Eldorado

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  1. Quote:
    Originally Posted by Miladys_Knight View Post
    The easiest answer is to marketeer and earn enough inf to buy what ever you want when ever you want.
    That still doesn't make level 30 IO's or recipes magically appear from nowhere, but it does make them easier to afford when they do come along. It just takes a little patience to wait until they DO appear, and then it comes down to having more influence than the other people who want the same things.

    Quote:
    Originally Posted by Kioshi View Post
    The nerf to ambushes and inability to use a ton of insps before you enter really hurt the lowbie CEBR farming. I have one locked at 33, kinda sad now.
    Or else perhaps the huge wave of lowbie CEBR farming led to the AE ambush nerf and the changes to using a ton of inspirations before entering an AE mission?

    That seems more like cause and effect, but it's all a moot point now.
  2. Quote:
    Originally Posted by ThugOne View Post
    Slotting for duration is a good idea; the vault of the Threat is multiplied by 1000 times the remaining duration of the Taunt.
    Wow -- did not know that, and editing the erroneous info above. And it looks like I'll be replacing those "mere" Range/Recharge IO's with Taunt/Range/Recharges!
  3. Quote:
    Originally Posted by Ultimus View Post
    1) What exactly does Taunt do? Generate a lot of threat?

    2) Is the -Range unresistable? Will it effect Incarnate trial AVs?

    3) What about the Taunt Duration? Is that worth slotting for? What exactly does that do?

    4) How necessary is it for Tanking Incarnate Trials?
    While I'm not an expert in the numbers, here's my "I play a lot of tanks and scrappers" take on it:

    1) It generates a lot of threat or aggro or whatever, and usually WILL be enough to pull a boss off the suicidal blaster who just popped some reds and Aim and Build Up and an attack, making said boss do a 180 turn and come after the taunter. As I said, I don't know the actual numbers, but it takes a LOT to pull aggro off a bad guy that a tank just actively Taunted.

    2) I'm not sure how the -Range works, to be honest. A lot of enemies WILL stop attacking from range and close to melee range, and some won't. It's also often useful for calling runners back to you if you're not in the mood to chase them. And some enemies will start to run for the hills, and be Taunted, and just continue to run away, which I suspect might be a bug. (If memory serves, I started seeing this a few months ago and filed a bug report, but don't remember that behavior as much years ago.) As far as Incarnate AV's go, I've taunted a few of them and had them chase me exactly where I wanted them to go. (I'm thinking of you, Nightstar and Siege!)

    Edit: Ooops -- turns out that this following section is wrong -- see ThugOne's post below!
    3) The taunt duration simply makes the duration last a few seconds longer -- I don't normally think those extra few seconds are worth it on my scrappers, but if I've only got one slot in it on my tanks, I'm just as likely to throw in a Taunt/Recharge/Range as I am a Recharge/Range. "Maybe it'll help, maybe I'm not, but I'm a tank. So I can say that I tried."


    4) From what I've gleaned from the Tanker forum here and there, most people find it to be a useful power to take for regular content. Oh, sure, some powersets can generate enough aggro on their own between damage auras and/or Gauntlet to USUALLY hold the bad guy's attention, but for that "emergency stop" button to get the bad guy's attention, especially at range, it's a LOT more certain than, say, Hurling a big rock at their head.

    Personally, I find it useful enough that I've got it on all five (?) of my level 50 tanks and brutes, and on about two thirds of my scrappers who like to pretend that they're tanks!
  4. Eldorado

    Mouse inverted

    All of those support my theory that the "old" CoX default mirrored other older games' set-up, and made perfect sense for people to make the transition from piloting virtual Tomcats, Falcons and Raptors to flying superheroes.

    So what prompted the change to the "new" default mouse inversion? I'm not a console gamer, but is that the basic setup from console games? (It would make sense if someone's primarily gaming with their thumbs and not a joystick: up = up, left = left, down = down, etc.)
  5. Eldorado

    Mouse inverted

    Flight sims with a mouse? I must be spoiled from using joysticks -- and if I wanted to look up by raising the aircraft's nose, I pulled the joystick back towards me, the same way CoX used to look "up." Which is also the same way the "old" CoX setup worked for flying characters: mouse back to nose up and gain altitude, mouse forward to nose down toward the ground. Unless you're talking about POV or "hat" switches which were often the opposite?

