Jagged

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  1. [ QUOTE ]
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    That's a very defeatist attitude, and wholly ignores the fact that major bugs have repeatedly "squeaked" through QA, only to be caught almost immediately by the playerbase on Test, then often to once again "squeak" through to live.

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    This happens because bugs reported only on the forums are prioritized below all bugs found by QA - apparently this is required by NCSoft and was noted in a Dev post recently (I think it was Positron's, yep, found it). They basically have to work on their lunch hour or on a weekend to fix anything players find, it seems...

    [/ QUOTE ]

    If that is the policy then that is lunacy. Bugs should be priorities on their importance regardless of where they come from.

    The way some bugs have been reintroduced suggests to me a weak testing methodology, poor version control or someone messed up CVS
  2. For those of us for whom Scheduled Raiding will not be a practical option but are keen on TFs will we be able to run the Catherdral but not place the prize?
  3. The most common reason for not being able to place a room is because you have "stuff on the walls". When you try and place the room it will show red because the system cannot find and unobstructed place to position the corridors.

    Try deleting all the stuff in the adjacent rooms.

    Alternatively if you cannot place a room because you cannot pick it from the list this is because the system thinks you dont have the prestige. Occassionally you get lag between when you sell stuff and when your prestige is refunded. Exiting and entering again usually sorts that.

    Feel free to PM if you still have problems.
  4. UPDATE: A Guide to Small Bases in Issue 7

    Detailed costs for each base can be found in this spreadsheet: Base Costs size=38k

    Given Positrons announcement I thought I would update the spreadsheet to include what we know about the new base options. This includes a new base example:

    Base 0: Bay Base. Cost: 315,000 prestige
    Positron's new devices offer the chance to have a base with a limited set of functionality for a much reduced cost. This base should give you the ability to rez to base, teleport to one zone and craft other base objects. This is a useful first step as otherwise you would have to accumulate another million prestige before you'd get the same abilities.

    NOTE: We don't as yet know the exact details of these new rooms and items. I have guessed at the parameters of the Bay Generator based upon Positrons comments that it would give just enough power and control to supply 1 reclimator, 1 teleport and one work table.


    Going forward it will be interesting to see if these new rooms can be used to squeeze any extra mileage out of existing bases before you are forced to upgrade plot size. For instance in theory "Base 4: Role Play Area" has room to include a 1x2 teleport room and an extra transporter. Shame they are limiting it to one zone beacon
  5. [ QUOTE ]
    Hey Jagged your link to Understanding Total Upkeep appears to point to a no longer existing thread.

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    I used to work. The thread has probably been "harvested". Sorry.
  6. [ QUOTE ]
    Actually, I think that it is in a radius around the Tanker, not the target.

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    Its around the target. At least it is with all the ranged attacks I've used.
  7. [ QUOTE ]

    Gauntlet is a generic name for a variety of powers which all include an inherent 'Taunt' effect. The text says "Each time the Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker."


    [/ QUOTE ]

    Thanks for the description HOWEVER

    I think it would be more helpful if we kept Gauntlet as a separate entity rather than lump all the various taunt effects together.

    Gauntlet (or by its more correct name Punchvoke ) being the attack with the AoE Taunt effect.
  8. [ QUOTE ]
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    It makes me think that they thought of only 8 powers, but had to fill in 9 tiers. So... let's subtract DEF here (UY) and put it over here (TH), to tone down the potential DEF provided by Invinc. Viola! 9 powers!

    [/ QUOTE ]

    Unyielding was originally Unyielding Stance and it had no -DEF component. It did, however, make you immobile. This was incredibly unpopular and it was decided to remove that penalty. At that point, the -DEF was added to replace the Immobilize penalty.

    [/ QUOTE ]

    Yes we know. However the debuff was as pointless then as it is now.

    THEN we had high resistance and bugged high def so the -DEF was simply an annoyance.

    NOW we have low resistance and middling def and the -DEF is a real issue for low level tanks and the fact that it takes a whole power to cancel out the penalty is simply stupid. There is no other word for it.

    If the -DEF was removed it would have ZERO effect on high level tanks in PvE or PvP however it would make life for low level Invulns that much more comfortable.

