Oldeb

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  1. Quote:
    Originally Posted by opprime28 View Post
    But the truth is, NONE of those users said that it being unfair because some people would get things others wouldn't was the ONLY reason they didn't like it, but no one said that they did. A feeling of "unfairness" and "If every toon I have can't have it then it's not really fair" is there as well, and stated flatly at some points, whether "it" was a costume piece (if my magic guy wants a squid arm and its a mutant piece thats not fair) or simply that new toons was have a slight advantage taking origin effects in to account.
    With the exception of costume pieces the objection to your suggestion is still not that character 1 has something different than character 2 who is better than character 3.
    It's that for seven years now people have not known that they would be divided along those lines by the choices they made.
    That is what is unfair for existing characters.

    For newly created characters that isn't a problem. You'll know now which Origin provides the best benefits, be they bonuses, temp powers, costumes, or whatever.
    But now character concepts are forced to go along with what is "best" or be lacking. Something that has never applied to this game before.
    That is what is unfair to new characters. Especially for a game that provides such a broad base for character concepts.

    Quote:
    The game has, at many times, changed some specific things about archetypes, including their inherent powers. Defiance works totally differently now, and Fury has been changed. Likewise even specific powers and sets have been changed, lik Enermy Melee or Electric Armor and how Energize was altered. Maybe I'd have made my brute a scrapper if I knew they were gonna scrap Fury as they did. Does that some break my toon? Not really.
    Every single one of those changes falls within the cottage rule. Suddenly making Origin choice have in-game effects does not. It fundamentally alters character creation. Every single one of those changes has been made for game balance reasons, not because they decided it would give the game, "more meaning."

    Quote:
    Hell, IOs were introduced into the game, and if ANYTHING has made the game more "divided" and forced people in to certain builds its the IO system and the way it adds buffs, etc.
    IOs are not a good comparison for what you want to do. They're optional. We've been told that the game is not balanced around IOs. (We could debate the truth of that, but until they state otherwise IOs are simply not required at all.) There is no way to not have an Origin, so there is no opting out of this. It's a mandatory change across the entire game.

    Quote:
    Do you really think as many doms would exist if it weren't for the ability to increase global recharge?
    You do know that when it became apparent that perma-dom was becoming the end all be all for Dominators they went back and rebalanced them? So that perma-dom wasn't as beneficial and their base damage was upped to make them more competative against other ATs as a whole? This was a case of IOs becoming a requirement for a particular AT and the Devs took direct steps to stop it.

    Quote:
    What has been suggested here is FAR less effective to a player than any of the above
    Than what is the point of a large scale, game sweeping change? Either it's trivial or it's not.

    Costumes are not trivial in this game, look at what's in the Booster Packs, look at how much time people spend on them, look at how much pride people take in a good costume. Locking options by Origin is a non-trivial change.

    Temp powers may or may not be trivial, depending on what they do. If they're are like the Vanguard Heavy, that's going to be a big deal. If they aren't, then why waste time adding them? So that was can have something else to sell to the vendors?

    Quote:
    The only thing that you bring up that would upset you is that some other character playing the same type of toon was able to take origin in to account like we now take IOs in to account, and may have a slightly DIFFERENT buff, and thus he's playing slightly "better" in some way than you are with your buff, even though you're BOTH playing just as well as you always have, if not better.
    If the difference is power selection or IOs, I can fix that without making sweeping changes to my character. I can respec into new powers or select new IOs. My character concept though, isn't changed in the slightest. It's still however I first pictured it and I am just as good as the person who doesn't care about concept and goes straight min/max.

    In this game character concept in no way restricts my ability to min/max, design my costume however I want, or access any part of the game.

    By suddenly giving a part of character creation meaning that it never had before you destroy that. I'm very aware that CoH lets me have my cake and eat it too. I'm aware that's a rare thing in MMOs. What I don't understand is why you feel that should be changed simply to provide "more meaning" to something that gives more meaning by lacking any game effect than it ever could with it.
  2. Quote:
    Originally Posted by BrandX View Post
    o.O

    No single character created to date would be penalized. Not a single one.

