Memphis_Bill

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  1. Quote:
    Originally Posted by Impervious Fist View Post
    Isn't that what he is saying...?
    Yep, yet somehow he wants to paint it as getting it after one game even after that argument.
  2. Quote:
    Originally Posted by Wavicle View Post
    Yes, that is exactly the argument that I am making.
    Then I'll point out that you're a fool.

    Quote:
    Really the problem here is that most of the game is SO EASY and STRAIGHTFORWARD that when the devs FINALLY give us some content that makes you have to change your approach based on the encounter at hand people like you and BI start losing your minds and complaining that it's too hard.
    Excuse me?

    You mean me, who's fought him with non-IO'd-out characters, EVERY AT? Show me where I said it was "too hard." Go ahead. Dig up that quote. Dig HARD. You wont' find it, because I never stated that.

    Listen VERY closely.

    I DISAGREE VEHEMENTLY WITH REMOVING WHAT HAS BEEN A VALID OPTION THAT PLAYS TO SOME CHARACTERS STRENGTHS. You know, just like high defense, high damage, or holds. Do you get it now, or do you need it pounded into that cement block of a skull of yours even more?

    You gripe at BI for putting words in other peoples mouths. Don't do it yourself, or just ask to change your handle to "Hypocrite."

    As for changing the encounter? Yes. It's a puzzle. "What's making him regen, and what can I do to defeat that?" We had multiple options before. We have one LESS option now.

    FEWER options for dealing with an encounter is a BAD THING.

    Simple enough for you?

    Quote:
    If we had been having to figure our way through puzzles and challenges for many levels this wouldn't be an issue.
    And yet one of the solutions FOR said puzzle ("What can I do to defeat his regen?") is being taken away, and you call it a good thing. Do you even listen to yourself?
  3. Quote:
    Originally Posted by Wavicle View Post

    Quote:
    Originally Posted by Gaming Glen
    No. You do not get the Alpha slot as a reward for that mission.
    Yes. You do.

    EITHER it is one of several missions all of which must be completed to get the Alpha Slot (therefore the Alpha Slot is one of the rewards for completing that mission)

    OR

    you AUTO COMPLETE ALL OF THE OTHERS meaning you do THAT mission and NO other and get the Alpha Slot.

    So YES, they DO IN FACT reward you with the Alpha Slot for completing that mission.
    Wow. You even argue with yourself.

    What did Glen there say - "You do not get the alpha slot for completing that mission." It's a very straightforward statement, but I'll break it down for you:

    You - the player.

    Do not - a negative state

    Get - to be rewarded

    The alpha slot - the reward

    For completing that mission - note it's not "the arc," but THAT MISSION, indicating a singular encounter. Namely, the fight to and with Trapdoor.

    The opposite of that would be "You DO get the alpha slot for completing that mission," which means at the end of THAT MISSION, you are awarded it. You defeat trapdoor, get yellow text saying "Alpha Slot Unlocked."

    Do you get that? No.

    Therefore, you do NOT get the alpha slot for completing that mission, any more than you get it for talking to Statesman/Recluse, Lady Grey, defeating Holz or the Honoree. You get it for completing the arc, of which the Trapdoor fight is an *early part.* You could *conceivably* say you get it for defeating the Echo of Minos, as once you do, you can pass to the next room where you click the glowie and are awarded with it.

    You get the alpha slot for finishing ALL of the missions. Not for finishing Trapdoor. You get Inf for finishing Trapdoor. You may get Prestige. You may get a recipe, enhancement, salvage or merit drop for doing so. You do NOT get the Alpha slot.
  4. Quote:
    Originally Posted by Wavicle View Post
    Sorry you have such a feeble grasp of the way the game works.

    Holds are a TOONS POWER.

    Pulling is not.

    See the difference?
    So, that ranged blast they use to do so isn't part of the character, or the maneuverability (also used for things like not getting into melee if that would be bad for you) isn't?

    Again, you're making the argument that *using a power and moving while still being at risk of ranged and melee attack* is "too easy," while *using a power which puts you under no risk of attack at all* is not.
  5. Memphis_Bill

    No new zones

    Quote:
    Originally Posted by Mothers_Love View Post
    I can't pretend to know all the work involved but I imagine there are lots of interwoven things like NPC wayfinding around the current map which would also need to be amended. In short its a lot of work.
    Not necessarily to revamp.

    Yes, it was needed in Faultline. And for Boomtown, it likely would be as well. But Dark Astoria? Crey's Folly? They made the AE buildings "shiny," so they can "reskin" buildings, and those zones are big, laid out just fine, and just begging for some story arction.

    They'd be great for a revamp.

    The devs use the Shard as an example of it taking "a lot of work," but that's a bit misleading (the Shard is large, yes, and four zones.) It's like using a speedway on race day as an example that "People drive too fast."

