Folonius

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  1. Once upon a Positron there was a bug. It's purple Mankey liked saving walruses deaths. Until a green shoe fell off a pretty cloud of root beer fluff cleaving off seven little toes while chewing Bubblegum. After seeing the drunk Pinnacle-ite puke chunky bits of magnets, it stumbled into a garbage carafe. Feeling pretty depressed, it died a Lonely death.

    Elsewhere, there were some hungry hippos dancing on me for every time one slurps from the fountain of Wayne. In the early dawn, sirens wailed under a pale little moon made of nothing. People thought
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    Wait......some players don't play very well? i had no idea! what should we do?

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    Laugh at them, kick them while they are down, and then post about how much we hate newbies on the forums!

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    Yes, because all bad players are newbies.

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    And all defenders are healers.

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    *Shoots you with a healing arrow*
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    Wait......some players don't play very well? i had no idea! what should we do?

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    Laugh at them, kick them while they are down, and then post about how much we hate newbies on the forums!
  4. Once upon a Positron there was a bug. It's purple Mankey liked saving walruses deaths. Until a green shoe fell off a pretty cloud of root beer fluff cleaving off seven little toes while chewing Bubblegum. After seeing the drunk Pinnacle-ite puke chunky bits of magnets, it stumbled into a garbage carafe. Feeling pretty depressed, it died a Lonely death.

    Elsewhere, there were some hungry hippos dancing on me for every time one slurps from the fountain of Wayne. In the early dawn, sirens wailed under a pale
  5. Folonius

    And then...

    I wet myself. And then ...
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    I'm just frustrated at the ever increasing level of newbies


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    Yeah it's terrible ... All these new people in Co* .. How dare the dev's try to make the game popular. I'm sure it'll get worse too. There gonna have to make up for all the accounts they are banning due to the leveling pact exploit ...
  7. Folonius

    And then...

    I realized the black hole was actually a worm hole that ended on a completly new planet I've never seen before. And then ...
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    Aren't I clueless?


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    That explains alot!
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    Seems a simple question, right? But after eavesdropping on a pick-up group the other night, maybe not so much.


    Regarding NPCs in the average mission setting (and let's ignore XP values for the moment as this isn't a "farming" discussion), which perception are folks looking to experience most:


    - more volume/numbers of weak NPCs to burn through quickly

    or

    - a few "tough" NPC's that take a decent amount of time to defeat


    ?

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    More volume/numbers of tough NPC's
  10. Sounds like someone was duel boxing. Just give them a private warning if you want to be polite. If there isn't a change, do a public warning and see how everyone agrees. If there is agreement among all people, you know the team won't fall apart then.
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    Well I'm not really a tanker type of guy I tried it once or twice and wasnt feelin it. I like to dish out damage, as much damage as possible.

    Now, I know my flaws in being a blaster and all that but I'm dead set on redoing my eng/eng build so that he survives much longer. This is the first time I've actually really cared about number crunchin and all that to be honest, so I'm gonna take some advice yall have given me, and we'll see how it goes.

    P.S. Rebuilt him on "build 2" last night but didnt read your post til this morning and DAMMIT Folonius why didnt I take the fighting pool instead of combat jumping and hover?! LOL I'm an idiot.

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    Can you have combat jumping and hover on at the same time? I usually take combat jumping somewhere along the way to complement weave.
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    Ease of creating it. Currently a person has to find the optimal map for the first mission based on what they put on the map, whether it's a custom group of bosses, lts, or a premade group. Then they need to insert a glowie so they can click it to end the mission when they reach around 900 tickets from mob gains. Sure they could use any large size map for the process, but that's not optimal cause then they have to go look for the glowie. I personally won't put the effort into doing that. While I like farming and I like rewards, I don't like guess work to figure out what the optimal maps for a particular group is. If they put it in front of me, I'll do it. Otherwise I won't waste my time (regardless of what many think, I am not a hardcore farmer.) Making a defeat x enemies is putting it in front of me. I can use any size map I want, make the mobs all bosses, and all I need to do is watch my ticket gains once. When I've killed enough enemies to make 900 tickets, I'll set x equal to that amount. Size of map no longer matters and takes out all the guess work and the need to insert glowies to end the mission.


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    Make the max possible "Kill X" value 50, 75, whatever. Problem solved. The scheme outlined would probably only work if X was set to some very large value, probably well over 200.

    Edit: I could see where a player could continue killing mobs after the exit buttton has appeared until he has met his "quota" for that map. But still there are large maps where you know where a glowie or boss spawn will appear 90% of the time, so I don't think it's really that much of an issue.

    The devs could always add logic to make tickets stop dropping after the mission objectives have been met, if they do think it's an issue.



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    That may work ... I'll have to run an all boss map and see how many spawns it takes to max at 1500 ticklets in a mission.
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    You cant really believe people dueling want to fight you mid duel...

    I dont see what is to be gained other than small chance of a pvp IO and to spoil other peoples fun.

