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Posts
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Joined
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i want no proof that you are female, but i do not want an unproven female hitting on me either.
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Male or Female, I don't want anyone hitting on me in-game.
*gag* -
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So...wait. I was wrong, because you were wrong?
wow, that's probably not gonna happen again for a long, long time.
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We all have bad days once in a while. -
I know that, which is why I went ahead with the first change.
However, when I entered the Tailor the second time (I'd forgotten to add my aura), the correction had not "taken" (I was still getting plain boots with blue "tights" under my white skirt. >.<. So I corrected it a second time (yes, including changing to bikini bottoms).
BOTH times, I exited the Tailor with the corrected costume. And was charged BOTH times.
When I entered the Tailor a third time and the corrections had still not "stuck", I gave up.
As I said, I'll take another gander at it later. Hopefully, it's been fixed. -
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The cost will disappear once you manually set it back to what it was.
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This was not the case for me sometime back. The charges remained, and were indeed taken from my funds. I bugged it at the time, but never heard boo about it afterward. Has this been fixed? I've been reluctant to use the Tailor (one of my favorite features) because of this.
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With older characters that use outdated and renamed options (many of the Faces and Hair selections have been renamed as well as reordered) this problem will always pop up. This is why the devs have given us Free Tailor Sessions whenever they make these kind of changes. These kind of problems are what they are supposed to be used for. That way you don't get charged for correcting a costume change that they made. Since they give Free Tailor Sessions, naturally they are not going to respond to such a costume bug, because it is expected.
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To clarify, this was not an "old" character. The costumes were not old or outdated as far as I could tell. The piece in question for me is the thigh high boots. They may have been re-ordered, but the costumes are available as their original name and form.
The first time, I corrected the costume with the proper selections and was charged. I exited the Tailor with the corrected costume.
The second time I entered the Tailor, the wrong costume again appeared, and I had to re-correct it, again accruing charges.
The third time it happened, I bugged it (& backed out of the Tailor, not wishing to pay yet again). This happened back in early March. -
I took before, during & after pics.
I had the correct pieces, and the charges remained. I will take another look, though. Thanks. -
I did not realize this either.
Good to know. -
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The cost will disappear once you manually set it back to what it was.
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This was not the case for me sometime back. The charges remained, and were indeed taken from my funds. I bugged it at the time, but never heard boo about it afterward. Has this been fixed? I've been reluctant to use the Tailor (one of my favorite features) because of this. -
1. I believe the answer given to the 1 block space between rooms question has always been: "To reduce chances of items in one room from clipping into items in another room". Still, I think it'd be nice to at least be able to decorate our doorways...
2. The TP bay that really drives me crazy is smallest 2x2 room. Y'know, the one that takes a TP'er, which would hold 2 beacons, but it only takes one beacon? *shakes head*. I'm assuming that the largest TP room was set at one time in the past to hold all necessary TPers. But several beacons have since been added, requiring additional rooms (as opposed to increasing the capacity of the existing room)..... Just a guess, mind you. Who can really fathom the depths of the Devs reasoning? -
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With the old policy? Yeah, that's part of the reason the old policy was lifted in the first place.
With the new policy? No, I don't think I've ever seen a single complaint about it.
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This is not about somebody losing a name, it's about somebody wanting to obtain one by calling for a name wipe.
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How many minutes does it take to reach level 6...?
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Indeed. Which pretty much limits how many names will be freed up by a name wipe anyway. Which makes the call for a name wipe fairly superfluous. It's currently much less likely that the desired name will be freed up, unless it's from an inactive account.
A person is better off just biting the bullet, lugging out the thesaurus, and putting their grey matter to work.
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I think you're making a mountain out of a molehill.
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Not my intention at all. Rather, I was trying to nip a potential cry-fest in the bud. Granted, I was a bit snarky about it, for which I have apologized.
I do, however, stand by my observations. Perhaps the question could have been phrased better to avoid misunderstandings... just sayin'. -
Oh, and when I think of "Black Ice" the first thing I think of is "Wipeout".
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this is NOT a hot topic...
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I disagree. This HAS BEEN a hot topic in the past. Perhaps not on the level of some other topics, but there has been lots of weeping, and wailing about people not being able to get the names they want. With "over a year more forum time", you should be well aware of this.
I apologize for popping off. It just looked like a very loaded question on the surface. -
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Considering the requirements of past name-wips, is another one necessary.