    There is no rational defense for this design

    The very LEAST the devs should do is swap the position of Resist Physical Damage with Tough Hide. The reasonable thing they should do is kill the -DEF.
  9. [ QUOTE ]
    Personally, I hate the word, and try never to use it when talking about the game to players. It carries a very negative stigma that I like to avoid whenever possible.

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    Strangely enought the exact same thing can now be said of the word "BALANCE"

  10. [ QUOTE ]

    If I thought that the developers were continually nerfing the game in order to lessen my enjoyment, I would quit immediately. It surprises me that you seem to think that is what's happening, and yet you still play.

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    Nobody believe that the Devs are nerfing things IN ORDER to lessen the enjoyment, just thats a side effect of the somewhat ham fisted way changes are implemented.
  11. [ QUOTE ]
    Hmm, the "Devs are clueless" theory gains ground by the minute.

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    The real reason the -DEF on Unyielding is a stupid idea is because it is not optional. Once upon a time it might have been. But once upon a time status effects were not as common and the Inv Tanker had more choices about where they got their resistances from. Plus back then the Inv Tank was all about Resistances as opposed to the Def Tank they are now.

    I blame it on the Balance Spreadsheet that this game is based around (yes it does exist) that balances the Inv Tank at level 50 surrounded by 10 mobs in melee range.
  12. [ QUOTE ]
    Personally, I hate the word, and try never to use it when talking about the game to players. It carries a very negative stigma that I like to avoid whenever possible.

    [/ QUOTE ]

    This may be true. But using a different term comes across as PR-Speak or just plain old snake oil. Which is worse. Far better to be honest and call it like it is.

    So you won't mind if we carry on calling a nerf a nerf and up-keep Rent.
  13. [ QUOTE ]
    Base costs are one of those rare moments when both PvE and PvP are simultaneously screwed, leaving even the conspiracy theorists genuinely stumped.

    [/ QUOTE ]

    lol.


    Signiture worthy!
  14. [ QUOTE ]
    Multiple empowerment stations will stack the buffs that are offered (by design). If we made the buffs as good as players "expect" right out the gate, they'd be WAY too good when stacked.

    [/ QUOTE ]


    Like everyone else I am going to ask, "So why allow them to stack?"

    Like many people I did try them out on Test and the whole 15 minutes from go thing makes them pretty pointless IMO.

    It would seem that the solution to all their usability issues would be to make them 5 minute temp powers that don't stack with each other regardless of type.

    Overall I am surprised at the weakness of these buffs given that you don't seem to care that inspirations are so grossly overpowered and stack as well. *shrug*
  15. [ QUOTE ]
    I'm sorry if I read too much into it, but it seems to me that an argument is being made that the devs should listen more carefully to "veteran" players. I'm simply pointing out that a potential problem is that it's not uncommon for "veteran" players to make claims that are about as silly as playing baseball with a trout.

    [/ QUOTE ]

    I don't think its a matter of listening to "veterans" I think its a matter of listening to the forum consensus. When the forums come to a collective decision its a pretty rare thing (like Invinc being the problem with Inv powerset) and should be given the priority it deserves.

    The forum has a pretty good track record for this stuff.
  16. [ QUOTE ]

    I saw in an interview with posi he wants to get back into the story aspect of cox. I hope that means more, and more detailed content for pve. I hope it means fleshing out older zones like perez and faultline that are vacant most of the time now. i hope it means a focus more on what got cox where it is today- unique AT's and content in an immersive world.

    the 3 white minions and the pvp thing are all well and good, but they arent what made this game a contendor in the market share, and they never will be.

    [/ QUOTE ]

    Nice post.

    I have always despaired at Statesman's 3 minions concept. It might be an okay "game" concept but is it a valid "Super Hero" genre concept? I'd be inclinded to say No.

    Plus given that this game engine copes with a 100 mobs on the screen it seems silly to limit that number to 24.
  17. [ QUOTE ]

    There is indeed a great deal of confusion about how rent is calculated BUT I believe Positron said during beta that the tax on unused prestige is slightly higher than the tax on your base. So I was suggesting that you transfer as much of your liquid cash into decorative items as you can and then sell back when you need to pay the rent.

