attack rate vs the hero isn't particularly high, most enemies have clear pauses between attacks. Even if defense debuffed into the negatives damage will be faster than before the debuff, but it will be spread out over time based on the enemy attack rate. With a resistance debuff there is a chance for the hero to be one-shotted. This is an enormous difference in the feel of the encounter and I'm pretty sure the devs thought about the ramifications of all sides of def vs resistance when they chose to let us only have defence bonuses in any quantity. I for one am grateful for the direction they chose to go.
    so where does your idea of -def leave builds that are totally reliant on defense for protection and don't have any real defense debuff resistance such as the VEATS?

    The devs could probably cap how low a resistance debuff could take you to prevent excessive damage I'm guessing.
  14. Quote:
    Originally Posted by blueruckus View Post
    We're already starting to see this with the new incarnate TFs. Battle Maiden has very little trouble hitting soft-capped characters.

    Really though, a big part of the problem is that the current IO sets allow for building high defense, but building high resistance isn't nearly as easy. I'm not sure what the thinking was with this and I'm not even sure if they plan on releasing more IO sets (I haven't heard the slightest hint regarding this) so building RES will always be difficult.
    It's been what? 10 issues now and no new IO sets have been released? There are still powers that don't have IO sets at all and some that don't have purple sets. I would seriously not expect to see any new sets at all.
  15. Merit vendors? Bah! It's that Tina? chick in the VIP room that's ugly. So she gets some makeover and STILL doesn't fit in the theme of the Tiki room at all. She looks like she belongs in another las vegas style hotel area not a Tiki - Polynesian themed area! She should look more like Hequat or something.

    Granded her makeover is better looking then she was but she still doesn't fit the room's theme at all.
  16. Djeannie

    1st for me

    Quote:
    Originally Posted by Silver Gale View Post
    Open up your Powers window, click on Combat Attributes, in the window that appears, right-click on any attributes you want to track and select "Monitor". You can have up to five selected at any time.
    Actually you can monitor 10 things at once. You can also access the window with /windowtoggle combatnumbers or make a macro /macro C# "windowtoggle combatnumbers"
  17. Quote:
    Originally Posted by Lachlin View Post
    To be totally fair, I just ran it with a Rad/Rad defender....all SOs and Generics (hasnt been respec'd in a real long time).


    I used nothing that is not available to everyone.

    Popped a backup radio pet and used grenages and daggers and my own powers.

    It took longer to get to him than it did to defeat him.
    So any AT that has issues should have to go and buy / gather temp powers because their AT sucks so bad they can't solo a mission meant to be soloable by everyone. Yeah that'll make you feel like an incarnate.
  18. Quote:
    Originally Posted by Dispari View Post
    What changes? You can't pull him out of the room now? I never did that in the first place. I always killed his clones.
    He doesn't stop spawning clones on top of not being pulled out of the room.

    I actually had problems killing him on a db/elec SO'ed brute after this change. I'd get him down to about 50% health and he'd get 2 clones out and then I couldn't bypass his regen. I'd go and kill the 2 clones, then the third he'd pooped out while I was killing the first 2 and of course he was back at full health. Then I'd run off to kill any clone he'd make and by the time I'd get to the clone, get back to him he'd have pooped out yet another clone that I'd have to go kill and be back at full health. It was so damn annoying. I ended up pulling him into the lava to counter 2 clones worth of regen while I'd go kill any clone(s) then finished him off that way.
  19. Djeannie

    beta server?

    Is access to the beta server still open for everyone? Today I couldn't log in whereas I was able to do so last week. Message was "No response from this server. Try another server"
  20. Quote:
    Originally Posted by srmalloy View Post
    And Electricity, which gets two gremlins.
    Oh yeah! thanks forgot about that. The 2 gremlins are nice, they do a fair bit of chain KD from what i remember.
  21. Quote:
    Originally Posted by Avatea View Post
    The 2010 Winter Event is nearly upon us and will bring new presents and dangers to Paragon City, the Rogue Isles and Praetoria. You will be able to stop Lady Winter's plot to freeze the world, visit the Ski Chalet and race to win prizes. Unlock Snow Flake Emotes, Winter-themed costume pieces and earn special badges.

