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on rewards for Giant Monsters... more badges for them would be nice. But I think the best reward would be increasing their Prestige.
This is a large event for many many players. Exactly the type of thing a Supergroup should be involved in, not just teams or individuals. Also, considering they chose to call it Prestige, I gather this is supposed to be the public awareness of your group. What better way to do gain public recognition than by removing a large, visible menace to the city? -
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My SG is in the process of trying to get the first SG Healing badge. But ut seems the status bar never seems ot move that much towards finishing the badge. How much healing does the SG have to do to get the SG Healing Badge?
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I believe it's 5 million.
That's so big that you could put in a full day of healing and not see the bar move. Yeah, that kind of makes the bar a little useless, but at least you can see progress over a couple of days. I'd love to see a multi-line bar used there. -
I'd love to see Barrage turned into many individual attacks. Instead of hitting all-or-nothing with 4 shots of damage, have it make 4 to-hit rolls. This would make the power almost always hit (given the usual Acc numbers) - it just might hit for only 25% or 50% of the full damage it's capable of. That unique effect would be a good balance for the long activation / slightly low damage numbers.
Same applies for other "multi-hit" attacks like Swipe, Flurry, Proton Volley, Frost Breath, etc. This isn't radical, Rain powers work this way already. Just don't confuse this with single-hit damage over time attacks, such as Fireball. -
Veluta has 2 arcs. The first is 5-10, the second has no level limit although the mobs cap at level 15. This leads to the impression she's 5-15, but if you get her after 10 you only get 3 of her missions.
Still, the level difference between the roaming ghosts and the trap-sprung ghosts means that no one hunts roaming ghosts until they're grey-con. That's kinda silly, IMHO. -
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Say... while we're on the subject of Giant Monsters...
When the two Deathsurges spawn in Cap au Diable... anyone else notice how one of them always seems to be a LOT weaker than the other? (sadly neither of them give a badge)
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TWO?!?
Maybe this explains how we took him down the other day with a team of 4. (2 Brutes, 1 MM, and my /Kin Corruptor spamming Transferrence to offset all the End drain.) -
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The V-Day event appears to be the first time they've used these invisible badges.
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I dunno. It's possible the History plaques give invisible badges as you read them. Same with Dimensional Warder. In both cases it's a badge-worthy achievement, not a count of something, just like doing one of the two V-Day missions.
Why create a new invisible badge for Leery when you could use the existing and very visible Transmogrified? (which would look perfect on one of my villains, I might add.) -
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Badges don't care if you are villain or hero, there are no (or should I say, very few) badges that are "hero only" or "villain only". If you are able to defeat an enemy required for a badge, you can earn that badge.
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Noted. The comments about "hero side / villain side" on the list was more about "dont' look if Baphomet is bugged in the Hero mission, we know he's OK there, he just acts different in the villain mission."
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That being said, when content was being made for CoV, the mission writers would sometimes use a villain group from CoH in a one-off mission or small % spawn in a zone. This enables that badge to be "earned" by villains. Is it an exploit to earn that badge? No. Is it poor foresight on our part to put something like this in? Probably. Will it change in the future? Doubtful.
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Also noted. I guess the problem is simply that the behavior of watching for one "special" mission, running thru it killing but not completing, stepping out, and resetting... it looks an awful lot like Dreck Farming, just for a different reward.
If there was a way to run the mission repeatedly (like you can run many News missions to collect Troll bosses) it would be a little more sane. Even if it's the same exact mission by running a strike force many times - which is how I went after my two Legacy Chain gladiators, I ran the Cap SF 3 times with 1 character.
Can we get a small chance of picking up Outcast or Warrior Newspaper missions? Even if it's 1 in every 15 offerings.
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Veluta Lunata requiring the first ghost-hunting badge will not change, but the number of ghosts needed for that first badge will.
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Yay!!!
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Arbiter Leery is a special case
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Fair enough.
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As for Accolades and Exemplaring, it might seem unfair that you lose Accolade powers when you Exemplar, but to others it seems unfair that you HAVE Accolade powers when you Exemplar. Since Exemplar is you "playing yourself at a lower level" it makes sense to take away your Accolades. I don't see this changing.