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That was not the way the question was posed.
The question was posed without any clarifications as to the reasoning behind it.
Usually when a question is posed in such a manner it is to illicit certain kinds of responses. -
P-wiki is your friend! I have the main page here bookmarked along with several individual pages of it for reference.
The short answer is that IO's are crafted using recipes & salvage. There is also a "crafting fee" attached to each recipe. Crafting tables can be found at the Universities. There is a tutorial on crafting through the University contacts.
Recipes & salvage are part of the drops you get when playing missions. You can also buy them at Wentworth's Consignment (auction) House. Be sure to talk to the representative at the center of the WW floor for details on how the auction house functions (fees & such).
Hope that helps to point you in the right direction. -
Interesting thought, enderbean.
Icesickle, I know I wasn't totally clear in my OP, but the build is for soloing a defender that I already have in existence, ie., her second build. She is Kin/Arch (I know, I know, odd combo)....she teams great, but solo? yeah.... a little squishy.
The trick has been in finding a good balance of defensive powers without sacrificing what little damage she can do with Arch. Soloing her is very slow going... I was thinking I could use stealth to help her get through things a little faster. Hence, the weighting of stealth IO vs. stealth power.
Thanks everyone for their respective perspectives. -
Ahhhhh! missed that "minor detail" lol
Thanks for clearing it up.
Looks like squishy defender will be squishy. -
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3. The defense it grants drops to near 0 if you attack or take any action that causes it to suppress.
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Don't Stealth IO's suppress as well? Considering they don't grant any defense, it seems I'd still be in the same boat.
Also, from what I'm seeing, the stealth IO grants a 30 ft radius, whereas the stealth power grants a 35 ft radius and invisibility grants 55 ft radius (+ 10% defenses, except psi).
If the power will be suppressed either way (IO/power) why shouldn't I go for the extra radius & defense that the powers offer? -
Okie dokie, so this statement from the P-wiki (bottom of page):
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Most stealth powers give the same bonuses as the Stealth power from the Concealment pool.
*chart list*
+Stealth IO's
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is not 100% true... or should maybe be clarified. -
Okay, I've been working on a Defender solo build in Mid's and slotted a Celerity +Stealth into my Sprint. pretty standard.
Then, out of curiosity, I popped in the Stealth power from the concealment pool... and noticed that my defenses jumped.
In comparing the two, there was no additional defense listed for the Stealth IO. It listed only the perception/range as the affected stats. Is this truly the case? or is it simply a matter of the defenses not being listed or reflected in Mid's?
I did check the P-wiki and attempted a forum search, but most of what I saw did not answer this particular aspect/difference between the two. -
lol Snowy.... I read Clobber's post as completely facetious.
Hyper, I agree, you should not be getting the notice one day later.
Sometimes it seems the folks at support need OUR help when it comes to understanding why we think the mechanics have been screwed up.
Try talking to an actual GM or PM-ing one of our community reps with a calm, cool, collected note? There's gotta be someone out there who can resolve this for ya. -
3 inspie bins: green/blue/wake/break, yellow/red, orange/purple/pressies. open to all
3 enhancie bins: reg IO's open to all, set IO's open to leaders, personal bin for main leader (me, atm)
7 storage racks: 3 common open to all, 2 uncommon open to leaders, 1 rare restricted to main leader, 1 old base/Halloween salvage restricted to main leader
We're a small group, so it works for us so far, certainly room for expansion down the road. -
As to my previous line of thought regarding having one power activate on the downpress and another on the relase, I discovered that it doesn't quite work the way I had been thinking. It is possible to use multiple powexec_toggleon & toggleoff commands in one string, but it usually means holding down the key for your second power. It also only seems to work with toggle powers NOT click powers (as far as I can tell). When used with click powers it will simply queue up the last power in the string over and over and over.
I found this tidbit of info in another thread:
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*** A note about the "+" and "++" prefixes in some of these commands ***
The short explanation of the + and ++ prefixes is that they represent how persistently the command will be carried out. Most of these keybindings represent "press and fire" commands -- that is, you press down on the button and the action will be performed once, until the button is pressed again.
With a "+" prefix the command will be carried out for as long as the button is pressed down, and ceases as soon as the button is no longer being pressed. For example, the default binding for the w key is +forward. For as long as the w key is pressed down your character will continue moving forward... but as soon as the button is no longer being pressed, the character stops moving.