    As far as new zones - more in Praetoria, and I want to see more Villainside, as well. Heroside, you can take a few "paths" from 1-50. Villainside, you can't, and the "Trash Dump" look gets depressing.
  6. Quote:
    Originally Posted by Wavicle View Post
    No. YOU are MAKING UP the slippery slope.

    The devs, through their actions, have indicated that they believe pulling him away from his clones makes the fight too easy.

    There is NOTHING else they have indicated they feel that way about.

    Quit putting words in people's mouths.
    I hate to be seen as supporting B_I in any way, but they HAVE - in the cases of many of the powers above - indicated a sense of either the power being "too good" (Shivans - really, any risk these days in PVP zones, which was supposed to be their "balance?") or outright banning them from other encounters (Warburg nukes.)

    It's *not* that big a stretch to see they may decide to neuter those in this and other encounters, either. If a *pull* - a standard tactic - is "bad" because, in your own words, "it makes the fight too easy," then yes, I *would* see it as perfectly reasonable to assume Shivans (don't take long to get, don't really have to fight anything but turrets) would get banned from this, and that Trappy would get EB/AV level hold resistance (as mentioned earlier) as that makes it even LESS of a fight than pulling. And, frankly, that either he'd get some fire resistance, or the lava would be "cooled off."

    I mean, really, it's been said a pull is bad because it makes the fight too easy, but holds are perfectly fine. Let's compare the two:

    + = Good for player
    - = Bad for player

    PULLING:
    + Removes him from the source of his regeneration
    - Lets him fight back at full damage and full strength
    - Lets him maintain maneuverability.

    HOLDING:
    +Doesn't let him bifurcate, removing any chance of regen
    +Doesn't let him fight back
    +Doesn't let him move.

    So - given several *common NPCs* have higher hold protection than trappy here, why aren't you campaigning for a tactic which is JUST as fair of a use of powers, which makes the fight even EASIER, to get yanked by giving him insane hold protection? It's not even like he'd be the only extremely-hard-to-hold AV (or for that matter incarnate) in the arc, as Honoree shrugged off most holds I tried stacking at him.

    Sorry, but your "It makes the fight too easy" argument just doesn't hold water.
  7. Quote:
    Maybe their regularly slotted character can play circles around half the tricked out characters in the game.
    Quote:
    Originally Posted by Kawkazn View Post
    And maybe I don't want to play with those people
    mmm hmmm.

    Also note frankenslotting may not result in any bonuses. But, hey, you want to avoid someone who knows what they're doing just because they don't have a list on a tab... *shrug*
  8. See long discussion about the lack of being able to pull Trapdoor any longer.
  9. Quote:
    Originally Posted by Furio View Post
    What is surprising to me is that people are surprised that a non-showstopping bug made it through beta.
    Prove it's a bug instead of them changing their minds for whatever reason. Toggles dropping on zoning/exiting a mission/etc is a bug. (Also, add to it this, in the patch notes:

    Quote:
    Trapdoor no longer stops Bifurcating
    )
  10. Quote:
    Originally Posted by Wavicle View Post
    It IS too much reward for too little risk. You're being rewarded with the ALPHA SLOT.
    For defeating Trapdoor? No, you aren't. And in case you hadn't noticed, pulling him into the hallway doesn't make him helpless. He can still attack you at full strength. It's hardly "low risk."

    For defeating Trapdoor, Honorree, the rogue Vanguard and the Echo of Minos and finishing the arc? THAT you're being rewarded for.

    Or did you miss the rest of the missions in the arc?

    Quote:
    Originally Posted by Zombie Man
    I'm in the crowd that believes calling a 'pull' an 'exploit' puts one in the 'the too ridiculous to have a reasonable discussion with' crowd.
    /this and

    Quote:
    I find it hard to believe this was vetted on Test and that little detail missed the devs. If it did......wow
    /this.

    It's not like this came out of the blue late in test, or after release. People were talking about how to beat trapdoor throughout test - using those exact methods.
    "If you're tough enough, beat on him.
    If you're slightly less, drag him to the lava and beat on him.
    If you're having issues with his regen, pull him out of the room.
    If you've got holds, use them."

    Over and over again. Hell, PULLING isn't new.
  11. There's at least one mission in particular - long existing in the game - that needs to take advantage of this, if possible.
  12. Quote:
    Originally Posted by Furio View Post
    It's the dictionary definition of the word....taking advantage of a situation to ones benefit.
    In that case, they should patch so he can't jump in the lava. That's taking advantage of the situation (that environment) to one's benefit.

    Hell, if you want to use *that* loose of a definition, they need to get rid of blaster nukes. Spawn that stays close together? The nuke would take advantage of that situation for the blaster's own benefit. Or the opportunity to pick and drop missions. Group you don't do well against so you pick another? By that loose definition, THAT's an exploit.