    [/ QUOTE ]

    I would just like to add that other testers have confirmed that the tax on unused Prestige is higher than the tax on the value of your base. So it is cheaper to convert all spare cash into decorative items. At least in theory.

    See > Understanding Total Upkeep
  18. [ QUOTE ]
    Don't post. Very old thread being revived. Bad netiquette. I'm reporting it. Will be locked soon.

    [/ QUOTE ]

    Boo! You meanie.
  19. [ QUOTE ]
    If you're not crazy about the Empowerment Station (you want to save salvage for permanent growth or just don't need buffs yet), you can save 115,000 prestige. You don't need a workshop room at all because you can put the Inspiration, Enhancement, and Salvage bins in the Infirmary, Power, and Control rooms (one per room). This will get you the infirmary and storage bins for a total of 970,000 prestige.

    [/ QUOTE ]

    Good point. Added that to the spreadsheet Now 31K
  20. [ QUOTE ]

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    As soon as your base is created you will start accumulating Rent So it is worth noting that you are charged more for prestige in the bank than you are for junk in your base. The difference is small but it still gives you a good reason to smother your base in banners.


    [/ QUOTE ]

    There still seems to be some confusion on this, but general consensus is that rent is based on your total prestige net worth, including base costs PLUS prestige in the bank. This is a crummy system that eliminates the possibility of small groups ever saving up their prestige over time, but that is an issue for another thread (or dozens of other threads in the Base Construction forum). Spending every dime of prestige on decorations and items will not change the amount you owe. Just be sure to save enough liquid assets to pay the taxman/landlord, otherwise you'll have to sell back those beautiful countertops when rent is due.

    [/ QUOTE ]

    There is indeed a great deal of confusion about how rent is calculated BUT I believe Positron said during beta that the tax on unused prestige is slightly higher than the tax on your base. So I was suggesting that you transfer as much of your liquid cash into decorative items as you can and then sell back when you need to pay the rent.

    But it has to be said that I don't think it will make much difference.

    Plus the Rent system should just be abolished.
  21. Cheers. Glad if it proves useful.



    Empowerment Station: Tech or Arcane?
    Your group might wish to use the Empowerment Station of the opposite type to their base so as not to waste salvage on player buffs. Although personally I intend to have both for role-play pureity
  22. A Guide to Small Bases in Issue 7
    You have a small group of friends in a super group and you have been earning prestige since it was introduced into the game and with the arrival of I7 you are wondering about bases, well this might be the guide for you. This guide is going to cover four example small base designs, all within the initial 8 by 8 initial plot. Cost will range from 300 thousand to 1.5 million prestige and covers purely the functional base aspects not decoration.

    If you are wondering about base raids you need to look else.

    Detailed costs for each base can be found in this spreadsheet: Base Costs size=28k


    First Steps!
    Once you have decided to build a base DO NOT rush to Atlas park and get a base permit. As soon as you do you will start accumulating rent and rent on an empty base is just prestige thrown away. I strongly recommend you get on to the test server as a first step. If you copy a character onto test and create a super group you will be given 36,020,000 prestige. More than enough to play with Then once you are confident with the base editor, start again and see what you can do with the prestige your SG has earned so far.


    Base 1: Workshop. Cost: 300,000 prestige
    Issue 7 has introduced a number of new base elements specifically designed with the small super group in mind. These are the Salvage Rack, the Inspiration Store, the Enhancement Store and the Empowerment device. Unusually these devices require neither power nor control to function. This means you can make a functioning base with just the addition of a Workshop and one each of these items.

    Now a Workshop (100k), Salvage Rack (15k), Inspiration Store(75k), Enhancement Store (95k) and an Empowerment Station (15k) comes to 300k which is exactly the same amount of prestige you will generate by starting a super group and adding 15 members (i.e. all your Alts). This is not a coincidence.


