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But this kept happening with the old interface too.
I doubt it's the interface as much as a lagging server somewhere. -
I don't know why I bother but unless it escaped you I already said that Merits were somewhat useful and had a real purpose (preventing speed-farming of TFs, helping soloers who don't do TFs).
Tickets on the other hand are completely unnecessary. -
It should be a Prestige cost. If a SG can't afford the Prestige cost it's probably not worth the effort of saving it: abandon and reform it.
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Works for me. I hope the arc works better this time. Last time the objective wouldn't spawn properly in the first mission.
Edit: And since WN had the same problem when she played solo I decided to edit that first mission; dropped some ambushes and hopefully it will work fine now. -
Then there won't be an inf sink. If "casual players" can get away with something that doesn't cost anything, the marketeers can do it too. It's not like marketeers don't know how to play the game. Probably thousands of percents better than casual players.
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I've inherited a couple of SGs myself and I'd love to be able to merge them and/or change their names.
I even have a plan for how it could work. You should only be able to merge with a group in your coalition. The merger should have to be approved by both Super-Leaders. To merge, rename the child group to the same name as the parent group. The parent group will retain its Super-Leader, its base and its Prestige. The child group will lose its Super-Leader and its Base. The child group's prestige will be added to the parent group's total.
Logically, a supergroup should have to pay with Prestige to change the name. Prestige is the fame and power of the group, after all. If a group changes name it should lose some fame.
"Are those the Green Lanterns? They look different..."
"No, no, they are the Prismatic Lanterns now. They splintered into seven subdivisions, none of the original members remain and they changed from a Silver Age theme to a post-modern super-hero deconstructionist theme. I blame Warren Ellis."
"Okay but can we trust them to save the world or will they go all Post-Millar Authority on us?" -
Okay, I didn't mean to say that it didn't happen. Just that you can talk all about how badly it works for you and I can talk about how great it works for me, but what good does that do?
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I haven't lost millions of inf due to lag with the new interface.
Man, anecdotal "evidence" really is pointless. -
I certainly wasn't, because I don't know who Healix is, or why it would matter if they were gay or not.
I don't know what the next poster is thinking but I know that it isn't "no, that's not at all what I was thinking!" because if they were thinking that they would think "yes, that's exactly what I was thinking" but then they wouldn't be thinking "no, that's not at all what I was thinking" and then there would be a paradox. -
Quote:It was just as tedious when it happened with the old interface. Not quite beyond belief perhaps, but quite tedious. Fortunately the benefits of the new interface vastly makes up for this occasional lag-caused tedium that has nothing to do with the interface itself.Dear Market Interface,
* Please stop making my actions disappear and needing to be redone 3 or 4 times before they "stick". It's tedious beyond belief watching a bit of Salvage I've bought disappear from the Market Interface but fail to appear in my Salvage and then pop back into the MI 20 seconds later. Makes trying to buy and build a few common IOs tedious beyond belief. Taken with all the other crap you pull on me it just makes purchasing anything so frustrating. -
But you don't know that you have to watch what you think until it's too late, and afterwards you won't be able to remember what you thought. Or that you spent two weeks in a re-education center. Or what your name was before you thought whatever it was. Good morning citizen, Clockwork Worker #422563 is at your service.
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No he's right. Merits were almost ok because they fixed a problem with TFs being farmed for drops. Tickets are just silly.
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They aren't in play at the same time (time proceeds by level), and most of them are stopped by the players at some point. All stories only happen once.
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Huh. I didn't check the date. I don't even know how I found it...
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Alright, I get your point but here's my (new) point: I'm not stupid, and if I could make the mistake to think that the value of a power somehow correlates to how "dangerous" it is then I'm sure I'm not the only one. That's not exactly what I thought the value meant but I'm simplifying. The numbers need to be explained better or explicitly explained to not actually mean what I and I bet 80% of the players out there think they mean. You have explained it quite well here but this information is not in the game and especially not in the critter customization section, where we could use it.
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I can only repeat what I've already said about my "process". It's not so much the bosses that are a "problem" as the minions and lieutenants. When I build a boss the powers are worth so little that I can usually juggle them around to see what they are worth with little difficulty.