    How far do you want to go with that definition? Or would you prefer to use the one the devs gave us a while back - excessive reward for the risk involved? (Something that is *not* the case with Trapdoor.)

    (Of course, strictly speaking you're using the verb definition - to exploit something - as opposed to *an exploit,* which is what the devs defined.)
  13. Quote:
    Originally Posted by Electric-Knight View Post
    No.
    As to the why not, because those are inherent aspects of chosen powers.
    As is fighting at range and forcing an enemy to charge after you, picking your own spot to fight.

    If I'm running around in - say - the Wolf's Throat, with the various machine-gun turrets in the walls, I'm pulling enemies away from there so I'm not getting pelted from there. If I'm fighting COT, I'm pulling them away from crystals. Or, if you want to look at *powers,* if I'm fighting Longbow, I'm moving away from the sonic grenades. If I'm fighting DE, I'm pulling them away from the quartz/cairn/fungi they drop so they're not buffed.

    AFAIC, Trapdoor's Bifurcations are just a fancy Tree of Life. And if I can pull him out of that effect, I damn well should be able to.

    Quote:
    That's actually a great point as to why this change is not about taking away options... It's just about making the options be based on the quasi-reality of the virtual in-game world.
    See above.
  14. Quote:
    Originally Posted by Wavicle View Post
    Because the Devs don't want you to be able to circumvent the primary encounter mechanic?
    So are they going to be making him immune to holds next? Because that does the exact same thing - remove the bifurcations from the equation - thus also "circumventing the primary encounter mechanic."

    Quote:
    Originally Posted by GuyPerfect
    I mean really, just look at Trapdoor: his signature move is bifurcating to regenerate health. You think maybe, just maybe, it was intended to be a part of the battle? The fact that people figured out ways to nullify the effects of the bifurcations was an oversight by the devs, and one they are correcting in the next update.

    Is that taking away an option? No, not by definition. It's correcting an oversight. If the changes taking place in the next patch were already in place with I19, nobody would be complaining about their introduction.
    Same question to you. Should they then make him immune to holds? Is the fact my Controllers, Doms and several Blasters can hold him (think I can lump some Defenders in there, too) an "oversight" that needs correcting, as it also nullifies his "signature effect?"


    If not, why not? Pulling away from the bifurcations accomplishes the same thing in a different way.
  15. Quote:
    Originally Posted by Rylas View Post
    Sure, people flock to Shields and SR for most defense builds, because those powersets are more easy-mode.
    <--- plays shield simply because shield charge amuses me.
  16. Quote:
    Originally Posted by Schismatrix View Post
    Every time i see this thread's title i keep thinking, "Trapdoor seems to enjoy the beatings a little too much."
    When Silver Mantis thinks it's a bit much, well....
  17. Quote:
    Originally Posted by Nethergoat View Post
    With stealth, you're basically *buying the power* with a single IO. I have the same issue with /dev's Cloaking Device. It's "power" in the modern game is saving you a few million inf or a few tip missions- very underwhelming.

    When you can buy a power replacement in IO form, then IMHO that power needs to be made more useful.
    Except you *don't* replace that power in IO form. Yes, the stealth IO is nice. However, it provides zero defense, you can't slot an IO with other IOs, and IIRC the values it gives aren't as good.

    It has its own advantages and disadvantages (primarily being able to stack with other stealth powers,) but while it's an *option* to use for stealth, it's certainly not a *replacement* for the actual stealth powers.
  18. Quote:
    Originally Posted by Mirai View Post
    I got my second shard! Whee!

    I think it will be a while before I have any extras...

    /this.

    With alts, lowbies, 20 50s, "Extra" doesn't exist yet. (Plus I work when most people run TFs.) I think the farthest along I am on anyone is a component (maybe two, on those I bought the Gr'ai Matter on) and one shard.
  19. Quote:
    Originally Posted by Leo_G View Post
    --Improve its draining capabilities in some way. Add -recovery or an END penalty on the foe.[/INDENT]
    END draining itself gets gutted so many times in this game. Elec. blasters secondary effect? END drain/END return. But you don't see much of either. (The only time I've seen it do much of anything is with a group of Elec. blasters some friends and I run on occasion.)

    Could have been useful in PVP - but it was neutered there as well, early on. Though /EA did have some nice built in TP Foe protection (for a while.) And I found it amusing to have my EM/EA brute cussed out as a "damn Stalker" more than once.

    And of course mobs don't seem to care all that much about having their END drained, if you can't sustain it at 0. *shrug*

    END drain in general needs looking at. But it *does* help my EA keep going.
  20. Good luck convincing some it's not "unplayable" - EM/EA was my first brute to 50, not long after COV came out. I enjoyed it, survived reasonably well, but try telling that to people here. (I still survive pretty well. *shrug* Don't run +4/x8, but I don't run that on anything.)