    And "an option of FPS's" isn't the same as the default of FPS's -- or are most newer FPS's set up with the "new" inverted layout? (What can I say besides "I'm old?" "Why, back in the old days, we didn't HAVE this newfangled 'look up, look down, look around' when we were playing Doom! If you wanted to see what was to your left, you had to TURN that way!" )
  6. Eldorado

    Mouse inverted

    Quote:
    Originally Posted by StarGeek View Post
    The default setting for Mouse Movement has been switched to "Inverted". New characters will have this setting by default, existing characters will be unaffected."
    Quote:
    Originally Posted by Aggelakis View Post
    Yep. The majority of games out there don't use the City version of mouselook. Since City was the first game I 'dedicatedly' played, I have since been unable to play games that don't allow me to "fix" the mouselook direction.
    Does anybody know approximately when in the history of gaming that "Inverted" became the standard and default for most other games? Like Aggelakis, I'm pretty much hopeless at other games unless I can switch the controller.

    Admittedly, it's been 7.5 years, but I'm almost certain that many other first-person PC games that I played prior to CoH USED TO HAVE the same "move mouse down to look up" system that CoH had. I'm almost certain that EQ1 had the same setup, for instance.

    Or is this a carryover from the norm in console games? The first time I tried to play some new ones a couple of years ago, the "mouselook" equivalent was backwards compared to my CoH experience, and in the (admittedly few) games I tried, that seemed to be the "new default."

    I'm just curious as to the mini-history of mouselook, and for all I know, I'm remembering it wrong -- but that's the way I seem to remember things working!
  7. Quote:
    Originally Posted by Avatea View Post
    Please note, it doestake a while longer than it used to!
    How much longer are we talking about, exactly? I tried to copy three characters from Virtue to Test, about four hours ago, got the "your character has been queued for copy" and "copy in progress messages," and waited close to three hours -- and nothing happened.

    Quote:
    Originally Posted by Avatea View Post
    Could you give it a try and let us know whether you've been able to or not?

    If you're having issues with it, please let us know what server you tried to copy from and what the destination was (Test Server or Beta Server).
    I just tried again with two of the same characters about an hour ago (also from Virtue to Test), got the same messages, and this time the copies went through!
  8. Quote:
    Originally Posted by Lothic View Post
    I'm just about as far from being a super "twitchy" hand/eye coordinated game player as you can get. I'll admit that the ski slopes did frustrate me for a good number of hours, especially when I kept missing the Speeder badge by a few seconds. But I kept trying it and eventually figured out the importance of the inertia control powers. Since then I've completed all the ski badges on many different characters over the years.
    Quote:
    Originally Posted by JKCarrier View Post
    There was a lot of heated discussion the first couple of years, but it seems to have died down. I figure by now most people have either figured out how to do it, or just resigned themselves to the fact that they'll never get the badges (I'm in the latter group ).
    Ditto, and almost ditto, respectively. For years, I got frustrated by the fact that no matter WHAT combination of travel powers and speed boosts I would get at the top, no matter what character I was trying with, I was more or less guaranteed to get a silver for a good-to-decent run, and bronze whenever I flailed on the course, which was admittedly pretty often at first.

    Then last year, people here on the forums talked about how Inertial Reduction was the secret, and NOT the Speed Boosts that people insist on spamming at the top of the slopes. Control and speed is more important than raw speed, and once I finally dragged my favorite kineticist to the D when the slopes weren't busy (and filled with "helpful" Speed Boosters) I started collecting gold medals at a pretty rapid pace! Once I started getting used to having speed AND control, the "problem" became having to slow down just enough for the bronzes and silvers -- which is a far better problem to have than "what judge do I have to pay off for a gold medal?!?"
  9. Eldorado

    elec/SD

    Quote:
    Originally Posted by Super Flu View Post
    You 3-slotted Fighting Phalanx and it cannot be enhanced. Sure you can put an IO in it (like LOTG or Kismet) but you can free up 2 slots that way.
    Excellent point, and I totally missed that in my first time skimming over the build.