    Do you know what penalize means?

    Every single character created to date would recieve a buff.

    The problem is more that it might not be the min/max buff that you would have picked.
    Penalized: To impose a handicap on; place at a disadvantage.

    I used the word correctly. For the umpteenth time you're forcing people to choose between concept and game play. That is a bad thing. It's very much a penalty to character creation.

    You're correct in that it's not going to suddenly make any character worse than they already are. It's going to give bigger rewards to characters who picked the "correct" Origin. Yes, nobody is getting directly hurt, but what you're doing is buffing only part of the player base (at random!) and then telling those others to suck it up and just be glad you didn't nerf them.

    Quote:
    Originally Posted by BrandX View Post
    And having a little buff to those you already created wouldn't change anything. And adding a new "well let me see how I plan to min/max my newest alt" would mean just that.

    By your very own logic. They never should of changed Energy Melee. Maybe I made my EM toon for the whole purpose of loving the animation of Energy Transfere.

    Now it's changed!
    Once again, you have a bad analogy. First, the cottage rule. Energy Transfer still does exactly what it did before they reworked it. Making Origin selection count is shattering the cottage rule and taking a whiz on its grave. You're taking something that has never had any importance and suddenly making its selection something to be considered.

    Second, Energy Tansfer was reworked as part of a move to bring it into balance with the rest of the game. If you want to discuss whether or not it was successful or whether the Devs' vision of game balance is even a good one that's fine.

    But what you're asking for is not a rebalancing of a specific power, a certain powerset, or even a reworking of an Archetype. It's a change to every character ever created. It throws balance out the window in order to hand out random buffs. You have to worry about whether certain ATs benefit more. Than you're going to have to see if certain powersets benefit more. After that you can check different primary/seconday combinations. You are asking for a rebalancing of every part of the game. Unlike a change to Energy Transfer there will be no character unaffected by this.

    This just isn't an alteration that can be made so long after launch.
  3. Quote:
    Originally Posted by opprime28 View Post
    Actually, that is EXACTLY the objection -some- posters in this thread have been talking about. Read back about the discussion of two fire/fire tankers.
    *sigh* Let's read for comprehension together! Gather 'round class, it's story time! This might take a while, been a lot of comments, many of them repeated over and over again.