    I tried pointing that out some time ago. You'd think I'd just suggested lumping the brute forum's mothers and sisters together in an adult movie or something.
  21. What would make SGs want to do more things together?

    More SG themed stuff. Right now we have... the CoP. For years, we only had one SF (villainside) and that was taken out of the mission computer and put in the "real world."

    The Mission Computer needs to actually be utilized, with items for solo, duo, small and large SG team as well as the CoP.

    (As for the OP's idea... I'm not against it, but my SGs are either (a) made with people I like playing with anyway, so that's incentive enough, or (b) so large that there's always something going on *anyway.* After all, if you don't like the people and don't want to do stuff with them, why are you still there?)
  22. Quote:
    Originally Posted by Triplash View Post
    The reason it's seen as necessary is because it's so easy to create inf in this game, particularly if your build can defeat enemies at a fast pace.
    Bolding mine.

    Yes, if you're running something that's an AOE monster, it is. If you're not, well, INF doesn't flow quite as easily, barring a lucky drop - in which case the prices at the market work in your favor.

    Quote:
    The sheer amounts of inf floating around out there are causing prices of certain items in the market to go nuts.
    The question is "Why" there's that amount of INF. Some of it is due to exploits being farmed (which also ends up causing more demand - level 50, no IOs, wants "the best.") Some of it is likely STILL due to old 50s... I mean, really, before when you hit 50 you *could* keep playing, and many did - and after they spent, oh, 30 mill on SOs, then traded/bought/raided for HOs, then IOed out in I9 (and an occasional upgrade afterward,) they *still* have a lot of INF.

    Others - like me - who have a large stable of alts don't tend to have "rich" characters. My highest tends to hover around 300 mil (not IOed out, but not lacking in them, certainly not purpled) - the INF goes to supplying bases and lowbies. Most of my others never see 100 mill, other than a lucky drop, and may not top 50 mill.


    Quote:
    Rare, highly sought after items increase in price until most people can't afford them through their normal play methods.
    Everything in the game is available to everyone. It's just a question of what you want to spend - time, or INF. INF is, in this case, just a time accelerator. I can - if I chose to PVP (or farm my other account in a PVP zone) - get every single PVP IO out there. It'd take a long time to do so, yes. Alternately, I can spend 30 mill to 2 billion (or more "off market") to get them now.

    Quote:
    Common, frequently used things like particular salvage and recipes increase in price as well, sometimes drastically. In that case it's because people who have wagonloads of inf get bored waiting around for their bids to fill at reasonable prices, so they overbid in an attempt to get it immediately. They can afford it, after all. These things cause folks who play "the casual way" to get frustrated, since from what they can see, prices on even the most common items in the game are seriously out of whack.
    Which is why there are alternate ways of getting that, such as the AE. Doesn't take long, and one AE arc will likely net you enough - via random common rolls - to get what you need. I haven't bought a Luck charm (pretty much the poster child for this, along with alchemical silver) since - well, since the market merge when I stocked up on them cheaply for my own use. (1500 inf each, stacks of 10? Haven't seen that in a long time.) Or, of course, just play at the appropriate levels.

    Quote:
    In essence, as long as people have "extra" money to throw at getting what they want, prices are going to go up. Players who don't have that kind of money get frustrated and develop a poor opinion of the game. That not only causes those players to stop playing, but it spreads negative word of mouth about an otherwise great game. Pretty lose-lose in the big picture.
    But not the complete picture.

    If the market were the *only* way to get the items? I'd agree, it would be pretty bad. But it isn't (not even for market teleporters.)

    Just have to be willing to look at the alternatives.
  23. Memphis_Bill

    Lost IOs

    Quote:
    Originally Posted by Forbin_Project View Post
    IO's that have been deleted need to be crafted to be replaced and crafting IO's is an influence sink.
    Not to mention every market sale destroys some inf with the various fees.
  24. I have an (old, but still played) Elec/Elec blaster. Went with the Fire APP though. (Char +RotP. Hey, it was issue 4. I died a lot more.) Do have an E3 on a second build, but haven't run that one as much.

    If you're going to have stealth and/or hover, yeah, take Zapp, IMHO. (Though, full disclosure, I tend to be a fan of snipes on everything but Dominators and Stalkers... really, 8 seconds guys?)

    Lightning Field - stick the chance to stun proc in it. It's cheap. *shrug*

    VS - yep. Take it. It's more damage. Though I'd love it if the devs took the suggestion to make its attacks chain.
  25. Er...

    No.

    I read through this, and all I can see are the "bad old days" of XP debt, spending whole levels (first 50 being an elec/elec blaster) trying to work that off.

    Not a marketeer, don't want to be forced to be one (or a farmer, or otherwise "grind.")

    Want an INF sink, make it one that people want to put INF into and get a decent return on.