    One other thing that I'm seeing a lot of on the forums lately, so I'll say it really really loud: PHYSICAL PERFECTION REALLY ISN'T THAT GOOD! Oh, sure, it's okay to put a proc or two in there, since the proc ignores the crappy base regen and recovery rates, but any other enhancement will probably do more good elsewhere.

    Fast Healing (if the powerset has it) gives more base regen than Health, and Health gives twice as much base regen as Physical Perfection.

    Quick Recovery (if the powerset has it) gives more base END recovery than Stamina; and Stamina gives twice as much base END recovery than Physical Perfection.

    If you enhance the power(s) with a higher base, you get a higher return.

    I moved the five slots and Doctored Wounds IO's from Physical Perfection in the OP's build to Health and the regen in Mid's went from 203% to 224%, or 13.2 HP/sec to 14.54 HP/sec. That difference is very close to what the Regen Tissue unique is giving, so it's like cramming in an extra unique for free or something!

    (And for even more regen and recovery goodness, you might want to take one of those slots out of Phalanx Fighting and put a Numina's unique in Physical Perfection, since as discussed, the unique won't care about PP's crappy base rates.)
  10. Eldorado

    elec/SD

    Quote:
    Originally Posted by Riora View Post
    I see you picked the energy mastery pool, which imo is a mistake. It's good to help manage /Shield's awful end usage, but Elec/ really benefits from the single-target blast in other epic pools to actually build an ST attack chain, and the AOE is also very good.
    I took Energy Mastery as well, but now that my character's working up the Incarnate trees, I've considered discarding it myself. It's not that my ST attack chain is awful, but after Build Up, Lightning Rod, Shield Charge and a couple of Thunder Strikes take out most of the spawn, against +2's or better enemies I'm left pounding on the boss with nothing to feed my AAO.

    Quote:
    Originally Posted by Riora View Post
    When building for positional defense, don't use sets boosting typed defense.
    Specifically, Kinetic Combat is fantastic for typed defense AT's like Willpower, but there's better and cheaper choices for positional defense AT's like Shield and SR.

    Quote:
    Originally Posted by Riora View Post
    So here's my suggested build, with excellent AOE, decent recharge, and as good of an ST-attack chain as Elec allows.
    Here's my more-or-less current build -- melee defense 45.6%, ranged 45.0%, AoE 44.1%, recharge and recovery are in the same ballpark.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  11. Quote:
    Originally Posted by Emberly View Post
    Global channels.
    Global channels ARE probably the best place to find teams at all levels.

    Beyond that, you didn't specify "blue or red or side-switching" but if you're a hero, rogue or vigilante, I still frequently see "suchandsuch LFT" and "Level xx radio [or hero tips] team looking for more" in broadcast in Peregrine Island, day and night.

    I suspect a "looking for Borea missions" in RWZ would probably be lost in the tidal wave of Trial-based "LFT" and "LFM", but it might at least pause the tide of team-seeking conversation while some people felt nostalgic.
  12. Quote:
    Originally Posted by SwiftOneSpeaks View Post
    That said, I didn't really see how the linked mini-guide said my sloting was off. Said guide didn't mention Body Mastery at all that I saw, and While Stamina is nicer than QR for Performance Shifter, I didn't see that both was an issue. Can you explain a bit more?
    Wow -- that guide is from 2008? When did we GET Ancillary Power Pools, anyhow? I couldn't find anything with a fast search of Paragon Wiki, though it says that Physical Perfection wasn't added until Issue 16. [ http://paragonwiki.com/wiki/Body_Mastery ]

    Anyhow, the bottom line is that Physical Perfection gives only half as much End Recovery as Stamina. Putting a second slot in there with a Perf Shifter: EndMod won't give you as much End Recovery as, say, putting a 4th slot into Quick Recovery with a generic EndMod IO.

    And thanks to set bonuses, if you were to put that 4th slot into QR and put in another, lesser Perf Shifter IO, you'll get even more endurance out of it!

    These aren't full builds -- I just slotted QR, Stamina and PP into a blank build your way, then moved that one slot around for the other two.

