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Quote:The mission is not to kill them under the bridge, but simply to kill them in the river. The trolls under the bridge as high level, it's true, so you are right, it's easier to pull lower level trolls into the river. I usually go south closer to the Skyway entrance for that though. They do not have to be pulled all the way to the bridge.You can also drag them in from other areas... as long as the kill occurs in the Misty Woods they count.
This technique is incredibly useful to grab lower level trolls for the "kill 10 under the Red River Bridge" mission in the Hollows... -
Quote:I agree with Ironblade. Besides the fact that they are not real challenges, they are not even Arcs either. The badges are supposed to be granted for doing Arcs with the challenges set. Stand-alone badge missions do not qualify.I would disagree. Some of the badge missions are extremely short and easy and should NOT award the challenge badges since it's not really a challenge.
I believe they are only available on the list to allow people to quickly get the badge missions they missed when leveling up, not to really be included in the series of arcs, which is why they are found at the bottom of the list in each section.
Villainside however, some of the badge missions are merged into longer story arcs, and those arcs may qualify for the challenge badges.. at least last time I ran Paragon of Vice (for example), it worked just fine.
Another message for the OP:
Challenge badges are not awarded upon completion of the last mission. You will get your merits and the results screen will appear, but you wont get the challenge badges until you talk to the contact again to close the arc. I've seen situations where people quit after the last mission and wonder why they never got the badges for being successful. -
Quote:I agree with Ironblade and Snow Globe.Before you call me out on using an incorrect website, read further along, please. My intent with the link was to show the old requirements of the damage badges before its current status.
The current and correct Paragonwiki page shows the previous value. Even if it didn't, you could just as easily click on the "History" tab and view the previous version of the page that shows the former requirement.
For example:
ParagonWiki - Immortal Badge (Revision as of 02:14, 10 June 2009)
There is no reason to ever need the old website, and it should not be linked to under any circumstances. -
Quote:It used to spawn at the level of the highest person on the team. If that person happened to be a lvl 50 helping out, then yes.. the foes would be very hard unless those people were EX'd before the start of the TF and never unEX'd the entire time. I remember several horror stories of that TF in the past as well.Doesn't the respec trial always spawn enemies at the full level? In my experience the players that most desperately want to run the trial are new players with severely gimped characters and they want to do it as soon as they qualify. Now imagine a whole group of people like that.
That policy is outdated now with the SSK rules. It should spawn at the level of the person hosting the TF, then add that person's difficulty rating.
A team of "gimps" should still be able to take out a couple -1/+0* mobs within 3 minutes with plenty of time to spare. You don't realize how quickly a mob goes down until you have a timer sitting in front of you. haha. On top of that, the 4 and 6 minute wait for the final 2 waves is even worse.
*(I realize the -1 setting does not work on TFs, but some of the spawns on this trial are defaulted to -1 and even -2 at times, so even setting for +0 will give you a few really easy foes.) -
Quote:On a side note, the most common reason for not getting the badge at the end is quitting before the end of the SF. Beating Reichsman is NOT the last mission. The SF is not complete until somebody visits Lord Recluse in the tower. We usually remind the team not to leave so everybody gets the badges correctly.*Master* of Barracuda also still works.. kinda. Ran it last night. Of those who didn't already have the badge, some received the badge - some didn't. Just a heads up for anyone who gets to the end and doesn't badge, I've never known any of our teammates not to get it if they send in support tickets.
*I'm not saying this is what happened to you. I'm just offering advice to those who have not done it to make sure they wait. -
Quote:"News Archive is only available to Members."Transgaming has pushed out one of the Maudite engines as a public release beta: http://www.cedega.com/news/archive/?id=175
Here's the current version on the main page:
Quote:Hi everyone,
It's been some time since we've released an update or a status update on Cedega. We're truly sorry for that. We've been hard at work behind the scenes with much love from our Beta Team on working to release an updated version of Cedega.
With the recent Steam UI update, some games began to fail to launch. We announced that over on the forums here.
We have decided to address this by pushing out our latest workings in the form of a Public Beta release to all Cedega Members. This version is being tagged as Public Beta Release 2010052. The release includes a significant number of changes to the engine, installer, UI and updater.