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That's just it. It's unfair for me to be a 30 without my Atlas Medal when other players keep theirs. Can we get this to work just 1 way or the other?
Also compare this to how we can keep Temp powers when Exemplared. Why do we get those and not Accolades?
Every Accolade but 1 (I think it's just 1) has a minimum level thanks to level requirements to get explore badges. Wouldn't that help keep things rational? You couldn't go back to the Positron TF with the Geas or Archmage.
The current system seems to encourage getting a high level Mentor to earn kill badges for you quickly so you can have the Accolades whenever you enter a PvP zone. Either that's an unfair PvP advantage and should be removed, or the PvP advantage is so slight that there shouldn't be any harm in letting everyone have their accolades. -
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Can you clarify how the Epic Death badges work? Are they for number of deaths, or high levels of debt relief? Can we get exact numbers?
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All six are for debt being paid off. This was confirmed by CuppaJo a while ago.
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Ah. Someone asked this a few pages back and since it wasn't answered in this thread I figured no one knew.
Would still be nice to know the actual numbers for these.
For that matter, the epic Mentor and Hold badges are for unknown amounts, too.
On the subject of missing artwork, the Villain respec badges are also bugged. -
Positron, thank you for your time with this.
To help get the still unanswered questions addressed, he's a list of what's unanswered. Even if some of these get a "we'll look into it" or "no, that won't change" it's good to know the issues are acknowledged. (Just like it was done for some of the Archtype known issues lists.)
(and I'll skip the lists of suggestions for Monster Badge Awards and the Badge Window itself. Those aren't bug issues.)
Are the following bugged? or do they not exist at all?
Cage Consortium (Goon Squad)
Rularuu (on the Villain side. There are a few unvalidated claims of this one, is the meter bugged but the badge OK?)
Deathsurge
Baphomet (Villain side)
Spider Smasher (Hero side)
Arachnos Longfang gladiator
Arachnos Tac-Op gladiator
Pantheon Masks in the high level Portal Corp mission
What's up with Ancestor Spirits, Sorcerers, Mu Guardians over level 29?
Coldhearted has no meter.
Can these badge meters be added?
Kill-count Gladiators (ie: Bladegrass, Fortunatas)
Dimensional Warded
History Badges
Influence/Infamy
Are there any plans for the following groups to give badges?
Void Hunters, Luddites, Coralax, Mooks, Spetsnaz, Wyvern, Snipers
The following kill badges are only available to Villains by farming one single mission. (or in some cases found so rarely outside missions that they're not huntable.) This is not very fun behavior, and yet it's done by people who want the badge. Any chance of making them more available in open zones, or in more missions? Or put them into Strike Forces, which are easier to repeat than using a Reset trick? The list:
Outcasts, Rularuu, Nemesis, Pantheon Masks, Warriors (have to go to a PvP zone or just 1 mission), Master Illusionists, Paragon Protectors, Zeus Titans (only in a PvP zone), Rikti Monkeys
Can you clarify how the Epic Death badges work? Are they for number of deaths, or high levels of debt relief? Can we get exact numbers?
Could you look at some giant monster spawn rates? Some seem a little too rare. Kraken, Jack of Irons, Babbage, Adamastor all seem to be problematic.
Elixer of Life and Howling Twilight don't seem to give credit towards the Healing badge. Can this be fixed?
Will the requirements for the upper 3 Healing badges be changed in light of Enhancement Diminishing Returns reducing total healing ability?
Will you reconsider the requirements for Influence/Infamy badges in light of SG-Mode removing Inf? Just how much Inf do you need for these badges?
Can badge contacts be hinted at in-game? Usually by the time you stumble upon them you've outleveled them. (Tarixus is nice, you can discover him when you run a delivery mission to him.)
Doc Buzzsaw only really offers missions during 1 level, given the level 30 maximum and the usual level you earn the Bling badge. Can this change? Maybe change the whole requirement since it's not really possible to work at getting Bling, so it's not much of an achievement. (maybe Tank Smasher instead?)
