FredrikSvanberg

2010 Player's Choice Best Villainous Arc
  • Posts

    1426
  • Joined

  1. Quote:
    Originally Posted by Tatmia View Post
    I completely agree. However, my guess is that people would complain about the fact that an arc made Hall of Fame because they were able to convince their friends to run it over and over agin.
    That's fine with me. If their friends are kind enough to play a bad arc over and over to make it HoF then more power to them. Most likely we won't see bad arcs in the HoF, but we might see arcs that people like well enough to play over and over.
  2. Quote:
    Originally Posted by Tatmia View Post
    Are you stating that as how it should be or that I'm wrong on how it works?
    I mean that's how I think it should be, not how it works.
  3. Okay, my latest arc is up on the COHMAreview site, so if you'll give it a shot I'd appreciate it.

    #411446, Evolve or Die!
    The FBSA have asked you to act as Frostfire’s parole officer after his early release from the Zig. Has he really found faith in prison, and is he really a changed man? Only time will tell.
  4. Quote:
    Originally Posted by Eva Destruction View Post
    Non-combat allies turning into combatants sounds like a bug to me.
    If they are betraying? Not sure. Betrayal implies that they are supposed to fight.
  5. Quote:
    Originally Posted by Test_Rat View Post
    So what must be changed with the AT?
    What addtions or subtractions can be done to the stalker AT to make them a welcome part of the City of game as a whole, instead of something people point at and use to comfort themselves and say "at least I am not him!"
    Replace the secondaries with modified support sets.

    Poison, trick arrow, traps, dark miasma, radiation, kinetics - for starters.

    Make Hide an inherent power instead of wasting a power from the secondary on it.
  6. Quote:
    Originally Posted by Zamuel View Post
    Seems a smidge hasty to do a full delete as opposed to bugging the situation. At the same time, this is why we need some actual scripting options as opposed to trying to jury rig everything since a small change in the background can cause it to all come crashing down like a house of cards.
    I didn't send in a bug report about it because I believe that the old behaviour was the bug. I did save the arcs and if I can get them to work the way I want later on I'll republish.
  7. Sometimes I go to Bloody Bay and street sweep just to avoid Cap au Diable. Siren's Call isn't as much fun so sometimes I stay in Bloody Bay to avoid Sharkhead too. I wish they would expand the awesome AWESOME lore of the zone and gave it some missions to let us explore the mystery of the shivan meteors beyond "there's a meteor, get a sample".
  8. This change wasn't in the latest patch, I just had forgot about it. I was reminded when I loaded up some arcs to put back AVs that I had pulled out before, and discovered that my awesome betrayal-triggered dialogues also caused my non-combat allies to become aggressive, able to attack and be attacked. Very irritating, and there was no way to fix it to my satisfaction.
  9. Due to undocumented changes in the MA that have destroyed certain scripting techniques I have used, thus ruining my arcs, I have unpublished the following arcs. You might want to remove them from the list for now.

    "A Taste For Evil"

    "The Warburg Connection"

    "Arena"
  10. Quote:
    Originally Posted by Windwalker View Post
    Why not open up the next 20 or so levels so the alpha slot does work?
    "Open up" the next 20 or so levels? You think they have content for level 70 just sitting around on a server waiting for some kind of switch to be thrown?
  11. Quote:
    Originally Posted by BigMoneyHustla View Post
    If it's not the same system as it is now, then the current system IS shelved.
    If the current system is getting worked on some more, it won't be the current system but it won't be shelved. How hard is this to grasp?

    Quote:
    Regardless, I still wanna know the dev's thoughts on the other 9/10ths of the Incarnate system in relation to the 1st/10th.
    You'll probably find out at the same time everyone else does, in i19 open beta.
  12. We ran something but I don't want to call it an "arc". It was three missions. The first two had us defeat Infernia in the Arena because she was "rusty" after her stay in the Rikti homeworld - as if she hadn't done anything while she was there. The third had actual plot: a bank robbery! Infernia wanted us to help her stop Ice Mistral. And we did. It was completely pointless and a waste of time. I can't remember what this was called or the ID. I gave it 2 stars because I didn't find any typos, but then again I wasn't really looking.

    After that we playtested some of Zamuel's custom enemies, an upgraded Family with laser guns. Then the heat got the better of me and I had to log.
  13. Quote:
    Originally Posted by Decorum View Post
    Anywhere I've been that uses this vBulletin format, the absolute best use of the rep system is to turn it off.
    I like it when my rep drops, it means that I'm doing something right.
  14. FredrikSvanberg

    Farming or not

    Quote:
    Originally Posted by Ukaserex View Post
    My question was answered, and then I got a tell that suggested I could be banned from that channel for farming.
    I don't know what channel you're talking about but if it was the MA Arc Finder channel then I don't think there is such a policy. The channel is public so nobody can be banned anyway. As far as I know.
  15. Quote:
    Originally Posted by Rigel_Kent View Post
    Finally, has anyone given any thought to paid arc slots being a possible disincentive for devs to expand HOF availability? If HOF stays unattainable, what are you going to do about it? Buy arc slots, but click angrily while doing so?
    I don't really care about the extra slot (ok, I do), but HoF is a badge of honor. If I got an arc in the hall of fame it would mean that my hard work mattered.