However, when I build a minion I pick a ranged attack and a melee attack and sometimes that's enough to get me to 100%. Now I've still got a whole secondary to pick from but I won't know what the powers are "worth" since the counter is capped at 100%.
So I remove one of the attacks - the melee attack, since that won't skew the results too bad - and start picking out powers from the secondary. Usually for minions I stick with something simple. If the primary doesn't have any melee attacks I'll try to get one here (once again hitting 100% most likely), or I might take a passive defense power from an armor set.
And that's the process. Since I'm stuck at 100% almost right away I can't tell what each power is worth after that so I have to turn off and on powers to tell what they are "worth". If the display told me 100% after two attacks, and then 110% when I add a defensive passive, then I'd know that it's probably still fine. If it however jumped to 150% when I added another third power I'd know that something was up and I'd have to take a longer look at the power to see exactly what it does and whether I should really use it.
That's all.
I'll just add that I know what most of the powers do and how powerful they are but not all of them, and I don't necessarily know how powerful they are for npc critters who may or may not know how to put them to good use. The value of the power is just an indication; of course I check to see how much damage it does, how fast it recharges, and all that stuff. Maybe each power can have it's percentage value displayed in its info list instead of adding to the total? That way I could get the info I want and nobody would needlessly believe that their critter is worth 150% phat xpeeez! -
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Quote:I do this.Check the power stats on the right hand side. It will tell you useful stuff like "KO Blow does 1200 damage at level 50." Then check your character's HP and cringe.
Quote:I honestly don't know what else to tell you.
I just don't know why nobody else can see that the xp percentage value is an indication, a hint, a clue to how powerful a critter is and that it can be useful to see the value of various powers even after the critter is at 100% already. -
Thanks for the explanation.
I'm aware that the numbers don't represent the actual difficulty of a critter, but I still think that showing the real number couldn't hurt. It's an indication of something and it would be useful for me when I try to decide between a power that is worth 10% and one that is worth 20% if I can actually tell which one is worth the most by selecting each one and watching the total percentage change.
Let me give an example: when designing a minion or lieutenant I can usually hit 100% just by picking two or three powers from the primary. Now I have no (easy) way of telling what different powers from the secondary are worth, so I have to turn off powers in the primary and select powers in the secondary to check their numbers. But now that I've turned off some attacks, some of those secondaries won't show accurate numbers because they only have a value if the critter has attacks! If the total was always visible even above 100 I wouldn't have to do this juggling, and I wouldn't have to guess so much.
I don't think I'm the only one with this problem. -
Quote:If I have a critter that is worth 90% and I add a power it will tell me 100%, but the critter might actually be up to 120% or even more. If a critter is way above 100% it's might actually be much more difficult than I had intended, since (usually) I want my custom enemies to be as close to standard difficulty as possible. If I'm not careful and check the actual value of the power I just added I might think that this is ok and end up with a critter that will be lamented by players everywhere (ok, by the two people who might find and play my arc) and giving me 1-star ratings all over the place. What harm could it do to show the actual value? People who want to "game the system" will find a way to do so anyway while the rest of us mathematically and mentally challenged plebes will click around at random and never figure out why our 250% critters murder everything - they're only worth 100% after all. (Exaggerated for humor and effect.)Out of curiosity, why? The system shouldn't encourage people to deliberately try to game it.
Quote:It's supposed to tell you what value the critter you made is, and allow you to make adjustments if desired.
Quote:However, if you really need to know, it's not hard to calculate the score based on the numbers provided in the real numbers displays for the powers. -
Since we've attracted math and powers AV (no coincidence to those initials I'm sure) Arcanaville, I might as well ask:
Could defensive powers be adjusted to take rank into account? I don't know if you mentioned this already or if I'm remembering something else. I think they are properly weighted for minions and lieutenants but should have a greater value for bosses and higher ranks.
I would also like to add that I think we should be able to see a critter's true value even if it's higher than 100%. Turn the number red when it's above 100 and let us know if our critter is a mere 101 or a staggering 150 - the difference can be important. The value should still be capped at 100 of course, we just need to see the real value to be able to compare them properly.