Ghost Hunting in Port Oakes is a pain because you need to do Veluta Lunata's first arc before 10, but ghosts are 10-12 and spring from traps at 14-16. People just end calling upon high level friends to do this for them. Veluta's second arc appears to have no level limit, but the mobs cap at 15.
Arbiter Leery is now bugged differently than before. Some people who have run the respec mission but not used the respec can not get his missions. Given how important and special respec's are supposed to be, we shouldn't have to burn one just for 6 missions.
The Slot Machine is annoying to unlock. Missions offer non-Marcone until level 35, after the Slot Machine's level. So this contact unlocks be 1-shotting a lot of grey-cons in Oakes - not exactly fun considering how many you need.
Bug Hunter - is this supposed to be awarded to people who were in Beta?
Badge counts:
Will we get badges for 300 and 400?
Will we get anything for a count of Gladiators?
Can we have badge count listed in personal info and/or Kiosks?
Lanista requires 1 match, rated or unrated. Grand Lanista requires rated matches. Can you comment on this inconsistency?
Can you address the problem of Accolades and Exemplaring? It seems unfair to lose Accolades because they didn't exist when you were lower level. Should all Accolades be available at all levels?
Will Shadow Shard and Moonfire Task Force badges ever get unique artwork?
Can you confirm how Rocketman is awarded? Do you have to do all 10 launches without leaving the zone? Do you have to launch the same type of rocket 10 times?
What's "wrong" with villains trying to get Master of Olympus?
Are there any other known issues we should be aware of before chasing badges that don't exist?
Thanks again for your answers. -
If spawning Kronos in a particular zone is some kind of exploit (and it may be, cause who wants a giant monster in Galaxy?) then perhaps the solution would be to have Kronos spawn as a random encounter in Warburg. This would keep everyone happy. ** small spoiler follows ** if you fail the last mission of the Kronos arc, the souvenir talks about the incomplete and malfunctioning Kronos-2 wandering out to sea, so the city is saved even if you don't completely wreck him. Maybe he wanders to Warburg? (Not saying the Warburg spawn should be a triggered event brought on by someone failing that mission. Just giving a possible story reason why he could be a wandering monster there.)
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(self-deleted. I was not wanted in this thread already.)
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Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.
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The fact that those are available in a fixed system (PvP missions, AVs, SFs) means they're not on any kind of rarity system at all. They're not "very rare", at least not compared to the "common/uncommon/rare" drops from any villain groups. Hence, they are "Special".
"Very high end" is not quite accurate, as there are 6 weapons on the Advanced tables that require Special salvage. The same Special salvage for those goes into Expert level formulas, too.
That was one of the reasons I made the list. To identify things as rare vs special without consulting the whole list of formulas. -
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I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
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That was exactly why I did some rarity analysis. There are some things listed in Expert formulas that are actually not rare. There are also the Special Salvage pieces with a rather predictable drop rate.
I guess the analysis has disappeared from the boards (I have a copy of it) but my results are in this guide. -
What about villains earning the Visionary badge by farming a certain mission from Naylor? There's no progress bar for the Rularuu Overseers, but does this mean they don't count, or that the villain's progress bar is broken for this badge?
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anyone else think it's just wrong for all these heroes to be coldhearted for valentine's day?
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Are you really saying that had you known that you would have gained access to a SnowBeast Gladiator, you would have spent 3 hours to get Toy Collector???
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That is exactly the case for me. If I'd known there was a gladiator attached, I'd have put in the extra time. Didn't want to put in all the extra time just for the TC badge itself.
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There is an existing policy that 1-time badges you may have missed will not be required for Accolade Powers. For this reason Isolator will never contribute to an accolade. That has little to do with pre-I2 characters never having a chance, it's mostly about new players that leave Outbreak never knowing there was a badge to be gathered there.
I don't see a real difference between Accolade Powers and Arena Powers in the form of a Gladiator pet.
That policy should apply here. We passed up on present collecting never knowing it would give a Gladiator, we can't go back for it, this is the same as Isolator. Toy Collector should not give a Gladiator.
