Master_Armantus

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  1. Cool, I'll try 'em out. Thanks guys.
  2. I'll assume that those avatars that display a sort of slideshow of their toons use animated gif files. If so, is there a good (free) gif image creator out there? Or, is there a simpler way to do this that I'm missing?
  3. The devs could simply have an auto-decline duel option, much like declining gifts and tp's.
  4. Quote:
    Originally Posted by TresCool View Post
    2.Fun PvP:

    Yes I been thinking about that one for years now.
    seems this topic has a built in "/unsigned" ... noone cares enough.PvP should be optional ,SPONTANEUS and uncomplicated.It should be able to be done in between two PvE missions.no long travels to area XY....wahtever
    I think PvP could have a lot of potential in Going Rogue. I can understand having specific zones for heroes to fight villains in PvP, but I see no reason why there should be the same mechanic with Rogues. If two players cross paths, no matter where they happen to be at the time, they should have to option of challenging the other to a duel.
  5. Master_Armantus

    Costume slots

    Not clear on the difference between the "uniform" and "normal" names you gave to SoA costumes. If you mean to give them an additional slot for their special VEAT costumes, then I'm all for it.
  6. I see no reason to have a respec assigned specifically for origin. What the devs could do for those that want to modify the origin of their existing characters is give out 1 origin change token to each character on their account.
  7. The limit could be subject to change at the discretion of the devs, but players would have to plan the SG accordingly. It would certainly be nice to invite all of my 20+ alts to the same group, but honestly I'd be more willing to create another or even a few more SG's to compensate. They could even be in coalition with each other.
  8. I agree it's annoying, but I feel like it's a minor nuisance compared to the actual respec.

    Nothing is more frustrating than getting to the final screen and throwing your enhancements in their rightful slots, when you realize you misplaced a power slot. After backtracking and reslotting you just lost the progress you made and have to start enhancing from scratch again. Not to mention it's somewhat difficult to view your final product overall when you have to scroll up and down through each power set.

    Back to the OP, I believe the programming involved to make those changes would probably be too much work. That's usually the case, but if they were to make the change I'd be happy with it.
  9. I was just thinking of the amount of prestige required to make a fully equiped base, and ultimately the larger the SG, the quicker the base can be built. It creates an unfair disadvantage to those who have a "personal" base.

    An idea to help make it easier on those who wish to build their dream "batcave," is to have an option when setting up a SG to specify whether it is intended to have many or few members. There could be a limit set in the beginning, a "small" group could consist of up to 5 members, while a "large" group could be more than 5. I chose 5 as the limit just in case the player wishes to invite a few alts to the group.

    The small groups would have base items and rooms available at a discounted cost, while the large groups are paying at standard prices. The first 15 members still give a prestige bonus, so a smaller group would start off slower, but will ultimately be able to catch up in the long run to a large group in terms of base building.

    Implementation to current SG's could perhaps be solved by looking at current membership numbers in each group. The SG leader can select the option (when they are ready to decide), but their decision will be final and cannot be reversed. Large groups would have to remain that way, unless they kick members until they reach the limit of 5 for small groups. Groups that already have 5 members or less can choose either option, just in case they wish to expand membership.

    I cannot foresee any exploits to this, except for corrupt SG leaders who intentionally kick members from the group simply to get discounted items. But that will just destroy that group's reputation in the end.

    Forgive me if this has been suggested before, the idea just occurred to me and I felt it was too good to keep to myself. *grinning face* (first post on new forum, don't know how to throw in smiley faces)
  10. Master_Armantus

    Player Rating

    Only if you quit without any word.

    Personal player ratings are good enough for PvE teams. You can be confident in the ratings and comments of each player because... you made them.

    Public ratings basically belong in PvP, where players like to see how they stack up with one another. It encourages competition, which IMO doesn't belong in team play.

    EDIT: And by competition I mean between players.
  11. TF's that are set rashly on the highest difficulty by PuGs tend to go wrong anyway. And that's simply the fault of the PuG leader. The devs can take absolutely no blame in the matter because the team leader could just as easily have set the difficulty to the lowest setting.

    The teams that can tackle the invincible TF's are usually where everyone knows everyone, and have played with each other on other teams. They have taken the time to get to know each other and assemble amongst themselves a greater team to tackle the harder challenges. They IMO certainly deserve to be rewarded more than the PuG merit farmers, because they have spent that extra time.