With a "++" prefix the command will be toggled "on" and will continue to be activated until the button is pressed again, toggling it "off." If the w key were bound to ++forward, pressing the w key once would cause the character to move forward, and that character would continue to move forward until the w key were pressed again.
Any command that has a + prefix can work with a ++ prefix, and vice versa. This can lead to some redundant commands. For example, ++forward works exactly the same as ++autorun -- you run until you turn the command off.
Through trial and error, I've formed the following theory on how the "+" modifier works in binding.
The "+" modifier has two behaviors.
Behavior one: at all times when "+" is prepended to a command, it is the same as doing "command 1". Obviously this only works correctly on commands that take 1 or 0 as input. When other commands are prepended with it, it adds the 1 to the end of the arguments, and gives an error. This behavior is mirrored by the "-" modifier, which yields argument 0.
Behavior two: ( Only when directly in the bind.. in other words this does not work when made a macro which you then bind to a key! )when prepended to the first command in a bind (assuming that command is one that works with it, ie takes 1/0 argument), it gives the entire bind statement a "press/unpress" behavior. This means two things:
* a) the command prepended with the "+" turns on (aka is given argument 1) when you press the key as you would expect per behavior 1. Additionally it turns off (argument 0) when you unpress the key
* b) the rest of the commands in the bind are performed once when you press the key, and again when you unpress it
Note that this behavior is not mirrored by the "-" modifier.. it might be nice if it did at least the first part, ie turn a command off when you press the key and back on when you unpress, but it doesn't.
The secondary behavior of the "+" in binds makes several useful things possible. Especially when you realize that the first command doesn't always have to do something, since you can always override it with a "-" form of it elsewhere in the bind. For instance a simple yet very useful bind for fly which makes you fly only while you hold down "f":
* /bind f "+up$$-up$$powexec_name Fly"
Another behavior can be achieved by exploiting the "overwrite" effect of powers (aka if several powers are entered one after the other in a bind, only the last one will go off in most cases). A very useful binding for getting out of melee range quickly with hover is:
* /bind v "+up$$powexec_name Hover$$powexec_name Hover"
This makes you jump and then hover up in the air just out of melee range. Note the doubling up of the hover power.. this is because if you only have it once in the bind, it will turn hover on when you press it and off when you let go (usually.. sometimes the hover from press and hover from unpress go through together and one gets overwritten, but this is rare).
Why doesn't it turn on/off quickly when you press it and on/off quickly when you let go if you enter it twice? Because of the power overwrite effect.. while it is busy doing the jump when you press the button down, both hovers go through and the second overwrites the first, resulting in hover being turned on. When you let go, it stops the jump and both hovers go through, turning hover off and back on very quickly (before you drop) resulting in you being left in hover mode. This causes a bit of spam to your combat messages window, but it's worth it. Note: the differing behavior here (ie overwrite happening on press but not on unpress) I believe is due to the interaction between commands and powers on timing in a bind, but this is just a guess.
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I think that for activating multiple click powers with the same key, I will be relegated to the rotating keybind route. This +/++ business seems.... tricky. -
I muddled through this stuff as best I could, but couldn't find something that tickles my memory from the old bind thread.
Isn't there a command that attaches specifically to the downpress and/or release of a key?
What I'm looking to do is activate Build-Up on the downpress and activate Aim on the release of the same key. -
Costume Creator Double Charging!!
Server: Justice
Zone: Pocket D
Character name: Brigitte
Time: 11:00-ish PDST
Location: Tiki Lounge
Mission:
Mission Contact: Trina the Seamstress
Bug Description:
Imagine my surprise when I entered the costume creator and saw some bizarre changes to my costume that I had not even made. Not only that, but charges for the changes were listed. No big deal, just change it back to the original, right? So I did, and much to my chagrin, the charges remained. So I make the changes I really wanted, and the charges for that are added. In the end I was being double charged. I was being charged for changes I didnt make + changes I did. Bug report sent.
1) My original costume
2) Selecting my costume
3) Costume changes and charges
4) Restored costume + charges
5) Restored costume + aura change + charges
Link to Forum Discussions: I have no idea if this has been discussed. If so, and if there's a workaround, could someone please point me to it? -
OH!!
I almost forgot....
What My Six Year Old Has Learned. Because it's just fulla WIN
and
Guide to Random Phrases. Because it's well written, quick and handy