-
Posts
913 -
Joined
-
[ QUOTE ]
[ QUOTE ]
I think it was that they can change the name if there is a copyright problem, not just change the name.
[/ QUOTE ]
So If I copyright my SG name I can get the GM's to change it?
[/ QUOTE ]
you may have trouble copyrighting a name that was created inside a game system owned by someone else... -
[ QUOTE ]
Addition to the list:
Remove the dumb requirement that you have to have base edit rights to convert Inf to prestige.
[/ QUOTE ]
in all snarkyness...
isn't that a safety to prevent the less-educated from throwing their Inf away?
-
[ QUOTE ]
I like that idea. Right now, I log the prestige numbers for inactive members before they are removed from the SG> Having something that keeps the number of days in "X" SG and the amount of prestige generated duing their time in "X" SG would be a great asset to me.
[/ QUOTE ]
ah, that's what I was dancing around! you have inspired me!
it's easier to judge "history" in terms of a raw number than a date comparison.
but you show that it's also going to be easier to view Prestige Per Time if you have 2 numbers to divide! -
random thought on this issue,
[ QUOTE ][*]Complete loss of Prestige history and Join On date when you leave a roster (at the very least, if you don't join another group in-between it should remember them)
[/ QUOTE ]
What if Join On was replaced by Days on Roster? So change from a single date to an accumulation.
Then a single character could easily retain both Prestige and Days for multiple SGs they've joined, while keeping the 2nd value meaningful. -
(QR)
Will missions be marked for specific factions? Hero, Villain or Either?
For example, I write a bank heist, I'm designing for villains, I'd like to tell heroes to simply not bother rather than fend off complaints from people not feeling heroic when doing my arc. Yet a Rikti/Vanguard arc should be appropriate to either faction. (or, even better, runnable in co-op mode!)
appologies if that got answered somewhere, and advance thanks if you can point me to it. -
[ QUOTE ]
[ QUOTE ]
Can we save costumes from this editor? And how about saving whole villain groups for convenient swappage between, oh lets say SG mates for thematic nemesis groups?
[/ QUOTE ]
Yes
[/ QUOTE ]
will we get in-game support for emailing those files? or some other transfer system, like maybe a SG version of FileFront? -
[ QUOTE ]
Hello everyone. I'd like to direct you all to this this thread I've started.
I've included the old and the new merit values for each task in the game and also preemptively answered some questions.
Regards,
Synapse
[/ QUOTE ]
I don't think that the minor adjustments to story arcs are going to have a lot of impact on the issues that were raised in this thread. One Merit plus or minus won't compensate for the dwindling supply of under-50 Pool C's on the market. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
The Supercomputer/Orbits of Control can attach 9 aux items. <-Flaw #1 it should be greater than the previous.
[/ QUOTE ]
Why? The items it can take produce 10 times the Control of the Mainframe-only items. *That* is the advantage.
Besides, does anyone really attach 9 items to either? 9 on the Mainframe in a room that can hold them is way more expensive than getting the same control fom the Supercomputer. 9 on the Supercomputer is such overkill I don't know of anyone who's done it. I have a suspicion they gave each Main a number pretty high (assuming code required some number and wouldn't just take "Unlimited") figuring the real limit is by the room you're using. With Lord Recluse gone from the dev team we may never know.
[/ QUOTE ]
I would like to point out that apparently I was right in it being a flaw. Of course we only got half a solution (old versions still have the 1 connection limit, while "new" versions go up to 9).
[/ QUOTE ]
uh... Snow... that's the AES that got changed to taking 9 control-generating Aux. Your quote was about the Supercomputer only taking 9. Different item. -
the argument given at the time it was created was:
it's useful against enemies that are sleep-resistant, and when used in a power with only a chance for sleep (since the proc chance is independent of the sleep chance)
yeah, a purple should not be a chance of a chance it's useful, same goes for the Stun's chance for -ToHit. it's an old complaint. -
[ QUOTE ]
According to Paragonwiki the Find Coral Key and Steal from Fort Cerberus sections were deliberately removed. Can anyone else comment on that? (But no, they weren't in our run)
[/ QUOTE ]
Renault's page says, "Note: The entire coral key section of this Strike Force has apparently been removed from the game."
that doesn't use the word "deliberately". Are you reading something else on the Wiki that suggests an intentional change and not a bug? -
[ QUOTE ]
Villain
Operative Renault Strike Force (Sharkhead)
Contact: Operative Renault
Merits: 22 (-3)
Credit for organization: @Southern
[/ QUOTE ]
Why you ran this, is it still buggy in that it's missing 2 missions?