    Starts: 9:00 a.m. PDT - 12:00 p.m. EDT - 5:00 p.m. GMT - 18:00 Central European Time, Friday, December 17, 2010
    Ends: 11:59 p.m. PDT - 2:59 a.m. EDT - 7:59 a.m. GMT - 8:59 Central European Time, Sunday, January 2, 2011

    We'll announce more details on the 2010 Winter Event next week so keep your eyes peeled!
    17th isn't alot of time for people with limited play time to gather candy cane shards and do the quests. Shouldn't this have started like first week into december?

    Event will be fun even if it is running short time wise.
  22. Quote:
    Originally Posted by Castle View Post
    One of the projects we are working on is to create more alternate animations for various powers. The animators asked me which powers I wanted to have this applied to and rather than simply come up with a list myself, I thought it would be interesting to open the discussion to you the fans.

    Caveat:
    Powers with Alternate Animations will still have nearly the exact same Animation Lengths, so this thread is not about creating shorter animations for various powers.


    So, let's hear it! Tired of doing Backflips with Eviscerate? Sick of beating your chest like Tarzan? Eyebeams not your cup of tea? Tell us about it!
    Traps/Gadgets....Different looks for the traps in themes.

    Magical Traps (runes, voodoo masks/short totem poles/idols that spit stuff or fire things from their eyes/mouths, glowing ground sigils with sparklies coming off them, floating skulls/runes/ruularuish-eyeball for seeker drones etc..)

    High Tech Traps (strange riktiish devices or odd crey tech. Stuff that looks way more advanced then current traps)

    Organic Traps (similar to plant mastery type stuff, odd orchid flowers that spit stuff, small crystalline structures, mushroom-puffballs that spray poison gases, bee swarms for seeker drones etc..)


    Power Pools I want to see the power pools that are thematic get the standard looks that exist now as alternate choices and the ones that don't have choices, where choices would make sense, to get choices.

    Examples:

    Stone Mastery gets the crystal and lava options along with being color-able.

    Aid Self/Other/stimulant/resuscitate gets arcane/super-high-tech versions of the tricorder and an option without a tricorder.

    Flight gets jetpacks that turn on/off when fly/hover is turned on/off
    Jetpack styles that we rarely see like the goldbrickers or longbow not the same tired old ones that are used for almost every temp power out there, though I suppose those should be included for the fans of the Skyraiders.

    Flight gets glowing rings/sigils that trail magical fire from the feet/hands or some sort of runed/magical jetpack. Same on/off deal when flying/hovering.

    Fire Mastery/Ice Mastery/etc... gets the ability to be colored

    Super-speed gets the ability to turn off the sparky graphic, gets a flame graphic, gets an icy graphic and a no graphic at all option etc..same with hasten.

    Fighting Pool: Alternate punch/kick animation that doesn't cause weapon redraw like TA-brawl, Katana-Brawl and SD-Brawl. Tough gets that new alternate anim instead of ME TARZAN.


    On A Related Note: Make Widow Claws so they can get different visual looks like every other claw user gets.
  23. Djeannie

    Gravity woo!!

    Quote:
    Originally Posted by Local_Man View Post
    In the past, there have been long discussions about a "gravity well" or "black hole" type power that sucks in foes. The general belief is that it would be difficult or impossible to do with the current game engine. A few folks came up with some creative ways to try to make it work, but they were pretty complicated and would probably take a huge amount of time for the Devs to implement, even if possible. It probably would not be the best use of Dev time. But it would be cool.

    Besides, the Devs seem to generally resist making significant changes to powersets. Adding the heal power to Electric Armor is one of the very few.

    But almost everyone hates (and skips) Dimension Shift.