    Quote:
    Originally Posted by PennyPA View Post
    Well, for me at least, lately I have not been paying attention to Origin whatsoever.
    ...
    So I guess if this was from the beginning, sure why not. But now, at nearly 7 years later? I wouldn't be supportive of it.
    Quote:
    Originally Posted by Memphis_Bill View Post
    Personally, I'd hate going through my 250+ characters and having to decide if the origin "buff" is right for them or not
    Quote:
    Originally Posted by Crazy1van View Post
    I would have loved origin type to have more relevance, but I'm also leery of seeing new game mechanics added severn years after the fact.
    Quote:
    Originally Posted by Patteroast View Post
    On the other hand, with a lot of my early characters, I simply picked an origin [...] at random,
    Quote:
    Originally Posted by Lothic View Post
    I don't want my main characters, some of which are almost 7 years old, to suddenly find that their choice of Origin wasn't the "best" choice for them.
    Quote:
    Originally Posted by MajorDecoy View Post
    Look, if the bonuses are so small that it doesn't matter, then it's not really "making origins matter." So either you're arguing "It doesn't matter" and there's no reason to add the bonuses, or you're arguing "It does matter" and we need to worry about balance. Make a choice.
    Quote:
    Originally Posted by Lothic View Post
    Probably not upset enough to quit the game over it, but the fact that a choice I made SEVEN YEARS ago might lead to ramifications such as this is fairly unacceptable all thing considered. Why should the game allow a new character to have the benefit of factoring in this new feature but an old character not be able to?
    Quote:
    Originally Posted by Aett_Thorn View Post
    So, I'd have to choose between having an origin that makes sense but is sub-optimal, or changing origin to something that doesn't make sense to get the bonus I want.
    Quote:
    Originally Posted by Samuel_Tow View Post
    You should never put people in a situation where they have to pick between fundamental concept aspects and raw performance. You should not put people in a situation where their concept is "wrong."
    Quote:
    Originally Posted by Oldeb View Post
    By adding Origin bonuses you would be making blind changes to every existing character. All those characters that were created over the last seven years would have been made without knowing what they were getting into.
    Quote:
    Originally Posted by Lothic View Post
    Again I think this whole thing boils down to a matter of choice. The thing about hardwiring specific unique bonuses to specific Origins is that it ultimately limits our choices, not expands them.
    Quote:
    Originally Posted by Oldeb View Post
    There are seven years worth of characters created who took Origin for RP reasons, because they liked shopping at a certain enhancement store, or just by the person randomly clicking one. You'd be penalizing every single one of those characters. And for what?
    Quote:
    Originally Posted by Memphis_Bill View Post
    For seven years, people have picked origin *specifically* because of flavor. It hasn't mattered one way or the other. Adding any sort of benefit *now* is just bad. You're telling them a choice they made (or ignored, just clicking something and moving on) now has a consequence, years after they did it, and it's not something that can be adjusted.
    Quote:
    Originally Posted by PennyPA View Post
    Maybe you aren't getting it that some people will get quite ticked off that origin means something significant after all this time. Why would the devs want that?
    It has nothing to do with some characters getting something that others don't. My Brute doesn't have any holds while my Dominator can't buff anyone, and my Corruptor has no mez protection.

    Each one of those has something that the other doesn't. But, and here's the part you have missed in every single one of those posts, I made my decision on what to play while fully informed of the result of my choices.
  4. Quote:
    Originally Posted by Cptn_Courageous View Post
    I realize that scares some people. Some people don't like the idea that someone else is going to get something they don't have

    This is so far removed from the actual objection being made by people in this thread that I wonder if you've read anything at all before posting.
  5. Subjective Feedback: Is it possible to have both animated and non-animated versions of the new tails?
  6. Quote:
    Originally Posted by BrandX View Post
    Then let them get upset, and they'll get over it
    If the thought that it might potentially penalize every single character created to date doesn't bother you I suppose nothing will.
  7. Quote:
    Originally Posted by BrandX View Post
    By that extension...why would I change the Fire/Fire Tanker's origin? Concept called for an origin, I picked the origin that went with the concept!
    That wasn't what I meant. Let me try again.

    You wanted A. (Fire/Fire Scrapper)
    A did not exist at the time.
    You decided to go with B, as close as you could get to A. (Fire/Fire Tank)
    You know during creation and while leveling B that B =/= A.
    A is later added (via Proliferation)
    B, however, is still B.
    Nothing you did while creating B is invalidated or changed. B = B which you knew from the start.

    Alternately:

    Character C is created with origin X.
    Seven years later, X is suddenly given an effect in game, one which you had no way of knowing about when the character was created.
    You realize that instead of X, Character C would be better off with Origin Y or Z.
    There was no possible way for you to anticipate this change and now suddenly Character C is not as good as his otherwise identical friend D because of what was thought to be a fluff choice.

    Quote:
    Originally Posted by BrandX
    See. Every origin would give something different.

    I think the problem people have with the idea of bonuses, is that one origin might get +1-2% Defense (if the suggestion was even thought to be a good idea by the devs) due to Defense stacking.

    And that's the only real problem with it. Because people keep defense stacking their toons, they want the one origin that allows them to stack a little more, and if they didn't have the right origin, they'd be all upset.