(does it go Save 'Cuda - 3 consecutive hunts in Nerva - Shockstorm, skipping a Sharkhead and Mercy 2-part mission between hunts?)
because I have a suspicion the devs are datamining off a bugged arc over the past month, and it's going to be REALLY bad when they realize they need to fix the SF. -
(QR)
I can get where previously we were crafting approximately 9 base pieces into 3 components, and then 1 empowerment. 4 credits. Now we can craft 9 base pieces into 9 brainstorms into 9 IO salvage into (an average of) 3 empowerment. That's 21 credits for the same raw material.
but can we get credit for some of that? For example, the part where we craft brainstorms into IO drops. -
[ QUOTE ]
Heres a bit of a teaser: We have big plans for these (and other) badges, and we really want them to mean something to your character. If you are in a dialog tree that involves creating something, we have the ability to look at your badges and see if you have taken the effort to prove yourself as a crafter. This effort would be rewarded with special options in the dialog tree that earn you better results, enable you to skip steps, etc. For this system to work, well need them to be a reasonable indicator of the amount of work a crafter has put into crafting. And its not just dialog trees that are going to look at badges, and its not just crafting badges that will be looked at, so you guys can speculate away!
[/ QUOTE ]
I'd like to take a moment to remind you that long, long ago, a statement was made regarding badge design that epic and limited badges would never be used for any other gameplay impact.
Eg, the high damage badges would never be part of an accolade, the high Inf badges would not unlock anything, and holiday events would be pretty much self-contained. (Gladiators don't seem to obey this rule, but are pretty balanced taken as a large group.)
I hope that design goal is still in place when looking at badges that affect story arcs. If you want some crafting badges to be meaningful, that's fine, but don't back badgers into a corner where we have to argue about "earnability" of something like Fabricator both with regard to its own effect AND with something it triggers. Keep those story decisions to the non-epic badges. -
[ QUOTE ]
[ QUOTE ]
Solution? Bring back the random rolls for all TFs/SFs and trials. Have merits be an OPTIONAL reward instead of the random.
That will make merits much more attractive for longer TFs, but the faster ones will now generate random rolls and help to supply the market.
Let story arcs continue to earn merits (although, please, give all teammates merits on arc completion).
[/ QUOTE ]
This would restore the flow of random recipes to the market while still allowing people to save for the stuff they want (if they choose) and not have to run TFs to do so.
Of course, this only works if you assume that the goal of the merit change is to have lots of recipes on the market.....
[/ QUOTE ]
Not necessarily. People may still favor running the TFs that give more worth, and saving those merits.
I think what you need to do is add Merits on top of the old random drop.
If that's not balanced, the number of merits could be lower than currently (not something I personally favor, but an option), or I think that reducing the worth of the drop by making it drop at the TF level not the player level would be a good balance - and it might even make some lower level content MORE appealing than it used to be. Think about it, you could farm level 30 randoms without stopping leveling a character at 30. -
[ QUOTE ]
The Real Numbers (Combat Attributes and Attribute Monitor) windows do not show Pet attributes for me, except on my Mastermind...if you know a way to display this, please share!
[/ QUOTE ]
right-click the power in the tray, bring up the info tab, and scroll to the bottom. Is there a list of powers the pet has? Those powers can be expanded if you click them. Maybe PA doesn't have it? -
[ QUOTE ]
The Accuracy and Damage enhancing components of these sets have no visible effect on damage or accuracy when used in Illusion Control's Phantom army.
[/ QUOTE ]
How do you mean?
Do you mean a listing for Acc buffing on the enhancement window? Do you mean if you bring up the Real Numbers window and expand it to look at their actual powers? Do you mean by observing the combat messages or orange numbers? -
(QR)
I don't know about anyone else, but I'm growing very weary of receiving gift cards from everyone. I really miss getting actual items from TFs. -
[ QUOTE ]
[ QUOTE ]
Allow people to team for an hour or 2 for a single mini TF, then meet again next week if they choose for the next one. The whole concept of a 4+ hr TF just excludes a large portion of the playerbase, and every required hour of play has a greater chance of something coming up and someone having to leave.
[/ QUOTE ]
You don't have to run a TF all at once.
[/ QUOTE ]
no. but you do have to commit to it with a single team. which can also tie up your character for a while if you're waiting for some of the team to regroup later.
a way to break it up would be to run a 2-hour TF and award some marker to the members. (ie, a badge, a clue, a piece of untradeable salvage like the heroside Cimerora entry arc, etc.) That lets them start the 2nd 2-hour TF, with the same team or with other people who have reached the same point in the story. You could reset the markers after the last mini-TF if you wanted to enforce the whole Epic from start to finish and not just replay one level. -
[ QUOTE ]
Oblique Nazi reference.