    While an improvement to the animations would be a nice improvement to Gravity, the one thing that would result in a huge upswing in the number of Gravity Controllers would be if Traps were ported over to be a Controller secondary. The ability to lay out a bunch of Trip Mines (and other traps) and then Wormhole foes on top of them would be a heck of a lot of fun -- not fast, but fun. Just imagine what would go through somebody's mind if he were wormholed onto trip mines . . . "Huh? Wha? WAIT . . . <BOOM>"
    Yeah I hear you on how it could be difficult. The way I'd handle it would be that the "well" would be a pet that would "hit" nearby foes (whatever raidus - make attacks against them - with or without to hit rolls) and then just does like a reverse telekenesis and instead of pushing the foes directly away just pulls them in.

    Sadly we are probably stuck with dimension hole crappy power that it is. Man I remember when everyone hated wormhole too I seriously doubt that shaving a second off propel is going to be enough to "fix" gravity. The singularity is nowhere near as tough as it used to be. Statesman changed its resistances from 90% to 50% and left it unhealable that combined with only ever having one out at a time severly weakened the Singularity. After the changes I watched tougher mobs wipe mine out pretty fast.

    At least if this animation change ever makes it in that'll be a good start. GR has been out for a few months now and we're 2 issues past it with no word yet
  24. Hey there. Thank you for taking the time to answer my queries on the subject. As funny as it is the main character types I enjoy playing in CoX have been tanks, scrappers, controllers, corruptors, masterminds and veats. I've dabbled in all the others but haven't really found a combo that was OMGYEAH!

    I'm pretty rusty on playing a controller recently and Djeannie on test is still around L40ish or so (test native) whom I soloed for about half or 2/3 of the way to her level on test...back when you could 6 slot damage in a power if you really wanted to and ED never existed heh 3 singuarities at all times, 6 slotted recharge in hasten .

    I used to have choking cloud on test some years ago and I did like it though I think I had at least 2 end red in it on top of at least 2 end red in my other toggles too and I remember how endurance intensive it was back then :/

    I've never tried to soft cap a controller/corruptor type character before so the feedback you've given me has given me a lot to think about if I should even try that or keep going with recharge. Djeannie on live is currently around L35ish but I don't play her very much as I need to respec her and put some money into sets for her as SO's just don't cut it. I always seem to pick the nasty endurance heavy builds too bs/sd scrapper, ice/dark corruptor, grav/rad controller, widow veat, stone/inv tank...

    Thanks again for the feedback and sample builds. Gives me something to work off of and things to look in to.

    EDIT: As to EMPulse. I like it because it reminds me of how the old aoe holds used to be....with 2x the duration of the holds today for only a little more recharge time. 300 seconds compared to 240 seconds. Also it's accuracy is higher then the main controller aoe holds and the endurance thing never was a big issue as you can still pop blues if needed...never really noticed it with AM running. it's SO much better then the current primary controller holds, well grav's to say the least.
  25. Quote:
    Originally Posted by Stormistress View Post
    Hello, everyone!

    A quick check showed me that a few threads have been posted on this, but they are several months old. So, I thought I'd start fresh just to see if I'm missing something.

    I had it in my mind to start a new scrapper, and thought that a shield was in order. Now before I go to much further I need to tell you that I have a MA/SD scrapper that I've taken all the way to 50. I've been told that her shield with emblem is very stylish, and I have never had any problems altering it. I certainly had no problems when I created the character.

    However, for reasons I can't fathom I just can't get the background to display the second color and pattern when I use the character creator. I've tried male and female body types and all of the patterns. I've also tried a variety of shield types.

    None of them will display properly. I'm tempted to take the new character to Live, and see what I get. Its just hard to create a look for the character when you can't see what you are doing.

    Any suggestions? I've sent a petition in and have a preliminary response, but I'm not getting a warm fuzzy from that. Has this problem really been around for 6 months or more?


    Stormistress
    I just went into the CC on a praetorian newly created character on live and I was able to create a shield with a pattern on it (cavalier > knight shield, chevron 1 > 2 colored damond emblem) in 2 colors (black/gold) and an emblem in 2 colors (white/red)

    This worked for heater shields, kite shields & round shields. I was able to put a pattern only on the riot shields as thats all they'll take the other shields behaved as expected.

    Perhaps it's your video driver?