    At least that's how it's sounding, since no one is mentioning any of the other origin bonuses mentioned.
    Forget Defense then. That used just because it's the easiest to pick on. If none of them gave defense we'd just comment on some other bonus. There is zero chance that you can add a bonus that isn't going to upset someone. None. No matter what the bonuses are you're going to invalidate an RP concept or ruin the day of someone trying to get the most performance out of their character.

    The only way to avoid that is to make the bonuses so trivial that nobody cares that they're only getting one of them. And if they're that trivial then what's the point of doing it?

    Incidently I mean that question for the whole idea of Origins having meaning, not just for bonuses due to Origin. No matter what you decide, be they costumes or emotes or temps or whatever, you're going to have to make them so minor and trivial that it becomes a waste of resources to tie them to Origin. There are seven years worth of characters created who took Origin for RP reasons, because they liked shopping at a certain enhancement store, or just by the person randomly clicking one. You'd be penalizing every single one of those characters. And for what?
  8. Quote:
    Originally Posted by BrandX View Post
    I just don't see it as being any different than adding new powersets.

    I wanted a Fire/Fire Scrapper! It wasn't an option. So I made a Fire/Fire Tanker. Now later, Fire/Fire Scrapper is an option. Did my Fire/Fire Tanker magically become a Scrapper? Nope.

    Adding a bonus to origin would be just like that.
    This is a terrible analogy. You made a fire/fire tanker. Regardless of any additions to the game, your tanker is still fire/fire, with all the abilities, bonuses, and powers that comes with both your Archetype and your Powersets. At no point were any of your choices in creating this tanker invalidated with the addition of fire/fire scrappers. At no point in the creation of your tanker did you not know what you were going to get. Even if it wasn't what you wanted, you were not creating your tanker blindly.

    By adding Origin bonuses you would be making blind changes to every existing character. All those characters that were created over the last seven years would have been made without knowing what they were getting into.
  9. Quote:
    Originally Posted by opprime28 View Post
    Except they already are in some cases.


    See: Epic Archetypes.
    Epic Archetypes would be Archetypes, not Origins. See how the two words are different? Just because a specific AT is required to have a specific Origin, does not mean that they are even remotely the same thing. That's like using the existence of inherent powers to justify adding Origin powers.



    p.s. Please don't try and argue for Origin powers based on inherent powers.
  10. Quote:
    Originally Posted by Berzerker_NA View Post
    Let's just admit to ourselves that defense and damage resistance are big "no no"'s. That still leaves damage, ToHit, travel speed, regeneration and maybe.... endurance recovery. Adding origin based debuff or mez resistance wouldn't be too bad either.

    If we did do damage resist or defense, it should be based on just one kind of defense/resistance. Ie. Natural resists psionic. Mutant resists toxic, .... etc.
    First, there is no decision you can make on what to give to an Origin that isn't going to upset people. Maybe someone really needs that last bit of psi resist for min/maxing and now feels "forced" to be Natural or is appalled that suddenly having an increased resist to toxic invalidates their Mutant character's RP storyline. There is no way to avoid angering people with this, the best you could hope for would be to minimize the number.

    But more important is the thing you touched on in the first sentence. Some bonuses are potentially too powerful. So we ditch them or greatly reduce them. That'll make everyone happy, right? Well, now these things are so weak and useless that there is no point to adding them in the first place. The time and resources spent making the change are just wasted. There simply isn't going to be a middle ground this late in the game.
  11. Quote:
    Originally Posted by Forefinger_ View Post
    Point taken, but this thread, as well as all our opinions are just that, our opinions.
    See, that's not really how opinions work.

    Opinion: a belief or judgment that rests on grounds insufficient to produce complete certainty.

    In this case the Developers performed datamining on the performance of Defiance 1.0 and found it to be lacking. That you were personally benefiting or otherwise able to make it work is irrelevant to how it affected Blasters as a whole.