    Yours: 3.51 end recovery/sec:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |443E20449818A101C1040D542668800000B8FCF6B3|
    |-------------------------------------------------------------------|

    Generic IO: 3.56 end recovery/sec
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;629;291;582;HEX;|
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    |F20E43E403428489111AA84CD0406582060800E965F62C|
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    4 Slotted QR: 3.58 end recovery/sec
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;629;289;578;HEX;|
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    |0C910F0811264668A032410395091A200088D2F6A4|
    |-------------------------------------------------------------------|
    Sure, it's "only" .07 endurance per second, but every little bit counts, especially when it's as easy as just switching where you put the slot!
  13. Quote:
    Originally Posted by SwiftOneSpeaks View Post
    * I'm just shy of softcapping S/L (without stealth included, that does it), but that's it. Advice on improving this welcome.
    Oh, yeah, another thing that probably borders on heresy here on the scrapper forum:

    If you're willpower and you're close to the S/L softcap, it's my opinion that "close" is probably better than "gimping the rest of your build to get an extra point or two."

    Unlike SR and Invulnerability scrappers, you've already got a metric crapton of regeneration -- especially when you're using Rise to the Challenge and diving headfirst into big spawns.

    Unlike Regeneration scrappers, you've already got pretty decent resistances against those attacks that DO hit, which means each attack that does get through your lands does less damage.

    Unlike Shield scrapper that get extra potential damage from each enemy in their Against All Odds radius, you've got a small -to hit bonus against every enemy inside your RttC radius.

    Willpower is about layered mitigation, so just sit back, let it do its job and enjoy it. If people are really going to stress over hitting the softcap, instead of sacrificing damage (as I've seen in some builds) I'm not sure why they don't just unslot all their regen and pretend they're a Shield scrapper or something.
  14. Quote:
    Originally Posted by Errant View Post
    Drop the code block in, so we can import the build, and you should be able to receive some feedback.
    THIS will make everybody's life easier, and probably result in more responses. I muddled through anyhow for some inexplicable reason....

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    My primary questions are:

    * Do I have the slots between Health/Fast Healing/Physical Perfection distributed well?
    From the stickied thread over in the Market and Inventions forum [http://boards.cityofheroes.com/showthread.php?t=123922] I would have to say "no." Many people only drop a Performance Shifter proc in Physical Perfection's inherent slot since its base healing/recovery rates are lower than Health or Stamina, so I'd say "check out that thread for better slotting advice." Personally, I usually four-slot Stamina with a Perf Shifter: EndMod, Perf. Shifter: Chance for +End, Perf. Shifter: EndMod/Recharge, Perf. Shifter: EndMod/Acc, which seems to me to be the most "bang" for my slots.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    * With t4 Musculature boosting my many means of End Mod, this works well for end...except that Assault, Sprint, and Stealth are all costly. I can run without when needed (turn on in teams, for example, where there tend to be enough boosts to make up the difference), but if there'd be a way to get something in there, all the better. I'm not devoted to either Assault or Stealth though.
    I'm a big believer in Quickfoot: End/Run in Sprint. It lowers the endurance, still increases the run speed, and lets me put my Celerity: Stealth in a Prestige Sprint. (Admittedly, not on every character, but a lot of them.) That way I can leave Sprint on in combat, run around quickly stabbing things and still get an End discount, and then toggle on the other Sprint for those times when I need to be stealthy and don't plan on extended fighting.

    Beyond that, if you're going to run Willpower's four toggles, AND Tough and Weave, AND Focused Accuracy, AND Sprint, AND slot them and your recovery powers well, it's my personal experience that it leaves just enough Endurance for my DB/WP scrapper to fight non-stop forever, and my other WP toons to do the same if I micro-manage Focused Accuracy during combat. A friend used my DB/WP build as a template and added Leadership, started running out of slots, and IMHO promptly ruined any chance he might have had of soloing AV's, unless he could find one he could defeat in about 90 seconds.

    "You'll have to watch your END bar like a hawk."

    "I just want to toggle up and go -- YOU do that and it works out fine."

    "I'm running nine toggles [I also use Combat Jumping] and you're trying to run what? Twelve? At least decide between FA and Tactics."

