MTS

Super-Powered
  • Posts

    448
  • Joined

  1. Quote:
    Originally Posted by _Klaw_ View Post
    Beat me to it. The pet powers are listed in the table underneath each of the summon powers, showing you what they do with each upgrade.
  2. Quote:
    Originally Posted by Fusion_7 View Post
    Hmmm,..I've been playing this game since Jan 09' and have not notice no XP on the first level for Outbreak and Breakout? Maybe I leveled so fast I didn't notice? Hmmmm I am not sure about this one? I think either me or someone needs to run a quick start up toon in either Outbreak or Breakout and see if there is any XP on the first level. I am not doubting you, it just seemed weird that I noticed it only in Praetora and not the others?
    There hasn't been any XP in the tutorial (Outbreak/Breakout) since I've been playing, which was around the fall of 2007. I've run a little over 80 characters through those and it's always the same (except on double XP weekends ). A couple chunks as you complete missions, no XP for defeats, and you always get juuuust enough to hit level 2 when you complete it.
  3. Quote:
    Originally Posted by Shellback View Post
    He'll be vulnerable to Stuns, but since those don't drop toggles anymore (and since he'll have above average defense from said toggles), I don't think it'll be much of a worry. I can just keep a few Break Frees on hand at all times.
    The toggles don't drop anymore, but I'm pretty sure they do suppress. Which means that while you're stunned, you'll be completely defenseless. Hope you have fast reflexes (and don't run out of BFs).
  4. I've seen it at mmo-champion, a site that's mostly about upcoming content for... ahem... that other game.

    It's popped up occasionally in the rotation for the last couple weeks there, but it's been especially prevalent today (with the date changed to "Now Available").
  5. MTS

    Tips system

    Quote:
    Originally Posted by Brakner View Post
    Awesome thanks, I have way to many characters and alts to stay that focused

    Squirrel >o.o>
    You're welcome!

    A little more detail: You can do up to 5 tip missions within a 20 hour window. If you do all 5, then do 5 more the next day, you can get your morality mission on the second day. So it's a two day minimum to change alignments, but you can spread it out longer if you want. Just look at the tip window and see if all 5 icons are lit up to tell if you've hit the limit.

    I'll say this, the drop rate on tips seems to be fairly high. Doing tip missions, if I fight my way through (i.e. don't stealth it), I've yet to complete the mission without getting at least 1 more tip. You can have up to 3 at a time, so chances are you won't have a shortage of tips.
  6. MTS

    Tips system

    Quote:
    Originally Posted by Brakner View Post
    Tips thing is still very confusing to me.
    2. Tips have a drop timer which I believe is separated by 30 minutes
    No drop timer that I'm aware of. I know I've gotten 2 tips in the same mission, and may have even gotten them in quick succession.

    Quote:
    5. Loyalty points start to decay after 20 hours
    There's no decay on loyalty points -- that's a cooldown timer. It's telling you that you have to wait at least 20 hours before any further tip missions will count for alignment points.

    Quote:
    I have to get 6 tips now to make up for the one I just lost? This seems to be a losing battle for people who cant play for long periods of time ( work, kids so on )
    It's actually set up to reward casual play in short spurts, not punish it.
  7. Quote:
    Originally Posted by Carnifax_NA View Post
    It's automatic as well which wasn't the brightest idea in the world. All it will do is encourage Star-a-phobia methinks. Any suggestion I'd seen (or made) for it was to make it optional for the Team Leader to switch on/off.
    I usually hide from searches when I'm leading a team. I have to wonder if the "Send message to team leader" option in the right-click menu will bypass that
  8. Quote:
    Originally Posted by Cosmic_Herald View Post
    Never once did it occur to me to use the free transfers to put it back on my home server!

    So... Thanks Zander!!!
    A very FINE idea you have presented today!! I mean that in a very good way too!!
    The beauty of it is, since Praetorians can't be members of supergroups anyway (something they need to fix IMO, but anyway), you're not missing out on any prestige or base access.
  9. Quote:
    Originally Posted by Teeko View Post
    Dragon jacket?!?!?!?!?!
    Awesomest costume piece in the game.

    (it's an option for the Baron jacket from the magic pack)
  10. If they didn't fix this (and Snow Globe made a point of reporting it a lot in CB), chances are that they didn't fix the, er, "workaround" to get it either.