All existing installations of Cedega should auto-update to the latest version for current Members. For new installations, we are supplying only the following packages:
* 32/64-bit .deb packages for Ubuntu
* 32-bit .rpm for Fedora
* tgz for all other distributions
These are the supported distributions at this time. If there is significant demand for other distributions, we will look into supporting them in the future.
This release is primarily intended to address issues with launching games under the updated Steam interface. That said, there are some known issues with Steam including web views not loading correctly at times, and the inability to purchase games within the client.
Given that this is a Public Beta, some issues may be expected. The best way to troubleshoot if the issue is related to this release is to try reverting to engine version 7.3.3 and trying to reproduce the issue. If you feel you have come across an issue that should be addressed with a Cedega Certified title, please post a bug report on the beta forum here. -
Quote:I just wanted to come back and clarify that it was Castle that has put in the change to have the hold protection reduced to only 10. That should make it relatively easy to overcome. Also, I hear the patch is already on the test server. As for when it'll come live.. we still don't know.Well it is "fixed", in the sense that it is currently working as it was intended... but since it's now overpowered, they will be lowing the hold protection soon. I believe somebody said it will change from 50 to 12, but because of all the GR stuff going on, it might take a while for the change to finally hit the Live servers.
And Gratz to the OP's team! -
Quote:i think they are fixed.. i think currently, its they way they were always spose to be.. i could be wrong thoughQuote:I hope that's not the case. I wanted to try and do this solo.
And Gratz to the OP's team! -
Which is why I answered your original question as well. It's not like I didn't contribute anything at all to your thread. I answered and even agreed with you... mostly.
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Quote:Right now, it's a full 3 minutes between each wave, and the last two are 4 and 6 minutes each. Even a gimped team still has to wait for the next spawn.And Im also against reducing the timing for the respec Terra Volta trial. Remember this was designed for those that need to respec so there builds may not be optimal.
Now that the difficulty settings work again, we can just set the difficulty a little higher and try to fill in some of the extra time y fighting harder foes, but even that can get easy on an optimized team.
I can get behind your idea to "force" the next wave. Maybe instead of putting them on a fixed scale timer, make them appear 30 seconds after the previous wave is defeated. This would still allow for downtime inbetween to re-shield or rest, and let the users control when the next wave comes. That should accommodate ANY team makeup.
In the meantime, I actually have a little digital kitchen timer that I use to keep track of when the spawns are coming so I can inform the team how much time they have to go to the bathroom or get a drink inbetween waves. lol -
Agreed. One of our Freedom teams was 3 Controllers, 2 Scrappers, 2 Blasters, and a Tank. It was barely enough, but it did work. Then again, at least one of them was Gravity with the Singularity pet, so maybe the pet counts as a 4th? lol
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True enough. For the sake of speeding through specific arcs or TFs, and specifically with people you know, then I certainly agree. I was going by general PuG code of conduct. lol
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Quote:Well, people have been asking for Villain access to the place for a long time, and I agree. It's a fun place, and would allow for more characters to go there. Besides.. if it did get revamped, people would complain that Devs hate Villains cause they didn't get the new content.. again. haha j.kAn empathic yes to Shadow Shard revamp, no to co-op. Seriously, why?
I have some Villains I would have loved to run in the Shadow Shard... but then again, GR kinda fixes that for me I guess. -
Quote:I've noticed similar behavior even before i17 went live. The only part I feel is i17 specific is that we can still hear what's going on around us before the map finally switches over. I don't remember that before. It used to just keep us in silent limo at the title splasher until it changes to the splasher for the map we are entering.It almost like the loading now waits for most of the team to have clicked the mission door b4 it zones you in.
It does feel like the first person entering the mission is waiting for the rest of the team before the mission is opened, but I think it's just that the process of creating the mission instance is just taking longer for some reason. Everybody else is simply catching up and getting stuck during the process as well, and when the instance is finally ready, everybody finishes zoning at the same time.
The reason I say this is because loading into an SG base does the same thing sometimes, even when solo. Mission and SG base instances do not even exist until they are populated. If somebody is already in the SG base, or I was in it very recently, it will load very fast, but if nobody has been there for a while, the instance has to be recreated, and it takes longer for me to zone into it.