    The evidence showed that Defiance 1.0 simply was not working. That's not something that's a judgement call based on insufficient evidence as the Developers have access to all sorts of performance based data. Saying 2.0 is better for Blasters than 1.0 was isn't an opinion, it's a fact. Now you could argue for a Defiance 3.0 or a hybrid 1.5, but that would be different.
  12. Quote:
    Originally Posted by starphoenix View Post
    My suggestion was merely to show how to get vehicles into the game using tech that has already been proven and feasible not based on some future tech that might come into the game.
    Except you didn't. You just pointed out that it's possible to have Power X that sets your character to Model Y while giving you access only to Powerset Z. That hasn't been news since Issue 3 six years ago. It also doesn't in itself make vehicles feasible in any way.

    Quote:
    I agree that lack of customization, hammerspace, and magically entering/exiting vehicle would be limitations due to this method. The other suggestions are a matter of balancing and adding certain limitations.
    So you agree with me that those problems I brought up all make the idea infeasible, i.e not possible or practical.

    Quote:
    Doesn't make sense to have a vehicle in an office building? Then add a restriction so vehicles can't enter an office building, City Hall, Wentworths, etc. Vehicles being an annoyance by blocking another person can be prevented by making them have no collision boundary.
    So the Devs only have to go back and alter every indoor map. I can't see any problems being introduced there, no siree. I'm not sure it's possible to have a player without a collison boundary, but even if you shrink it so that it's small enough to not get in the way you still have problems. There are going to be plenty of complaints about people walking through other people's vehicles. Even if it doesn't bother you personally there'll be plenty of posts about it on the forums and comments in game.

    Quote:
    Although I do think it would be cool to have a temp power that lets you control a mech. The size will be about the same size as the Vanguard Heavy.
    This... wouldn't actually be a vehicle power. Not in the sense that everyone who posts this suggestion wants. It would be just a Kheld-type transformation. I have no complaints here. Size indoors might still be an issue, but we can already summon the Heavy anywhere.
  13. Quote:
    Originally Posted by JoshexDirad View Post
    let me clarify more:

    the deflector's negative taunt powers will last about as long as a typical hold and have about the same recharge time. the whole point of negative taunt is simply, if they get low on health they can make the enemy forget they are there and run away to recuperate.
    Ah. An AoE version of Placate? Autohit or not? By duration do you mean even if you attack? Placate currently breaks when you launch a new attack or when the duration wears off (assuming you haven't fled or re-established hidden status). I'd be very supprised to see a version that doesn't break when you attack so this is really only good for a panic button. Does it provide a Placate-like effect for the whole team? That seems like it would be extremely overpowered with multiple people using this on the same team.

    I was going to suggest that instead of making a new AT you'd want to try and flesh this out as a Dominator or Controller set, but I don't think that'd work either. I think you're trying to do to much. You want a Defender that is also a Stalker with a Controller thrown in yet different enough from all of those that it is a whole new thing with multiple powerset choices.

    Quote:
    I honestly would rather have to back up and fire from a distance (which is what the blasters that live do anyways) the armor is pretty much just to minimize damages sustained at range and provide some protection against ambushes from the rear.
    I see you've never met a blapper. Many, many blasters use their secondary. Range attacks are not the end all, be all for what they do to survive. It's the easiest and most basic strategy for their survival, but hardly the only way they play. They will have soft or even hard controls in their sets to help them out, especially in melee range. (Okay, maybe not Fire/Fire but their trade-off is more damage) There is no reason for a blaster to do nothing but sit behind the tank and use only one of their two powersets unless they want to.

    Quote:
    Executioner;with high enough damage and enough AoE yes they will take some damage but they will most likely finish the mob before it does any significant damage, further more on a team with a tank, that tank can hold aggro and let them clear freely.
    You have never been perma-stunned. This AT will eat Break Frees like no other. It almost sounds like you want to make a blapper, but are unsure of how to play one.

