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Posts
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I believe that I am able to successfully replicate this bug on the live servers. I've decided to post this here so that others can test this and report it (I just bugged it myself).
While playing without the blinking, click on the super tab, click settings and then enter the SG color selection menu, click accept and the blinking should start almost immediately.
I've repeated this several times and without fail the blinking comes back regardless of how long or short I am playing without the blinking effect.
If you are so inclined, you might try this out and see if it has the same effect for you. If it does, bug it and maybe post your results to this forum.
Hopefully we can isolate this bug and provide enough testing to get it fixed asap. -
Quote:Do you consider your build normal for an average (meaning casual) player?My DPS will then go from the aforementioned 210 DPS up to 239 DPS while also leaving me softcapped to everything with even more regen and recovery than I had before.
Power creep. Huge, possibly ridiculous, power creep.
I don't have a single character near the soft cap for anything. Most of my characters use standard IOs and a few sets here and there. I don't really play this game to be a broker or mathematician, I play it to have a good time smashing bad guys (or occasionally good guys).
Yes, this change will make things easier in the early game. It will give me more flexibility in the high level game, but I'm hardly expecting it to make me uber in any sense of the word.
I doubt that people like me are really in the minority. Perhaps the vocal on the forums minority, but not the in-game minority. -
Quote:Which is exactly what I was saying.I don't care how rich or 'good' you are, lvl 1-20 is a pita on endurance, and would continue to be if not for the fact everyone and their grandmother takes fitness and stamina, usually by level 20. That's why they're making this change and it's a great move, imo. The endurance requirements are ridiculously too high, especially at those levels, where slotting and enhancement is very limited.
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I don't think the change to fitness is designed to make the ultimate min/max people more powerful. I think it's more designed to help the normal average person who doesn't have billions of infamy, actually does the 1-20 mission arcs, uses regular IOs or SOs, etc.
Not everyone has billions of infamy to throw around.
I see this as a positive change, especially for new players or people who just want to play the game and not the market. -
In my experience, it has always been difficult to build fury in larger teams, especially teaming with tanks and scrappers. This seems like it will just make fury building more difficult and encourage brutes to solo more and team less.
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Quote:What about Converter of Champion and Converter of Virtue. Make the 'of Server' a switch that can be toggled on/off for people who don't want to see the extra info. Or steal from CO and do Coverter (@global). Or something similar.I make a toon on Champion named "Converter". And someone else has a toon on Virtue named "Converter". He/She goes into the Space Zone, then 5 minutes later I come into the Space Zone, the system would have to change my name to allow me to enter a zone with the Virtue Converter already in there. Then you have to change it back when you Zone out. And changing the name of an active character is a sure-fire way to give your database server A.D.D. and Multiple Personality Disorder at the same time.
Or it can just deny me access till the Virtue Converter leaves. And that can lead to ALL SORTS of Greifing opportunities. -
Thanks for taking the time review my story arc. Sorry you didn't enjoy it.
Unfortunately, since it is a semi-canon arc that is set in the era of the breakout, it cannot really be a success.
In addition, I have seen battles on Mercy Island involving Longbow and Skulls. I used that as an example of conflicts that should exist on the Island. -
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Ah well, it was fun and exciting while it lasted. Besides, I originally made it for my friends and not for mass consumption anyway. I'll keep telling myself that.
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What you should be telling yourself is that if 3 stars is an average arc then 4 stars is an above average arc. That means that enough people really like your arc to keep it above average.
When I wrote my arc I did so with the understanding that a 5 star rating would be statistically unlikely if enough people played the arc. Just the different likes and dislikes of people would eventually drive it out of 5 star position.
In a subjective world nothing can be perfect. 5 stars would mean perfect for everyone. Just look at the editor ratings for various games out there, most companies are happy if they get an 8 or 9 on a scale of 1 to 10 because it's all averaged from a bunch of factors (like graphics, story, innovation, packaging, UI, etc., etc., etc.).
So be happy with a 4 because it really means you're doing well. -
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2) Make it so arcs must be finished to be rated.
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I totally agree with this one. I really don't see why this wasn't implemented from the start. I can understand people might think something sucks so bad at the start, but maybe it gets better, or maybe it sucks all the way through, but you should have to have seen all of it to rate it.
If the devs want to make it so people who don't or can't finish want a say, they should add a completed vs. not completed field and a mandatory comment if you want your incomplete logged. Like bosses impossible for solo defender or arch villain in the first room made it impossible for even a purpled brute to get through. Or something like that so that it can be properly evaluated (even if the comment is anonymous).
Yes it would require a little more effort on the part of the devs, but if they really want to make this work they need to put it more effort.
Taking away the badges won't solve the problem because the problem is not the badges, it's the rating system, the reporting system and the inability for individuals to log a public comment or review in the game itself for an arc. -
I accidentally unpublished my mission arc. I took the opportunity to make a whole bunch of changes from some of the mission feedback. Hope you enjoy.
Arc Name: Battle for Mercy Island
Arc ID: 185895
Faction: Heroic
Your global/forum name: @Ponytail
Difficulty Level: Medium
Recommended Team Size: 1-8
Typical duration: 1 hour or less
Arc Synopsis: Longbow is recruiting heroes for a major sweeping campaign in Mercy Island. You are one of those heroes. This is story driven and designed for characters between 5th and 15th level. Most characters should be able to solo it on heroic challenge rating. -
Arc Name: Battle for Mercy Island
Arc ID: 185895
Faction: Heroic
Your global/forum name: @Ponytail
Difficulty Level: Medium
Recommended Team Size: 1-8
Typical duration: 1 hour or less
Arc Synopsis: Longbow is recruiting heroes for a major sweeping campaign in Mercy Island. You are one of those heroes. This is story driven and designed for characters between 5th and 15th level. Most characters should be able to solo it on heroic challenge rating. -
Arc Name: Battle for Mercy Island
Arc ID: 185895
Faction: Heroic
Your global/forum name: @Ponytail
Difficulty Level: Medium
Recommended Team Size: 1-8
Typical duration: 1 hour or less
Arc Synopsis: Longbow is recruiting heroes for a major sweeping campaign in Mercy Island. You are one of those heroes. This is story driven and designed for characters between 5th and 15th level. Most characters should be able to solo it on heroic challenge rating. -
Arc Name: The Battle for Mercy Island
Arc ID: 180648
Faction: Heroic
Creator: @Ponytail
Difficulty: Medium
Synopsis: Longbow plans to liberate Mercy Island and has asked for your assistance.
Time: Less than 1 hour.
Notes: This is a story-driven story arc designed for lowbies. -
I unpublished the mission while I work on a new one based on the feedback that I got. Thanks to all who tried it.
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I am listening to your ideas, but a Flashback system is simply not something we can implement in a timeframe you would all be happy with.
Instead we are looking into other options to get you the Pool B choice so level 50s don't feel gimped.
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As a suggestion, perhaps you could use the souvenirs to see who did what story arc and then award story arc based stuff against them. It gives an accurate indication of who took and completed various story arcs.
The check could be applied the first time the character logs in after the system goes live and then randomly generate (or fixed depending on how the final system works out) whatever drop that the story arc (and potentially things within it) are supposed to drop.
Seems like a good compromise and an excellent use for the totally unused souvenirs.