    Base 2: Infirmary. Cost 1,085,000 prestige
    This is the first "real" base configuration and includes the features of Base 1 and the bare minimum required to get a working base resuscitation. In City of Heroes once you have this working you will get the option to return to your base as an alternative to going to hospital when you die. Not that great BUT when you exit your base you will be returned to your mission entrance or the spot you fell, rather than having to run/fly/jump/port you way back. Unfortunately in City of Villains you get sent to the zone beacon. Different manufacturer I guess


    Base 3: Zone Teleport. Cost 1,315,000 prestige
    This base includes all the functionality of Base 2 plus a teleporter that will transfer you to up to 2 zones. In City of Villains you pretty much have your choice of any non-pvp zone but in City of Heroes you can only pick from the Hazzard zones: Perez Park, The Hollows, Boomtown, Faultline, Creys Folly, Dark Astroia and Striga Isle. I'd blame it one the manufacturer but these have to be self constructed, perhaps heroes don't want to take revenue away from the Paragon Transport Corp? *shrug*

    If you are short on funds Base 3 is the first time it becomes important to do things in a certain order. You cannot simply buy a Teleport Pad, you must craft one. So we need to utilise a Basic Worktable (or Basic Forge) even though they won't be part of the final design.

    Create an Energy Room and add the basic generator, the Control Room and Mainframe, then add the Workshop. Place the Empowerment Station and the Worktable then exit the base editor.

    You should find that you can create Tech Power components at both the Empowerment Station and the Worktable. I find it easier to do so at the Empowerment Station and since we will be deleting the Worktable you might as well use it. Once you have created 6 Tech Power Components you should be able to swap to the Worktable and craft a Basic Telepad.

    Now return to the base editor. Delete the Worktable. This is partly to recover the funds but more importantly the Worktable uses 10 Control which we require elsewhere. Then create the Teleport room. To place the telepad you must exit the editor and use the "Place Personal Item" option instead. Position the pad and return to the base editor.

    Your telepad is almost ready you just need to add one or two zone beacons. You should find the Zone Beacons under the teleport items. If not you need to run round the zone exploration badges in super group mode. If you don't know where they are may I recommend vidiotmaps.

    Once you have placed a beacon or two you may have rushed to your telepad and found it still not working! The Gotcha here is that each beacon requires 5 Control and we have used it all up with the telepad and the Reclaimator. So you will need to add a Terminal to your Control room. This will provide the extra 10 Control you need.


    Base 4: Role Play Area. Cost 1,515,000 prestige
    If you have a bit more prestige and you want a room to role play or socialise you still have plenty of room in the 8 by 8 plot. You can add 3 more 2 by 2 rooms to Base 3 or you could reorganise and have one large 3 by 3 decorative room. Ideal for one of those new Super Group Tables that comes with I7.

    To do this within the 8 by 8 plot requires you swap your 2 by 2 Control room for the more expensive 1 by 4. This will provide the extra space to slot in that larger 3 by 3 room.


    Some Last Comments:
    As soon as your base is created you will start accumulating Rent So it is worth noting that you are charged more for prestige in the bank than you are for junk in your base. The difference is small but it still gives you a good reason to smother your base in banners.

    When it comes to actually paying your rent, do not do so until devices stop functioning. Otherwise you will be paying unnecessarily.

    The spreadsheet includes the cost of a Holodisplay. This is one of the first items you might be tempted to craft. From the point of view of cost it is a horrid device in that you can get the same control from Terminals for less prestige. However it does look cool (if a little small) so I include it as an alternative to Terminals.
  23. I think they need to change the buffs to 5 minutes but click to activate.

    If they think that is too powerful they they should make it so you can only carry one.
  24. [ QUOTE ]
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    I might be the only "No" in this thread but I hope they never introduce something like this. I come to paragon for super heroics and maybe a bit of role play.

    Chasing a ball? Ugh! No thanks.

    [/ QUOTE ]




    its totally illogical to be against this idea. this is one of the few suggestions that has no negatives.

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    I agree completely, its like pvp, if you don't like it, don't play with it.

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    Its not illogical at all. I don't see how this could be included into the game without breaking the game immersion. And that's even before we start talking about lag.

    Mini-games? Fine. Basket ball in one of the many basket ball courts? Fine. Bowling at the Bowling Centre? I'd probably be there. Masses of super heroes chasing round the city after a big red ball? No thanks. I'd rather we stick to the genre.
  25. I might be the only "No" in this thread but I hope they never introduce something like this. I come to paragon for super heroics and maybe a bit of role play.

    Chasing a ball? Ugh! No thanks.