[/ QUOTE ]
The *point* is not a comment on "they" who did such things, but a criticism of the general apathy and acceptance of such actions. To use a literary reference does not necessarily invoke every last bit of context of the original. After all, I'm sure you don't recognize the reference as a historical lesson, it's retained its fame because the message is generally useful. -
[ QUOTE ]
[ QUOTE ]
The problem isn't that these issues are bugs, it is that they are considered "working as designed" without explanation even though the changes are detrimental in the player's eyes
[/ QUOTE ]
I hope you don't mean all players' eyes, because there are plenty of folks that don't care one way or the other about changes to badges, or changes to crafting, or any other little change you can name. As has been said by many, everyone's idea of fun is different. There are few changes that affect everyone.
[/ QUOTE ]
First they nerfed PVP, but I wasn't a PVPer.
Then they nerfed badges, but I wasn't a badger.
Then they nerfed bases, but I wasn't a decorator.
Write me when they get around to the things you do use in this game. I'd be curious if people are left to belittle your arguments solely on the basis they find the changes personally irrelevant. -
[ QUOTE ]
To mad scientist, though I'm in the tactics crowd myself I can compleatly
understand the aim/bu crowd, and though they won't get the porc's we get
there is deffinaly a logic to there sloting.
[/ QUOTE ]
I'm not saying there's no benefit in biuld up.
What I'm saying is the argument "it's in a toggle so it gets wasted when I'm sitting at the market" is completely irrelevant!
Addressing the merits of where you slot it, or if you slot it at all, is fine. Dismissing it out of hand because of a mistaken perception of toggles is wrong.
(You will note my very first reply in this thread was because of the phrase "when you're not in combat".) -
[ QUOTE ]
What it boils down to for me is this: If I cant harness it's power when I'm about to throw my best/strongest attacks, then what good is it to me, or anyone really?
[/ QUOTE ]
I get that from a certain perspective - you always want it to fire right before Ripper, not right after Ripper when you're only going to have Swipe and Lunge handy.
But consider that most power balance factors in activation times. That one shot of your best/strongest attack may not actually make a difference compared to multiple other attacks - ESPECIALLY if you're talking about taking swings at anything lower than a boss.
But if it comes down to rolling every 45-90 seconds in Build Up vs 4.5 to 9 *times* as often... do you think it will fire off right before ripper one time in 9? 2 times in 9? 3 times? what percent of your attack time do you spend firing your best attacks?
The Proc will be more frequent in Tactics than Build Up. It you'll get it before Ripper some times, and ALSO get it other times, and on top of that even get it when you don't need it *too* - but not when you don't need it *instead*. -
so what about something like:
1 merit for completing any mission. (not counting hunts and deliveries.) also upon completion...
+1 merit if the mission requires killing everyone on the map
+1 merit if the mission can be failed (ie: time limits, escaping bosses, this includes Mayhem/Safeguard)
+1 merit if the mission contains a simultaneous-click objective
+1 merit if one or more AVs were defeated during the mission (not EB's downgraded, actual AVs.)
all of that awarded to every teammate who gets mission credit.
after all that, when you complete your own arc, you get 1 extra Merit. (yes, some arcs are worth more than others currently, but that's cause they're long or difficult and the list above will award those things already, and award them fairly to the whole team that overcame those difficulties.)
ok, that's a lot of merits relatively fast, but consider 2 things:
1) this actually awards beating a mission, not farming the same map endlessly. perhaps skewing what is the best form of farming.
2) it's not like there's enough stuff hitting market these days anyways. more merits -> more stuff -> more market use. -
on the subject of Mayhem/Safeguard, I was running those yesterday to get a mayhem explore badge, and I wonder why I can't get Merits from them.
To finish a Mayhem from scratch requires 5 other missions, then the difficult mayhem itself. Is that not as much effort as any story arc in the game? -
[ QUOTE ]
There are NOT enough SFs villainside to make merit grinding interesting. At least hero side you can bounce among different ones for a change of scenery. What can you do villainside? Run yet another shark/cap/RSF/Ice SF, that's it. Oh wait... the SG one and the tree (laughable). Yay for variety. (LG and ITF are both sides I'm not bringing those in)
[/ QUOTE ]
I also see the other extreme with the respec run.
Why run missions when you can run a respec?
I was no a pickup mission team the other day, all of us in the upper 20's. We ran a longbow mission then a rikti mission from a contact, killing the whole map each time. Kind of as a group, the whole team realized "hey, we could be clearing 2 mission maps AND getting 15 Merits if we start a respec run". The downside being that we couldn't add a new teammate if someone dropped between missions. But given the length of time commitment, it seems almost too obvious a choice in content.
Not to say 15 merits is way too generous for the respec, even at 10 or 5 it would be the same obvious decision compared to one person getting an arc bonus of 2.
But more to say that "normal" content just doesn't pay out *anything*. Once it's obvious how much you need Merits because of the lack of items for sale for Inf, leveling up by solely running Merit-content is the only thing you can do. Sad that so much content gets marginalized by being unrewarded now.