If the Devs really want to give Snowbeasts for the arena, they should give them for Jetsetter/PhalanxReserve. That would more fair.
(That's my last comment on the subject unless Positron himself wants to address this.) -
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Are you really saying that had you known that you would have gained access to a SnowBeast Gladiator, you would have spent 3 hours to get Toy Collector???
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Exactly.
As I said in my prior post, it's all about having something functional. 3 hours would not be worth it to get a badge I'll never see and a title I'll never wear over my head. However, to get a Gladiator I'll use in the arena... well, I've already run around hunting Ancestor Spirits, Gremlins, and a few other odd things to make interesting Gladiator teams. -
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ok sorry..i was being funny/sarcastic
so lemme say again...if you didnt take the hour* then do you deserve it?...nope!
anybetter?
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First off, most people took 3 hours or so to get it.
I'm not asking for Toy Collector. I made a decision not to spend hours acquiring a badge. However, it now appears that was An Uninformed Decision (TM) with regards to this Gladiator. And I agree completely with Statesman, those types of decisions are bad. -
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Life in general is unfair....thats the way it is.
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One of the many reasons I enjoy games like this taking me away from such harsh realities. -
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*waves to Positron*
Will Snowbeast also be fixed?
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Yes. This is given to players who got the Toy Collector badge in December.
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What, there was a gladiator associated with Toy Collector? If I'd known that, I'd have put in the extra time to get it. Boo!
-Checksum
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Seconded. This doesn't seem exactly fair to throw that out after the event is over.
Had I know there was something *functional* associated with the hours of glowie grabbing I'd have put in the time to get it. -
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I wouldn't mind if all Holiday event badges (including the accolades) were put under a new "Event" tab.
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You wouldn't, but Poz and I would. We are of the opinion that there are too many tabs there as it is.
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How about 3 tabs: Personal, Supergroup, Gladiator.
Then add a "show..." bubble list like on the map tab, letting you fiter Explore, History, Mission/TF, Kill, Achievement, Accolade, Special. -
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Passport, I have it on live ...
1) What is the true intention of this badge. [The Pigg hackers have theories but we deserve the truth]
2) Since this a bug can I trade it for Isolator
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It's a bug that some players have Passport. They shouldn't expect to keep it.
It is a badge that was made in anticipation of Server Transfers. I don't know the schedule of when/if transfers are going to happen, and even if this badge will be given as part of the transfer anymore. Passport has been around a LONG time, and many things have changed in that time.
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If not related to transfers, I think this Accolade should give you the power to get both the Green and Yellow train lines from a single station. With bases helping you get around now there's no way merging the trains could be gamebreaking. -
so what's the word on villains getting CapBuster from the Pocket D mission? It seems Snaptooth counts for that, but not the other Redcaps? I don't want to kill Snaptooth 333 times.
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Posi, there has been great debate on how to earn the time badges in PVP. Can you once and for all explain the do's and don'ts of how to earn it.
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There's no debate, there's just a lot of false info out there. It's not helped by the fact that they may/may not have been stealth fixed, or rebroken at any given point.
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and I think the point of that original post was a request to clear up which info out there is true and which info is false.
Which is something I'd love to hear, too. -
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* PvP: Knockback suppressed players, or players with knockback resistance, can stand near a Repulsion Field for a long time without ill effect, draining the Defender of endurance.
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This is by design. It is to prevent Repel from locking enemies in a corner.
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True. Having Repel be a PvP liability is not worth the protection from Stalkers sneaking up on you.
The simple solution for this would be to make Repel a click power. This negates a lot of the PvP headache it creates for Melee types anyways (like the reason they needed KB suppression in the first place.)
Though the better design may be to leave it as a toggle, reduce it's activation time to 1 second or less, and set a maximum active time (like Phase Shift has) of 1 second. Then it acts like a click power, but still can accept End Cost enhances for the End Drain you would do to yourself, and still turn off after you hit too many targets. (as opposed to, say, coding it like Energy Transfer's -HP effect on each hit.)