    Like Techbot Alpha said most of these suggestions seem to be made out of unfamiliarity with the existing ATs, powersets, and playstyles. (NOT n00b, let's get that straight. Just newb) I'd really suggest getting a better feel for the game and checking out the AT specific forums for information. Probably best to hold off the suggestions until then.
  14. Quote:
    Originally Posted by starphoenix View Post
    And how is it wrong? Kheldian Forms already do what we want which is to replace our hero form with another form. Without knowing the actual engine involved, then any other suggestion is pure speculation. My suggestion would work while others might work. Also I said vehicle not car, truck, or any other form of wheeled transportation. It could be a mech or a jet.
    So you are going to go with the hoverbike solution. Please explain how this addresses the following issues, many of which are already mentioned in this thread (and every other vehicle thread):
    1. Appearance - It's going to have to be a Longbow Chaser or some other entirely enclosed vehicle, not a sky raider skiff. You can't have any vehicle where the character is a visible pilot since everyone will have to look exactly the same when using "vehicle mode." Also, go take a look at the size of a Longbow Chaser. Now go take a look at how large you can make a character. How exactly did the pilot even fit in there? And while you can tell people to suck it up and deal with everyone looking identical that's probably not the best solution in a game that devotes so much to individual appearance. People complain about Khelds all looking the same now or how they never get to see their costume because they're always shapeshifted.
    2. Getting inside the vehicle - How, exactly, do you see this happening? Go activate Nova on a Kheld. See how it works? There is an obscuring burst of energy and Character Model A is replaced by the Nova Model. Is your new vehicle going to be the same? It's not going to show you climbing into it. So you just sort of, "Wonder Twins Powers Activate!" your way into vehicle mode? (*sings* Jon can give you cancer and turn into a car!)
    3. Overpowered/Underpowered - How does this compare to existing travel powers and how does it interact with other powers in the game? Remember that Khelds have their own powers and so only need to be balance against other ATs as a whole. A vehicle shapeshift power pool is going to have to be balanced against the entire game - all powerset combinations, all ATs, and all existing travel powers. Is it faster than Fly? Slower? If it's slower why use it? If it's too fast does it render Fly obsolete? How does it compare to Superspeed or Super Jump? If I can have Superspeed travel rate along with full x-y-z travel why ever use Superspeed? What powers can you use with it? Defense/Resistance toggles? Attacks? What does this vehicle do? Sure you can grey out all of the normal powers and give it it's own powers to use. Can they be slotted? How do they compare with other power pool selections? Power pool attacks and defenses are going to be weaker than normal powers, so why don't I just take Fly and use all of my regular powers? Making the vehicle pool powers stronger to compensate for the lack of regular powers is not the answer unless you would like to see everyone take it and ignore the regular powersets in favor of the new vehicles. What is stopping every single character in the game from taking this at level 14 (or 6 with the right vet rewards) and never leaving vehicle mode?
    4. Potential to look really stupid - Ever heard anyone make jokes about just how do sky raider skiffs get into the reactor room? Ever laughed at finding out the boss in a newspaper mission is a longbow chaser hanging out in the back of a cave or office building? Now you too can look just as out of place. Are people going to be able to fly their plane through the tunnels of Orenbaga with their wings clipping through the walls the whole way?
    5. Random annoyances for other players - How big is the target box on this vehicle? Can I block an entire hallway by myself? Will people be walking through the vehicle?
  15. Quote:
    Originally Posted by starphoenix View Post
    Very simple method is to make it like the Kheldian form powers. The first two powers are available in normal mode and vehicle mode. Can be attacks, defenses, or whatever. The third power is the vehicle form and the fourth power is a power only activated during vehicle mode. While in vehicle mode, all powers not associated with vehicle mode are inactive. It is not necessary to have vehicles anymore complex than this.
    This is completely wrong. For examples of all the many problems this does not address please read this thread. Or the dozens of other threads in which this elegant in its sheer simplicity "solution" has been brought up.

    And to stop your next "fix", hoverbike is not the solution either.
  16. Haven't tested it to see if it's broken, but this is already in game. If this isn't happening you want to file a bug report.

