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Posts
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Joined
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Can a single mission arc have more than one contact? For example, after completing Mission 1 from Contact A, you are directed to Contact B who gives you Mission 2?
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No.
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Will there be an active prohibition against one contact directing (via normal text) onto another contact (thereby chaining the story arcs)? -
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Day Jobs Icon: Just the Icon that appears in the Char. Buff screen.
Server: Champion
Zone: Talos Island
Character name: Patchwork Knight
Time: 8:10 am CST
Location: Talos Wentworths
Mission: -
Mission Contact: -
Bug Description: Icon Does not appear on screen, the Notification Still came up but no icon.
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Are you hiding the autopowers? I was and couldn't see them. -
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Base Repricing
1) How will the repricing of bases affect you personally?
2) Will you dismantle your base to gain the additional prestige from the repricing?
3) How long would this process take you if you were to engage in this practice?
4) What are the positive and negative concerns regarding repricing?
5) How will this feature affect you long term and short term?
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1 - as leader & architect of a SG and VG it will mean a evaluation of the base to see if more utility can be added.
2 - if the Prestige for rooms or equipment is significantly lower, yes, to pay for the extra added utilty.
3 - 10-15 hours per base.
4 - my rent costs will be lower in the HG (3rd plot) and higher in the VG (smallest plot) but the actual payments will be easy to make.
5- I suspect more than once I'll have the VG base be shut down because we're not very active there and I do not allow other accounts to pay the rent.
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Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation?
2) What is the positive effect on your base for this feature implementation?
3) How long will it take you to adjust to learning this new system?
4) What side effects to this system do you currently see from transitioning the old to new system?
5) What security concerns do you have regarding this change?
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1- we will now be competing for the salvage to improve the base with our own SG/VG members. We cannot expect to accumulate excess salvage in the base for any and all to use for empowerment buffs, so I expect those will eventaully go unused.
2 - I cannot think of a positive effect.
3 - learning will not take long, acceptance will take much longer.
4 - short term market fluctuations as people attempt to capitalize on the supply & demand variances.
long term inflation of all salvage prices (due to universal demand for dual builds and bases) making the base architect spend thier own influence to buy enhancements to improve the base.
5 - base storage raiding to feed the greedy is much more likely.
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Additional Notes:
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You have done a very poor job explaining the reasoning behind the removal of base salvage. If the reason was what you say it was, you've chosen probably the most intrusive mechanism to correct the "issue".
If the changes to the cost of base elements were done to entice people in PvP base raids, they will have no effect in any SG/VG I am playing in. Your PvP system was (and still is) suboptimal and, in my opinion, cannot be fixed. -
Kneejerk character changes without considering the effects use up a lot of respecs. Trying to "game the system" using respecs to recover expensive IOs uses up a bunch more.
Every single one of my toons is sitting on at least 3 and sometimes 4 respecs. I beleive $10 is a perfect price to extract for those who refuse to think ahead or those who persist in the "abuse" of respec-to-recover. -
Look at it this way: the increase in the PvP community on the Test server is encouraging people to have a PvE or PvP build on the main servers and a PvP build on the Test server.
Perhaps they should make another server like the test server where folks could copy (not move) their heros and villians and not be at risk of the cleanup a test server brings. -
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<font class="small">Code:[/color]<hr /><pre>
$currentdebt = $characterdata["currentdebt"];
while ($currentdebt > 0){
if !($currentdebt <= 0){
$currentdebt = $currentdebt - 1;
}
update_characterdata($characterdata);
}
</pre><hr />
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I never understand why folks make these things so complicated...
<font class="small">Code:[/color]<hr /><pre>
$characterdata["currentdebt"]=0;
update_characterdata($characterdata);
</pre><hr />
Is so much simpler. -
I like symmetric PvP where the players are differentiated by thier skill, not the toon they bring to the fight.
My first online game was a multiplayer WWII air combat simulation. Anyone could have any plane and it took skill to consistently defeat the other players without getting yourself killed. That is ideal PvP for me. -
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PVP pays the bills. PVE does not.
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Really? Exactly how many servers are running PvP for everquest? I think they're down to 1.
I beleive it is for the exact same reasons that PvP in CoX is problematic - you can't really balance the archetypes and power sets. Someone will ALWAYS be the paper to someone's else's scissors. -
in games like "city of" (and all the other mmos) , I do not like PVP.
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I'm offended.
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Umm...why? Some player expressed an opinion that the devs spent too much time on PvP. Unless you're the person who made that decision, there is nothing there for you to be offended about. You might have a different opinion about that decision, but no offense to you was made.
Now, if he's said that all folks that like to PvP were ranting ganking social misfits, then you'd have grounds for offense.
Criminy, this habit of drawing offense at issues that are matters of opinion REALLY needs to be curtailed.
Note- I am not offended that you said that you are offended. I am pointing out that you have no basis for offense. -
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Your mission was to talk to a contact in a PVP zone correct? Simply talk to the contact and leave. You don't have to do any missions for them. This is no different from the Hollows. It's mearly an introduction to the zone and that's all.
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I suppose you've never had a mission where you go talk to a person and the mission morphs from "go see this guy" to "go there and do this mission."?
It is a reasonable concern that Manticore has announced a work around for. -
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But I don't know if it fully delineates the difference between an Antagonistic relationship and a Bully-ing one =\
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Given the nature of a griefer, it is never wise to print "these acts we define to be griefing" as the definitive list. Rules lawyering (cat & washer vs cat & dryer example above) then follows.
A laundry list of "these things are among those we consider griefing, and we'll add more examples to them as soon as the griefers provider them" is a better policy. -
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I'm happy to see that occassionally somehing is GIVEN to the players instead of taken away. I can't complain about the specifics, but... It's still obviously PvP balancing, which was never supposed to interfere with those of us who hate PvP.
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Um, this is definitely not intended for PvP balance. This is not the primary problem of PvP for defense builds (still helps a good deal).
If you've ever played a defense build, especially SR since its only damage mitigation is defense, then you'd know that this is a PvE intended buff. There are a ton of attacks in the PvE game that lower defense and it can effectively remove all of our damage mitigation. The prevalancy of defense debuffing attacks and the severety for which they hit defense builds is incomparable to how -res hurts resistance builds and -regen hurts regens. This is a much needed PVE buff.
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it is a PvE buff, no question about it. But one might as, "why now?". Perhaps because the SR scrapper gets boned by all the DEF debuffing powers of the mobs.. that have been in since the game was released..
or perhaps because of all the DEF debuffing powers of the other players that he'll meet in PvP, after I5 and after ED. -
Personally, I think he's sitting somewhere glued to a chair. We'll probably hear from him soon.