    I think this could be a small step towards building a tighter community, where players are encouraged to make friends and get to know each other, rather than relying on random PuG's day after day.
  12. Awarding the same merit reward to a team beating a TF on heroic as another team beating the same TF on Invincible is kind of unbalanced, IMO. I think the merits should be adjusted to consider difficulty, at least in TF's.

    For instance, the current reward for an ITF is 27 merits. Let's make that the level 3 (Rugged/Vicious) reward, while the rewards for levels 1 and 2 are scaled down a few, and levels 4 and 5 are raised an equal amount. So call the rewards (in order of difficulty) 25, 26, 27, 28, 29.

    The difference in reward could be judged by the average completion time of the TF (which could be judged by the currently set reward for each TF). A much longer TF, Dr. Quarterfield, for instance, awards 111 merits. Setting that as the level 3 reward, the other could have a greater difference than the ITF. So again, in order of level difficulty... 105, 108, 111, 114, 117.

    The difference in reward based on difficulty is purely up to the devs, but I can't imagine the difference being too big (hence a difference of +/-1 up to +/-3).
  13. I'm not worried about AE on double XP weekend. All my alts are on Virtue, which means I won't be able to log on anyway.
  14. [ QUOTE ]
    Dominant genes would result in only about 50% of the off-spring being part-cat... and that 50% would be divided up between the cat-boys (which apparently only rarely survive past infancy) and cat-girls, meaning only approximiately 25% of the Catgirl's off-spring could be other Catgirls!

    Unless estimates of Catgirl's fertility have been greatly underestimated, those numbers would suggest that such populations are impossible to sustain purely by Dominant genes!

    [/ QUOTE ]

    Not impossible, just unlikely. It would require a minimum of 4 kids per family.
  15. [ QUOTE ]
    Only common IOs can be memorized.

    [/ QUOTE ]

    If only I could memorize the LotG proc... *sigh*
  16. I noticed there's no form of melee mitigation in the set. Ranged and AoE gain defense, but melee gets neither resistance nor defense. I'm assuming the reasoning is because the set also has a power that damages melee attackers specifically, for balancing purposes. And yes, resistance values seem a tad low overall (barring toxic).
  17. If they're all the same then great. Just making sure it's not just my sometimes faulty memory.
  18. Somehow I think sets based around resisting toxic damage are somewhat gamebreaking, which I'm guessing is why we don't have a set of that type in the game (correct me if I'm wrong). All other damage types are relatively easy to defend/resist against via the right invention set bonuses. Toxic, however, can only be resisted when completing entire purple sets. Maybe I'm wrong, but I believe the devs want to keep toxic as a damage type that can bypass most players' resistances (like acid) and thusly keeping the game challenging.

    Having said that, I think your ideas for the build are great. At a glance, the power choices seem fairly balanced (barring the whopping 50% toxic resistance in the tier 1 power). Great power names as well. Very creative.
  19. Master_Armantus

    Looping music...

    I'm all for having at least an option for looping the music. Although, at this point I'm about sick of 90% of the game's music so I have the music turned off altogether. Great music, don't get me wrong! But it gets old when you've heard it 245,956 times.
  20. MAYBE in Grandville as well. Can't remember if they sell in the range of 40-50 or 45-50.
  21. You should be able to find them in St. Martial.
  22. Kuji-In Retsu, as it's called, has a recharge time of 16 mins 40 secs.

    Why?

    I'm not very used to these "god mode" powers, as I generally play as controllers and defenders, but it seems IIRC it takes much longer than the tier 9 power in super reflexes.
  23. [ QUOTE ]
    If they're not unlocked, log on to your 50 again, then off and try again.

    [/ QUOTE ]

    Thanks, Bill. Advice worked.
  24. [ QUOTE ]
    Note, however, that you only unlock them per side. IOW, you have a 50 villain, you can make VEATs, but not Khelds (and vice versa.)

    Otherwise, yes, every server. If they're not unlocked, log on to your 50 again, then off and try again.

    [/ QUOTE ]

    I've actually got 50's of both sides: 2 villains and 1 hero. I'll try logging in with my villain and see if that works.