    That is, team with a hero or vigilante and have them use recall friend to get to the badge.
  11. I noticed that it did make using Hover to get around inside missions a lot more attractive.
  12. Quote:
    Originally Posted by Robot View Post
    Originally Posted by je_saist

    This is not constructive.
    Welcome to the forums!
  13. Quote:
    Originally Posted by Shadow State View Post
    Do you mean the syndicate stuff? That's been on live since I17.
    The Dragon jacket was in I17 but got pulled in a minor patch sometime after. My character who was using it still had it, but couldn't go to the tailor or it would disappear.

    It looks like it's back in I18, however. Not sure if it's supposed to be locked to Magic+GR or not (or if they can even do multiple required unlocks like that). Either way, I'll finally be able to do my alternate costume for slot 2
  14. "We're sorry, but we are unable to accept your order at this time. Please try again later or tomorrow. If you continue to have problems, you may wish to visit one of our retail partners."

    Boo.
  15. EDIT: Nevermind, they just started appearing on the main list now
  16. Quote:
    Originally Posted by Forbin_Project View Post
    ROFL! The low pop servers have some of the friendliest communities in the game. The only people that think otherwise are the obnoxious jerks whose rude behavior offended everyone in those communities and got themselves put on all their ignore lists. Leaving them no other option but to run to a high pop server like Virtue or Freedom with their tails between their legs where they can hide in the crowd and sulk.
    /agree

    Many people on low-pop servers tend to be quite social, at least within their groups / global channels.

    The anti-social ones all run to Freedom where they can sit around and wait for others to do all the work for them.
  17. MTS

    Server cap?

    If you're seeing 50 people villainside (who aren't hidden), chances are there's quite a few more blueside. Not to mention everyone who just rolled a praetorian...
  18. Quote:
    Originally Posted by Nethergoat View Post
    Does this surprise you?

    It shouldn't, as every single player online is hammering the transfer button like a monkey looking for a hit of nicotine. =P
    And it looks like freedom has a login queue now, so if you're trying to transfer to/from there I'd expect it to take a while as well.
  19. Quote:
    Originally Posted by EvilRyu View Post
    I had been asking Synapse for the longest to try to get them to allow level selection of the IO when its crafted so that the non-max level thing would not be an issue anymore. But I havent heard anything more recent. My guess is its going to take alot of players making a big stink about it for it to finally happen. Now that we can get pool c with alot less work this whole thing is even less of an issue. For me I want all my recipes at max level except procs and uniques. For those I want them at the lowest possible level due to how most of them got crazy exemplar rules on them. Rather than deal with that I just get them at the low level to be on the safe side. As a result I have put alot of higher or near max level procs and uniques on the market to be sold over the past 2 weeks.
    I really think at the very least, set IOs should be made to only drop on 5-level increments like the generics do. There's just way too many different levels with very little difference between them diluting the supply pool.

    I agree that it's even worse with merits, since merit rolls always come at the max level, and since most people hoard merits while leveling, you don't see as many non-max level recipes out there as when you just got whatever dropped at the end of the TF.

    I'm not sure if something like having a level slider for merit rolls would be enough, or if it would take something more drastic like your idea of having it be selectable while crafting (effectively eliminating levels from recipes altogether).
  20. Quote:
    Originally Posted by PC_guy View Post
    but my point was that the first step most people would go through would be having said characters be vig/rogue which wouldn't make that much of a diff which side you run on. unless they've made CoP hero/vill exclusive.
    It's a little more annoying for CoP than a normal TF though, since you have to enter it from an SG base. vigilantes can't get into villain bases, so if it's a redside CoP you have to be either villain or rogue.
  21. Quote:
    Originally Posted by EnD_Reitanna View Post
    at least 1250 merits and 500 mil inf for 1 pvp IO.........you gotta be kidding me.
    One interesting consequence, is that if somebody DOES find that worthwhile (say for one of the PvP procs that sell over the cap), or is just converting reward merits + inf to make LoTG and Miracle specials, that Inf goes to a vendor, not another player. It's GONE, out of the system.

    I don't know if that will be enough to counter the currency inflation that's been happening, but I'm curious to see.
  22. Quote:
    Originally Posted by Neuronia View Post
    First Snow Globe you are rawrsome for getting this posted on the forums.