Quote:its just really annoying since I could have already completed the objectives instead of waiting for zoning.
Some people argue they are not entitled to the points because they were not in the mission yet and didn't help kill the enemy or whatever, but as a team you should be helping each other get points, not remove enemies/objectives so they get less. If you wanted to solo the mish, then why even join a team? -
I didn't mind the old Positron much, but I understand the point of view against it. Synapse on the other hand I don't see any problems with. It's not actually very long.
As far as what I'd like to see revamped... The Shadow Shard. I think I speak for a large numer of us who would like to see those zones become Co-op, and revamped to spark a bit more activity there. There is no need for the several almost identical missions toward the end of DrQ. While some groups can get it done in 3 or 4 hours, it's not typical for people who have never been there before. That should clearly be channged, or at least separated into 2 parts.
Off topic.. It might be cool to have some kind of race badges in the Shard similar to the Winter Event ski slopes, only open all year round (TP supression while race is engaged to prevent cheating). I just like races. lol -
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Quote:After we finished up, Kayenne Kisses invited me to join her team running some missions - I just wanted to post up a pic of the NetGraph from that one mission we were having the problems with:
It was pretty bad as you can see...Quote:Geez Mark it looks like your network was having a heart attack
I was getting horrible rubberbanding ever since we finished the ITF. I was on KK's team as well, and my netgraph looked very similar. I'd click powers and they would not even queue and the chat was delayed about 5 seconds.
We had a good time. KK likes to torture us with Malta missions. haha At least I finished off my Leader badge on Tabby finally. Thanks KK for the invite! I hope we don't have a lag problem next time -
Well, for XP's sake, we just fought our way through the whole thing. Took us a while and some of the multiple ambushes were killer, but it was a fun time and I think most of us leveled up. Final time was 1:39:18 with 57 deaths. lol
The Team:
Star'goyle
Radiant Auura
Soriano
Yari
Mute Merc
Trixi Chalk
Metal of the Fold -
On a side note.. The entrance to Cimerora is still bugged! Zoning in from Midnighter Club may get you stuck in the floor under the crystal.
Workarounds:- Do the ;sit emote, then jump back to free yourself. -or-
- Have somebody TP you when you get there. -or-
- Use the Ouro trick
- Open an Ouro Arc from Daedalus (Hero) or Sister Airlia Villain)
- use the crystal to TP to contact (who is in Cimerora)
- quit the arc when you zone in.
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I've seen that happen before too, but it's been that way since before I can remember. I've never had it "crash" me back to login unless I had the server list up for a ridiculous amount of time though. I'm using a quad-core processor, so when it happened to me, it showed mine at 60% load accounting for CoH only using 2 cores. Once I actually logged in, everything went down a little (One core at 90%, a second at about 40%, the last two around 5-10% each), for a total of less than 40% total usage.
I saw other people post about it in the forums as well. I never figured out what caused it and the prolem came and went on it's own.
Testing it right now shows only about 15% total CPU usage while sitting at the login screen. Logging in brought it to around 37%. Retried a few more times with similar results. -
Yes you can still get the costume pieces any time of year. Any character that has DJ Zero unlocked can host the mission up to 10 times, and everybody on the team can claim the reward.
As for having it unlocked.. I'm sure I've got it on a few toons still, and many others who teamed to get their stuff originally probably still have a mission available as well.
Edited to fix the number of times it can be run from 5 to 10, and to add the following...
5 is the number of unique rewards. Once all 5 have already been claimed, you can only redeem an inspiration as a reward on future runs. You can run the mission with other people as many times as you want for infinite inspirations, but each toon can host it only 10 times.
Each mission in the series of 10 has a different title:- Defeat Snaptooth
- Defeat Snaptooth (seriously)
- Defeat Snaptooth (pretty please)
- Defeat Snaptooth (again)
- Defeat Snaptooth (once more)
- Defeat Snaptooth (really)
- Defeat Snaptooth (no take backs)
- Defeat Snaptooth (once more with feeling)
- Defeat Snaptooth (no joking)
- Defeat Snaptooth (we really mean it)
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*wishes I could be there. Darn work getting in the way. lol
Good luck team! -
The ParagonWiki article for the Entrusted with the Secret Badge lists which specific badges and arcs will grant you the portal.
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