    If they would sell me more slots I would happily pay and keep churning out arcs that nobody will see or play until they turn off the servers, but for some reason they won't sell me more.
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    I guess the ammount of times I've seen blasters say 'Nuking next mob' or the like is just a figment of my imagination then.
    When I say that, and when other blasters I've teamed with say that, what we're really saying is "I'm nuking the next mob - it will be gone in two seconds and you can move on to the next".

    We're not saying "Wait, look, look guys, this - this is gonna be awesome! Just wait a bit longer guys, I've got this cool power, but it takes a bit to set up juuust right. Ok, I've got everyone smoked, I'm invisible, let's do this.... soon. Now, watch this guys this is so cool, it's just awesome. Look, I'm in the middle of the mob, they can't even see me! I'm gonna put this bomb right here... oops, I guess it got interrupted for some reason. Better lay down more smoke. Now where was I. Oh yeah, hey guys where are you all goin? I'm not done here yet! Guys?"

    In the first case it's a courtesy. It means that the rest of the team doesn't have to start selecting targets or wasting inspirations. In the second case it's ridiculous.
  17. FredrikSvanberg

    Toggle Lock

    Yes, they work. Except I can't turn the toggles back on quickly when they get detoggled, like offensive toggles do when I'm mezzed. But you're right, there is that option. I just wanted to offer a different solution to what I perceive as a problem. It's not something I would expect anyone to work on before we get other more pressing matters sorted out but if it turns out to be 10 minutes of work I figured, why not?
  18. FredrikSvanberg

    Toggle Lock

    I would like a way to lock toggles so I don't turn them off by accident when I desperately click everything on my keyboard in the heat of battle.

    The idea I had was that if holding Shift and clicking the power icon on the tray it would no longer turn off from a simple key press. It would remain turned on at all time (unless detoggled by normal means of course), until unlocked by once again holding down Shift and clicking the power icon. A detoggled power could be turned back on by pressing a key, only turning off the power would be disabled.

    Toggles locked in this manner could be marked with a red circle, like auto-fire powers are marked with a green circle.

    That is all.
  19. Yes, that's why I was wondering what kind of farm he was looking for. Usually I would recommend that he makes his own based on his own preferences, and unpublishes it after use. Since he didn't tell us what kind of character he was going to use I naturally presumed that he was just looking for the latest exploit, whatever that might be.
  20. Quote:
    Originally Posted by Diggis View Post
    Sorry Coolio, that question wasn't aimed at you, it was the post below yours that I quoted saying having the only vendors allowing you to delete items. If you're at a vendors.. just sell it.
    It was a sarcastic suggestion to show how you make a real inf sink, instead of what he suggested. The idea would be that instead of letting people sell their garbage to the vendors, they would have to pay the vendors to take it away. That would actually destroy Inf instead of creating more of it, like what Coolio suggested. I was making fun of his suggestion and making a (bad, supposedly humorous) suggestion of my own.
  21. Quote:
    Originally Posted by Coolio View Post
    IMO I would suggest the following QoL changes:
    Items (Salvage, Enhancements, Recipies, etc.) should if...

    1. Sold to a vendor or deleted be moved to the market at vendor (store)price with 0 inf to the deleting player. (Inf sink)
    Not an inf sink. It actually creates more inf.

    Quote:
    2. Full let any additional 'Drops' automatically 'drop' to the market (Store Price) with 0 inf to the player with the full type slot.
    Not an inf sink. No inf is destroyed.

    Quote:
    These 2 changes would IMO generate a massive boost in market supply and act as an Inf sink.
    It would result in more garbage on the market that nobody wants. There was probably a reason it was vendored in the first place.

    Quote:
    ATM if you have say a full recipe inventory @lvl 50 you may miss a purple recipe drop which is lost to the game forever...
    But the 250 Trap of the Hunter recipes that dropped between your recipe bag filling up and before that elusive purple would also end up on the market. Where they would sit forever. If you're scared of missing out on purples while you farm, delete a few garbage recipes now and then and you won't have to worry.

    Quote:
    With the above QoL changes this lost purple recipe would go on the market as an inf sink at the store price, thereby lowering the inf in circulation and 'theroretically' the market price for that item.
    Nothing you've mentioned here has been an "inf sink". Maybe if people had to pay a fine for dumping their garbage on vendors you would have a point. Let's do that instead. Make it impossible to delete salvage and recipes. Only vendors can delete them for you but you must pay 250 inf for common salvage, 1000 for uncommon and 5000 for rare to make them take your stuff. Same with recipes. If you use the market however, it's virtually free: only a 10% fee!

    If you delete enough stuff at vendors you will get so called Recycling badges, and if you get all of them you get an accolade which lets you delete your stuff yourself without going to a vendor. It will still cost the same amount of Inf to delete them, however.

    THAT is an inf sink, and a great motivator for people to use the market.
  22. Quote:
    Originally Posted by Kamora View Post
    the title speaks for itself, anybody wanna help me out on that? [:
    Do you just mean any regular mission that can be played over and over for normal rewards, or does "good" mean some sort of exploit?

    On an unrelated topic: is it possible to report players on the forums for asking about exploits, so they can be banned if they take advantage of them?