    From the Issue 17 release:

    Chat Hidden: If a player is in a window that cannot display the Chat Window (such as the respec screen) and does not have an /afk message set, the game automatically responds to any /tell with "Chat Hidden".
  17. Quote:
    Originally Posted by Wavicle View Post
    There's another game where the problems being discussed are eliminated in the following way:

    When you're in the vehicle All or Nearly All of your standard powers are grayed out and a Completely New UI appears, giving you access to special abilities only usable while in the vehicle.

    Wouldn't something like that pretty much solve all the problems that have been brought up?
    No. Just real quick, if it would work like a mix of Walk and Kheld shapeshifts do now you'd still have:
    • Strafing issues
    • Water use/Swimming issues
    • Probably still going to have the "can't get to the mission door" problem without any form of jump
    • Going to look really bizzare in places like The Pit in Sharkhead (Why yes, I did just climb a 75 degree angle in my car)
    • Regular citizens pushing your car out of their way (Although that little old lady on the corner tossing your supermobile into the next lane would explain why the muggers can't seem to grab a purse)
    • Potentially being either less useful than current Superspeed or too powerful compared to Superspeed depending on what the alternate powers are
    • Potentially looking really stupid in anything but an outdoor map
  18. There's the often repeated story of someone who had the name Frostfire before the Hollows were added. They did get slapped with a generic but contacted customer support to appeal it since they had the name before there was an NPC. (Note that anyone can appeal having a name or costume made generic; it just usually doesn't work) CS checked when the character was created and did restore the name to Frostfire, making a note of it so later GMs would know not to change it again.
  19. Quote:
    Originally Posted by Chase_Arcanum View Post
    I wouldn't expect it to show the same effort of something like Studio 55.
    No, but I expected some effort. How many times have we heard they don't want to add something until it's done correctly? Why did that not apply here? Other than the AM vendor (which is a [censored] trashcan for villains because nothing says Incarnate Destroyer of Worlds like digging through the trash) what is in there that people really use? Why not just move the AM vendor outside and nuke these incredibly bad zones with incredibly stupid dialogue that have the signature characters doing incredibly stupid stuff? Then we can just pretend this never happened and talk about how Paragon Studios maintains high standards for their product.

    While I can rant about these zones for days with itemized lists of everything that I hate about them, I probably shouldn't hijack this thread anymore. My apologies, Amazing Guy. I'll stop.
  20. Quote:
    Originally Posted by Du Hast View Post
    who is B.O.T.L.E.R.? never heard of him.
    He's part of the second crappiest thing to come out of the Paragon Studios era of this game, Fort Trident in Atlas. The only thing worse is The Crucible in Cap. Those two places are overwhelmingly below the standards to which the rest of the game seems to be held.

    If Black Scorpion is responsible for them I can only hope that he is never allowed to design a zone/write dialogue without adult supervision again.
  21. There are quite a few, but you're really going to want to ask this in the forum of the server you play on instead of here. You'll get answers to what people on that specific server are using, otherwise you're just going to end up hearing about teams forming on a server where you have no characters.
  22. Sadly, there aren't any TF or Trials to join.

    Lady Winter farming in the Pocket D is probably the fastest way, although that may get a bit boring. Other than that you're just going to have to join teams and level yourself out of there the old fashioned way.
  23. Issue 1 was full of bugs too.

    But back the the OP, you can add my name to the list of Rogues unable to get tip missions. Full set of radio missions plus the safeguard earned me a pair of incarnate shards but no tips.
  24. Quote:
    Originally Posted by GavinRuneblade View Post
    "You know, when I bet you $20 buck the players would accept it, I didn't mean for you to put it live"
    Have you seen the part in Trading Places where Louis learns the whole movie so far has been because of a bet? That'd be me. I'd end up tackling Ocho while he gasped out, "It. Was. The. Devs! It. Was. The. Devs!"