    "But I hate missing!"

    "If you've got a 95% chance to hit already, which we usually do even against a lot of +4's with FA, running Tactics on top of that is just wasting Endurance."


    I'm up to 12 level 50 scrappers, play seven or eight fairly regularly, and haven't been able to successfully fit Leadership into my play style, so now I don't even bother trying. Obviously, other people's mileage varies.
  15. Eldorado

    Vip $0.99

    Quote:
    The City of Heroes Freedom ™ VIP Starter Kit will upgrade newly created free accounts to VIP status, and includes one month of VIP subscription time and VIP benefits (can only be used to activate NEW accounts and cannot be applied to existing VIP or Premium accounts).
    http://boards.cityofheroes.com/showthread.php?t=278721

    Sounds as though it's just an upgrade for free accounts only -- from what I'd read elsewhere, it sounded as though anyone with a "new-ish" free account started since Freedom launched could apply this to that account and get a 99 cent preview of the VIP shinies for a month.

    But if your account is already premium or VIP, it's not going to help you at all.
  16. Doooom!

    As of now, clockwork winders, last five: 1115, 1115, 1115, 200,000, 1115

    Spell scrolls: 6000, 7000, 11,111, 30,000, 40,000

    Ancient Artifacts: 6000, 5000, 15,000, 20,000, 30,000

    Missed my window of making huge profits!

    Adeon covered it quite nicely too -- the extreme fluctuations can be brought about by the low reserve, and the fact that we've got so much influence floating around the system now. Someone's probably got a large bid in for clockwork winders at 1115, perhaps as they work on Field Crafter, and along comes someone else a hurry, bid creeping rapidly since it's all play money anyhow. 50k and no instant sale. 100k and nothing in five seconds! 200k -- sold! Now that second person is off to craft their one something or other....

    The next person in a hurry might bid 250k, thinking they have to beat that last high bid, when in reality they could just bid 1116, wait ten minutes and have one or a few.
  17. Vastly oversimplified answer: low supply, high demand, higher prices.

    Between the holiday weekend and lots of people running high level and Incarnate content, and all those new Street Justice characters getting out of Atlas and the new sewer trial, supply has dwindled.

    Grab yourself a lowbie, or better yet, go play an AE arc and roll some low-level Arcane salvage with the tickets. There's a 50% chance each roll will be one of those three items you mentioned (since there's only six items in that salvage tier) and profit!
  18. Quote:
    Originally Posted by all_hell View Post
    I like having it in sprint instead of SS so that I can reduce my end use sometimes and still have some stealth.
    I like to do that too -- most of my regularly played characters have both "End Reduction Sprint" and "Stealth Sprint!"

    I'll put an end redux in "basic Sprint" for general use, and I'll put a Celerity: Stealth in what used to be known as "Prestige Sprints" and are probably now "Paragon Rewards Tier 3 Sprints."

    So most of the time I've got reduced endurance in Sprint for general use, and I can also turn on Prestige: Power Something at those times when I want stealth.
  19. Quote:
    Originally Posted by Errant View Post
    Hrm... The stacking thing is curious, how does one get those extra floors?
    "Extra floors" used to be a relatively easy thing to do with either the "Stacking Tools" thread at http://boards.cityofheroes.com/showthread.php?t=126436 or by using a little creative process with Accent Lamps (small or large, on or off) and a Floor Tile. Put the lamp on the floor, go to place a floor tile under the lamp and, if you put your cursor on the lamp itself, you could "hover" the tile at various vertical points on the lamp.

    Now, thanks to Issue 21.5 and the new base building tools, it's even easier than that:

    Place a floor tile [or really ANY object] on the floor of your base normally.
    Push and hold your "shift" key, then click (and hold) on the object you want to raise and lower, then move the mouse.
    Object now moves up and down! Let go of the mouse button and object will hover or float there.
    If you used a horizontal object that allows other objects to be placed on top of it, put other object(s) on top.

    Also try the "alt" key in the same way to freely rotate objects after you've placed them.

