MadMoose

Apprentice
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  1. Also probably mentioned somewhere in these 78 pages...

    I was redesigning the look of a female character and tried out the trench coat on her... when I added an emblem with the "over" option and turned to look at her from the side, the emblem looked like it was hovering over the coat instead of directly on it. I'll admit that on this particular character the "chest" slider was maxed.
  2. MadMoose

    Salvage Limit

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    For those players who have reached the Salvage Limit with one or more pieces:

    Is your SG capable of making a Worktable so you can consume some of that Salvage into the raw material? (Raw material has a limit of 99 currently).

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    Not even close

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    Indeed. I'm fairly close to the limit of 99 myself. I personally have 79 pieces of salvage, and several other members are getting close to that. Our base has an empty power room and an empty control room, and about 98,000 prestige right now. We need 225,000 prestige for power and something like 150,000 for control before we can even consider placing a workshop for another 100,000 plus tables.

    I sincerely doubt that the salvage will have much market value because everyone will have more salvage than they need or can use. About the best thing we can figure to do with it is to dump it on less-played alts in the SG.
  3. MadMoose

    Potpourri

    There's a very simple solution for NPC following and stalkers.

    Allow them to hide and still be followed... but:

    When the NPC follower gets in aggro range of a MOB, he won't move until you clear out those MOBs. Obviously there's aggro range AI on some of these NPCs, in the Zig prison break mission the damn NPCs won't stop aggroing and attacking, all you have to do is change the AI on the non-combat NPCs so aggro = freeze instead of fight.

    It just seems like the MMO developer's common knee-jerk reaction to perceive a problem and go for the easiest "solution" without considering how it affects a class' gameplay. I know that you guys can be creative when you want to be, you've created a game that I'm still playing after all this time.
  4. There are far too many storyline missions where your objective is to keep someone alive amidst a blitz of enemies, or large surrounding groups, or you fail the storyline. I've failed my third mission like this because of this as a stalker... I thought it was just going to be every now and then when I first encountered it with Wretch, but now I've hit my third one - the (otherwise very cool) jailbreak where you bust three villains out of the Zig.

    In it, you spend a long time fighting your way in, only to have to escort an archanos agent through the interior, fight up to the prison doors, then break down the doors, each one guarded by a group of guards, and after you bust open even one door you get wave after wave of Longbow agents, keep the prisoners alive and have them follow you out. So once you break the first one out, you've got to break down doors, fight the guard groups, and the Longbow waves and somehow make sure the villains stay alive. When the last Longbow in a wave is taken out, you get another wave immediately spawning. A stalker can't hide in this situation, and you can't just run because the prisoners will stop and fight. Can't hide + can't run = very few options for stalkers. Placate as much as possible and hope every other MOB doesn't hit you and break placate is the only thing you can do. These missions look very cool, but they're far too difficult for a stalker.

    This is the third scenario I've been in like this and I'm only level 18 so far. How much of the storyline content in CoV is going to have this type of mission? Should stalkers just skip storyline content unless they can find a group to do their mission or want to group? Casual solo stalker players or stalker players that can't have or don't know to get a group for these missions are almost certain to get screwed on storyline rewards.

    For the Zig, the contact told me that I had to go help one of the villains I broke out even though I failed... it looks like I'm going to be able to continue this one for some reason, but the other two seemed to come toward the end and just ended... no reward, no chance to continue, nothing.

    I don't fail missions with my stalker, or have problems completing missions, except for these. I've had few deaths compared to some players of other ATs I know... it's the actual situation of these missions that is anti-stalker, and they seem to be a requirement for too many storylines.

    Looking back, I suppose if I knew exactly how the mission and spawns were going to work, I could have left the arachnos agent behind and tried to stalker fight the groups guarding each door, although they're fairly close together and well-guarded, then go back, get the agent, break down the doors... but even at that, I don't see how I'm going to get the prisoners out alive with wave after wave of enemies when they have to follow me and won't stop fighting every Longbow that appears. And all of that requires advance knowledge of exactly what's going to happen. Stalkers don't keep people alive... they make them dead, or die trying.
  5. MadMoose

    Potpourri

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    Other mobs can break my placate on another target. Or that a mob can attack while placate is animating, still be placated and I lose my chance for a crit.

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    Any more detail on this so I can get QA to try and replicate it for me? Are there certain critters that do this, or is it a general case? Do any special circumstances need to be met?


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    Castle,

    I've noticed very frequently that if I hit placate at the same moment a MOB is starting to execute an attack, sometimes even before their visible attack animation begins, the attack continues and hits, meaning you've got one wasted placate and you've taken one of probably many hits unless you can run away - fast.

    Sometimes I notice that the MOB's animation begins just as I've clicked placate, but I'm not fast enough to stop myself and keep from wasting the placate. But other times no attack animation appears to have started at all but the attack animation begins just after I hit placate instead.

    There are all kinds of odd "timing" problems with stealth... for instance, during a fight, if you're low on END and hit an assassin's strike, it will deduct your endurance, drop your toggles if that takes you to 0 END, remove you from hide AND THEN apply the attack results you paid for... you're no longer hidden, so the endurance cost on the attack you were paying for is wasted, you just get a non-stealthed AS which sucks, and you're in trouble. No defense, no effect except for a tiny bit of damage....

    I did this in a fight on the last remaining minion in a group. Low on endurance, I placated him, then hit an assassin's strike. I was low on everything and this was the one way to get through it without dying, I don't think I could have run away in time. Hoping I had enough END, I placate, then AS, and...

    1) Endurance cost for AS is applied.
    2) Toggles drop.
    3) Hide Drops.
    4) AS hits for a couple points of damage.
    5) I'm screwed.

    The "getting hit by a 'placated' MOB after placating" issue is more annoying and common by far, but it seems to me that for something like AS and an archetype that is often "do or die" and has lots of toggles, you should get the effect you're expecting when you pay an endurance cost... it should come when the effect is delivered, not during the big wind-up to... death. Basically, if you execute an assassin's strike with just enough END for that AS, you can die or very nearly die for it, but that's it.