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    I like spoiling peoples fun in PvP ... It amuses me to think that when someone starts mouthing off in broadcast cause I killed them while they were dueling, the person playing the toon is all red in the face and is banging his keyboard, and screaming at the monitor.
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    It still seems like it would be subject to map size. Certain maps simply wouldn't allow X number of enemies to be spawned for the risk of crashing something and then (as mentioned) abusability.

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    I'm not sure what you mean by crashing something. Just pick the largest map, and set X to the optimal level of defeats. No need to clear the entire map, just until X is accomplished.
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    Is it me or I can I just buy recipes cheap, craft them and repost the crafted items, and make TONS of cash?! I'm used to playing the market on Eve Online where you NEVER see opportunities this obvious. Usually if it looks too good to be true, you forgot to move a decimal. But I really think this looks to be the case here. Am I missing something or are consumers just really stupid in this game?

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    Shhhh! Mod8, please erase this thread
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    How does this make farming tickets easier?


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    How many bosses does it take to get 1500 tickets? I can use any map I want, set the number to be killed to x, where x is the optimal number, and as the person progressed to the next mission, x can be smaller because ticket drops increase as you move through the missions of an arc, and set x for each mission. It wouldn't take much time to find an optimal number for x. I think a team size of 3 or 4 is optimal for ticket drops.

    And if this were added, I would totally make this mission arc.

    [/ QUOTE ]Okay, maybe I'm having a really stupid moment here (and I am NOT ruling that out ). But what difference does it make whether the objective is "Kill all", "Kill X", "click the glowie", or "Run in circles, scream and shout"? How does the objective make the ticket potential of the mission any different?

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    Ease of creating it. Currently a person has to find the optimal map for the first mission based on what they put on the map, whether it's a custom group of bosses, lts, or a premade group. Then they need to insert a glowie so they can click it to end the mission when they reach around 900 tickets from mob gains. Sure they could use any large size map for the process, but that's not optimal cause then they have to go look for the glowie. I personally won't put the effort into doing that. While I like farming and I like rewards, I don't like guess work to figure out what the optimal maps for a particular group is. If they put it in front of me, I'll do it. Otherwise I won't waste my time (regardless of what many think, I am not a hardcore farmer.) Making a defeat x enemies is putting it in front of me. I can use any size map I want, make the mobs all bosses, and all I need to do is watch my ticket gains once. When I've killed enough enemies to make 900 tickets, I'll set x equal to that amount. Size of map no longer matters and takes out all the guess work and the need to insert glowies to end the mission.

    Again, I have no problem with having this added, just be aware it will be highly abused. All farm missions will have it as it's main (and probably only) objective.
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    A friend of mine had a good idea for this, I told them to post it, but they may not have.

    Their suggestion was changing "Kill All" to "Kill Most".
    Making this 90% should clear up most of the issues that happen with that one lost mob or single enemy on a map.

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    While this would make it more dynamic, it may be to cumbersome to implement. I would be fine with either idea though.
  18. Folonius

    And then...

    the planet explodes, and you go soaring into space, and then ...
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    It would be nice, but it makes farming tickets easier, so it won't be added.

    [/ QUOTE ]How does it make farming tickets "easier"? Nothing I read indicated it would also increase the number of mobs spawned.

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    Defendable objects already do that.
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    How does this make farming tickets easier?


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    How many bosses does it take to get 1500 tickets? I can use any map I want, set the number to be killed to x, where x is the optimal number, and as the person progressed to the next mission, x can be smaller because ticket drops increase as you move through the missions of an arc, and set x for each mission. It wouldn't take much time to find an optimal number for x. I think a team size of 3 or 4 is optimal for ticket drops.

    And if this were added, I would totally make this mission arc.
  21. Folonius

    New Blood

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    I saw several last night; unfortunately, they were level 1's broadcasting for AE farms in Atlas.

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    Newbie looking for farms?!?! That's preposterous!
  22. It would be nice, but it makes farming tickets easier, so it won't be added.
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    Honestly I think the only real deciding factor on how often people will play your arc is whether or not the current overall is a 5. I ran my newest arc with 3 friends. They all 5 starred it. The next day it had shot up to 12 ratings and still at an overall of 5. Then it went up to 14 ratings and an overall of 4. Stopped getting ratings after that.

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    I have an arc where that happened also. It was 4 missions, and had 5 stars for awhile. It dropped down to 4 stars after about 21 plays, and hasn't seen another player for the arc in about 3 weeks.

    I think if you can keep your 5 star rating up to about 40 or 50 raters, your longer arc might see more plays. I may try to modify my longer arc, and republish it to get a new arc ID.
  24. Folonius

    The mood on MA

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    The Devs have to respond; with nerfs, tougher foes, or code that just plain slows you down

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    Since MA, I've been using an increase in mob size spawn to create tougher foes through zerging in an enclosed area. The problem is, the old way of farming is still there - fill/pad, spawn a map, and solo. I used to do this because it was the only option to create larger spawns for smaller teams. MA has added that extra difficulty into the game for me without touching the other parts of the game for everyone else. I ran radio missions for the first time a few nights ago, and it was boring and insanely easy on invincible.

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    Farming affects everyone. I can't prove that, but you know it's true


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    I see that thrown around alot like it's a bad thing. If it does affect everyone, it's in a positive manner.