    (You can try to combine steps 1 and 2 above by selecting an object to place, then using the shift key, but objects may "snap" partially into walls randomly rather than floating where you want them -- I find it easier to just place, then raise/lower.)
  20. Quote:
    Originally Posted by Lothic View Post
    On the other hand (to use myself as an example) I can fairly reliably generate around 1 billion INF a week via buying, crafting and selling relatively mundane enhancements on the market. I don't do any "ebil marketeering" like flipping rare recipes and I can manage that rate if I spend as little as 15-20 minutes a day every day on it.

    What this means is that within roughly a week I can convert around a billion INF into around 2 million PRE.
    Presto!... Instant single-player base.
    There's a learning curve associated with the market, especially those first couple billion INF, but learning to use the market and converting INF to PRE is probably faster than getting four characters to level 50, one at a time, by playing "normal" content. Plus, there's a while forum devoted to the market, including some handy guides on how to make that first billion!

    As also mentioned, though, if you're having fun playing the game, the PRE falls from the skies, too. That "main" character mentioned above has earned 4 million PRE for my new SG in just five months, simply from playing a lot and steamrolling a few radio missions a night with friends at "OMG srlsly?"/x8.

    I wish I had hard numbers for this next part, though: a RL friend who was new to the game was complaining about how he couldn't afford to outfit his favorite character with IO's. "That's because you're spending every last INF on PRE for your base. KNOCK IT OFF ALREADY!" Months dragged by, he started losing interest in the game and his base, because grinding out missions on 0/x3 when you're armed with SO's feels like, well, grinding! [Plus, he'd see my four-player SG's enormous base and get discouraged. "Well, we've all been playing for years -- two of us since Issue 1! You've been playing for about three months."]

    Eventually he wised up, invested in some nice IO sets, and started having fun again, destroying missions at 0/x8, +1/x8, and so on. That equated to more PRE per hour of play, not to mention more drops since he was fighting more enemies and going through them in less time. But the most important change was that he was having a good time with CoH again, and therefore playing more -- the extra prestige was just a nice bonus at that point. But even he was amazed at how the prestige started flooding in when he started playing at higher difficulties, and more often!
  21. Quote:
    Originally Posted by Vitality View Post
    Is it even possible for a one person SG to eventually have a base with teleporters?
    That depends on how much that one person plays!

    My first one-person SG has 12 small rooms*, including 6 2x2 teleport chambers (100k PRE each), each capable of holding 2 basic telepads and beacons. Then there's the entryway (free), control room and energy room (100k each). You'll probably want a supercomputer if you want to have 11 teleporters (500k) and a generator (200k). 11 telepads will cost 15k each, plus a little salvage, and 22 beacons will cost 10k each, for a grand total of 1.9 million PRE.

    *I also wanted an infirmary and workshop (100k each), necessitating a base plot upgrade (84.5k) -- but while they're nice quality-of-life features, they're completely optional.

    Based on my collection of level 50 characters, I'll officially guesstimate that a more or less "average character" that joins a supergroup at level 1 and plays in SG mode continuously will make somewhere around 400-500k prestige by the time they hit level 50.

    So, if one person plans on playing a few characters up to level 50, it's entirely possible for them to build that sort of supergroup base without having to resort to the horrendous INF to PRE conversion! (My "main" character is closing in on 14 million prestige earned for three supergroups over 4 years, but I don't think that's exactly "average.")
  22. Quote:
    Originally Posted by Red_Addiction View Post
    Agreed.Would be nice to have alternate colors for it, like a white or black Shepard. .
    Quote:
    Originally Posted by Commander View Post
    Dog really needs the Mastermind controls so that they can be RENAMED and MUST be listed in the pets window. And selectable with maybe some sort of interaction commands with the pets. I understand this is a new item but future items like this NEED features like this to be worth the price.