    I desperately want all the "Neu" badges on my namesake...can these be obtained by my hero by entering Praetoria somehow, or am I out of luck?
    Currently existing characters can't get into Praetoria. The devs have said that this will change at some point, but we don't know exactly when. It's highly likely you'll be able to get those badges eventually, just not at launch.
  23. Is it intentional that the new badge-hunter site won't let you download this without logging in?
  24. Quote:
    Originally Posted by Doctor Vivian View Post
    Reverting them back to Pre-Issue-17 would be fine, as although there was still an improper effect that seemed to have water on the floor with some users' graphics cards, it did not lag the game client. Ideally the water effect should be removed entirely -- I really think it is a Visual Effects Bug.
    I'm not sure how you're seeing graphics slowdown from the slow fields. If it's the bad in the base, surely it would be far worse in Independence Port or any of the Rogue Isles.

    The only thing I can think of is perhaps you have many overlapping slow fields, but wouldn't the pre-I13 raid pathing rules have prohibited that arrangement in an actual raid?

    Quote:
    However, I strongly suspect the fact that many decorative Base Designers have been using Slow Fields to generate water effects in lieu of water tiles will postpone any changes being made until the long-awaited "Base Love" Issue where we will get more objects, tilesets, textures and elements like water, swimming pools, etc., for Bases. Otherwise, all of the decorative base designers will complain about their base's water effects suddenly being shut off.
    Just making sure you're aware of the fight you'll have on your hands if some of the folks in the base building section notice this thread

    Quote:
    While items such as Force Fields, Stealth Strippers, etc., activate in the fashion they should during a Base Raid when they are first "placed" in the Base Editor, they immediately turn off -- and remain off -- the moment the base is unloaded from the Base Server's memory (i.e., when all heroes have left it and it is empty for a short period of time).
    I know I've seen the Stealth Suppression defense item used decoratively as a "disco light". I'll have to see if I can find anyone who currently is and what they had to do to avoid it shutting off.

    Honestly some of those items are so buggy and have never worked right, that it's difficult to say what the intended behavior really is.

    Quote:
    On a slightly different topic, something that's important to remember is that Repulsors, Gas Traps and Slow Fields all are in the same category -- hard-to-spot traps -- and none of them should be active when a Base Raid is not in progress. To put it simply, even when active, they should not be generating a huge water effect on the surrounding floor tiles. It doesn't exactly make them hard to spot. Even a Gas Trap only sprays gas and has a visible effect when an enemy comes into its trigger area. It would make no more sense for a Slow Field to be "always on" than a Gas Trap to be constantly spraying gas.
    I'm not so certain that we can assume that slow fields are intended to be hidden. Certainly not as visible as a reflective surface, but the distortion effect from pre-I17 was subtle, but still visible to a keen eye. Since it's a "field" rather than a "trap", it makes perfect logical sense to me to be always on.

    Quote:
    This error (and I really believe it is an error, given the nature of all the other trap systems in the game) -- i.e., this water effect -- has remained in place so long, despite many bug reports, that it has become incorporated into many bases as a substitute water effect (since no water tiles were provided in the editor), and I would speculate that even if fixing it was on the agenda of the Dev Team (with all the other work they have had on their plate between Issue 17 and Going Rogue), this kind of prevalent use across all the servers would actually now be hindering it being fixed.
    I still believe that the old "water effect" was intended and not a bug, as it only sort of looked like water. It was very slow moving, and distorted the area around it in much the way I would expect a time-and-space altering field to do.

    Quote:
    Indeed, I would speculate that it may well be the reason for the extra-strong water effect that appeared with the advent of Issue 17's Ultra Mode -- so many people are using Slow Fields for water effects, the Devs may have said "well, let's just make it look even more watery in Ultra Mode". Alternately, it could be a completely incidental and unplanned effect, unrelated to Slow Fields or their use as a decorative item -- Issue 17's Ultra Mode affects all water surfaces, and if one surrounds Slow Fields, Ultra Mode would simply treat it like any other water surface in the game.
    I think it's quite likely that your second statement applies. The slow fields used the old "high quality water" shader introduced in issue 6, but modified a bit to look more like a gravity field -- slower moving and higher distorting. Probably when they added ultra-mode water they just did a global replace for anything using that shader, and fixed any individual issues as they arose. That would explain why the slow fields look so horrible now -- the parameters for them are scaled way up and were never designed to have reflections applied.

    I also believe that to be the case simply because the devs haven't done any base-related work in a long time, so why would they bother doing it in I17 for an admittedly edge-case item?