    I'd gladly pay 500 PP per pet if they could be renamed and interacted with.
    Quote:
    Originally Posted by Blackleviathan View Post
    Ditto here with the targetable and renamable too along with inherit controls like an mm for like fetch eat, attack heel follow stay go-to. Maybe more animations like sniffing ground, ear moving listening stuff. Rolling around, occasional barking here and there. But not have it where you have to totally maintain like feed etc. that would be blah.
    And yeah the customizing of colors and maybe not like create a vet pet for every breed but have an option in costume to put the skins of breeds there that would cost less than making an entire new vet power.
    Quote:
    Originally Posted by Ideon View Post
    Improvements needed on the dog:
    1: Work with Walk power - we have a walk power and a dog power, only make sense to allow players to walk their dog, haha. Dog will probably need new walking animation as well.
    2: Allow dog to growl and bark at enemies if player is attacking them. I don't want a dog to just sit there scratching itself while I'm wailing on enemies. Having it bark at enemies would also serve the purpose of non-combat-ness while at least giving it the appearance of showing some interest in what you do.
    Quote:
    Originally Posted by Dispari View Post
    Also, it needs to work with [Walk]. It's a roleplayer power; needs to be useable while walking.
    Quote:
    Originally Posted by Dispari View Post
    Though I'd still prefer a wolf. And it needs to work with [Walk].
    /signed to all of the above. I like the dog, I bought the dog, but I still think the dog could use some more tweaking -- please?

    I'm particularly fond of "tintable" (at the very least), the existing Mastermind commands for follow/go to/stay and the ability to rename the pet, and "must work with [Walk]." And their being an actual MM-type pet that is a click power as opposed to being a toggle (that even turns off while zoning) would be a nice, simple touch as well.

    After those basics, different skins for different large breeds and special "dog pet" commands/emotes like heel and fetch would just be icing on the cake, IMHO.
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    500?!
    Seriously? Sorry, but...wha? For a non-combat pet I fail to see the justification for that, even bearing in mind the new rig-tech and all that. 100-120, maybe. But not nearly the price of a powerset.

    Which is a shame, 'cos it is really nicely made.
    Quote:
    Originally Posted by Cuppa_A61Sun View Post
    I do LIKE the new model for the dog and can't wait to see the wolf, but not at 500, 200 or less would actually get my points. And when are the sales?
    Would the "oh, it's an AWESOME dog, but it costs too much" players (here and in other threads) settle for an uglier, less detailed dog that only ran and sat for 250 points? Of course not, because then it wouldn't be nearly as awesome.

    Quote:
    Originally Posted by elvnsword09 View Post
    ... also, frankly the dog, it's slow... a dog runs at 35mph... so I shouldn't be losing my pet with my normal jog...
    MOST dogs don't run at 35 mph, especially not at sustained speeds. Most of what I just Googled about Shepherds suggests high speeds in the low 30's. My husky mix, that used to want to pull me on Rollerblades could hit 30 out of the gate and then settled down to 25 or so for a half hour run. Greyhounds and other sight hounds are faster, but they're bred to run down prey.

    Quote:
    Originally Posted by Lothic View Post
    I just hope all you guys who are complaining that the "price is too high" for things like this vanity pet dog realize that for every one of you who are complaining there are probably like 5 or 10 people happily buying it for all those "too high" prices.
    I was just in Virtue's RWZ at 4:10 Eastern time and saw THREE German Shepherds running around. By the time the west coast player get logged on tonight and hit the market, I'm guessing it'll look like the "Working Dogs" part of the Westminster Kennel Club show.
  24. My first thought when I saw the title was "regular ol' decorative items stuck in walls" and how to remove and/or free them, especially in light of the "known issue" on the subject.

    In the OP's case, it won't (shouldn't?) work with storage items that contain enhancements or storage, though -- and unless they've changed something recently, you can't delete storage items that aren't empty.

    Anyhow -- for anyone who wants to delete decorative stuff that's vanished into a wall, I just use the "Current Room" button on the lower left of the Base Editor UI. Since it shows everything in a given room in the order they were placed, I just scroll all the way to the right, highlight the offending item, and click the "delete" button or key.
  25. Quote:
    Originally Posted by Schismatrix View Post
    Pretty sure it's been an issue for at least 7 and a half years. i generally type up bios in a notepad-style program and then paste into the description box.
    I thought that it worked right for a while at the start, and THEN broke. I seem to recall it breaking about the time I actually started using the forums, so I'll guess and say "Issue 4."

    (Paragon Wiki should have another timeline to go along with the "Issues" one for "When Things Broke." )