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Regarding stuff currently on Test:
DJ Zero seems a lot like a badge-unlocked contact, and his chat message seems to be a hint to spend more time in Pocket D, but so far nobody's got anything despite spending upwards of five hours there. Is this a bug or are we just not doing the right thing?
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He is not currently unlockable.
There is no badge for time spent (or time doing ANYTHING) in Pocket D. -
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Ah... Goodie.
Alright, The gunner badge. Is it still bugged? I know, someone has comfirmed it over on pinnacle, but, they said they had done over 300 firebases to get the badge. That seems to be quite alot of firebases and would take quite a long time.
Is there, perhaps, a trick of sort involved? The badge description does kinda imply that you need to only take over 1 firebase... but 300? Bit rediculous.
Xer
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Gunner badge is bugged. It shouldn't be awarding at all AFAIK.
I will post here when it is fixed. -
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Since you said you'd listen to suggestions for improvement:
I have a problem with badges being awarded to only the team that does the most damage to the monster, or any other competitive scheme, because it favors AT's that do damage over many support AT's.
To be specific, my tank had to fight the Kraken 4 times before he got the badge for defeating the Kraken. Part of this is bad luck, but much of it is due to the fact that what I add to a team, that is "Aggro control" I am effectively adding to any other team that is competing with me for the badge. Effectivelty, I am a liability to a team as a member because if there were a team with me and 7 blasters and another team of 8 blasters, the team with 8 blasters would be doing more damage and would still benefit from my "tanking" for them, because the Kraken's aggro would be focused on me.
So, please consider changing the system to have everyone on a team that does damage awarded the badge.
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Kill Count badges (of which the Giant Monster badges are, just with a Kill Count of 1) require you/your team do 25% of the entity's HP in damage in order to get credit. So in theory 4 teams could all get credit (much more likely that 3 teams will get credit).
In your scenario of Tanker + 7 blasters vs. 8 blasters, I have to assume that both teams would get the badge, since both teams are going to contribute over 25% damage to the entity. -
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Thanks Positron.
Accolades - we don't seem to have them on the villain side of the game, other then the winter event and respec ones. Will we be seeing these added soon or will it be possible to get the hero accolades for villains?
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Issue 7. -
Ask 'em here. I don't promise I will answer every one, or give out "spoiler" info, but I will try to make sense of some of the confusion people have about badges (and listen to suggestions on improving them).
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I have it on good authority that Satanic_Hamster is in fact and Angelic Gerbil.
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He's actually Positron.
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Actually, I'm Positron. He's Brawler, and you're Manticore.
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I thought I was Positron?
And the mission you are referring to is not "Jack Emmert", it's "Jake Emmet", not even a relation of Jack's.
I have it on good authority that Jake is in fact... a 5th Column Mekman. -
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For those that played WoW you know who Leeroy Jenkins is. Guess who he works for. yep Arachnos. 2nd the guy is an idiot, about as much an idiot as that woman whos name escapes me that works in Atlas MAGI that lost every single magic item to the CoT, and the hero had to go retrieve it. Sometimes just 2 missions later.
For those that don't know Leeroy Jenkins, well do a search on WoW Leeroy and you will find a nice little movie about idiots in MMO games.
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Acctualy, he isn't the famous Leeroy Jenkins. He's acctualy just Jenkins and was spawned from a thread where someone wished you could work your way up the Crimal ladder by working for each gang and it turned into a thread of jokes where a criminal, a first called you and was later named Jenkins. He worked for every gang and inevitably quit them or gave his two weak notice. In a patch the Devs renamed the Wolf Spider at the end of Breakout Jenkins as a response to that thread, alot like the Kill Skuls badge.
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Actually, I created Jenkins before that thread started (I always assumed that the Jenkins in that thread was referring to the one in the tutorial mission).
Well, I shouldn't say "I created"... he was definitely inspired by a certain internet movie. -
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Nice change. Since I've been [censored] about use of development time with regards to the stealth change, this AV change is what I call a great use of development time.
And a question for Positron. Whats a World Spawn?
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A World Spawn is a spawn that takes place in the game-world, not in an instanced mission.
The Hamidon Mitochondria are an example of an Arch-villain World Spawn, and thus will not be reduced in any way by this change. -
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First...I confirm that we're working on right now (as in pohsyb in the next room) to add CoV costume parts into CoH if you own both games....
Then we repeal the hated stealth nerf. The reason why: many well reasoned posts. It's that simple. You guys pointed out the problems.
AND now...we're changing the way Archvillains spawn. A ton of forum goers disliked adding so many AV's into missions a while back...so we've come up with a solution. If the team size and mission difficulty are ABOVE a certain level, an Archvillain spawns. Below that, players will face only an Elite Boss. If the mission is set on the first two levels of difficulty, it takes 4 heroes or more to spawn an Arch Villain. On the third level, 3 heroes or more. On the fourth level, 2 heroes. On the highest (Invincible), a solo hero will spawn an AV. Note this works in BOTH City of Heroes and Villains.
In order to incentivize larger teams, Positron is going to add a bonus to AV rewards!
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Just to calrify: The Archvillain thing is ONLY for Mission AV's, Archvillains in Task Forces/Strike Forces and World Spawns will not be changed.
In City of Villains, Archvillain-class enemies are called "Heroes" and this change applies to them as well. (With the exception of Strike Forces and World Spawns of course). -
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Some people in game have been saying that you get a badge for 500 presents collected.
Does anyone know if this is true?
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There is a badge for 200 presents.
There are NO badges for anything higher than that, so no need to try. -
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Anyone know if the amount of WL Babies you killed last year (Without getting the badge) counts towards the badge this year? I'd be interested in knowing how close I came on a few of my heroes.
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I believe they do. -
All these reasons are why they are worth more XP than normal.
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I play Rob/FF MM or Energy/Thermal Corruptor when I play CoV.
My CoH characters are a Rad/Rad Defender (of course) and an Energy/Dev Blaster. -
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The description says "30 days".
Now does that mean:
1) 30 days from today (Dec 8th) regardless of when you got them, so they will magically poof back to the north pole on Jan 7th regardless of use.
2) 30 days from the day your received it (so in theory you could wait till Jan 2nd and get one till Feb 1st) regardless of use.
3) 30 real time days (720 hours).
Inquiring minds wanna know! I imagine it's 1 or 2 (a jetpack that takes you all the way to 50 would really annoy people dumping end redux into Fly)
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Actually the deal is this:
We removed Recharge Enhancements from all Henchmen powers because it WOULD affect the recharge rate of the summoning power itself, and NOT the recharge rate of the Henchmen's powers.
This is inconsistent to ALL other Enhancements that are slottable for Henchmen... the Enhancements ALWAYS affect the powers of the Henchmen, and not the summoning power itself.
To avoid confusion, we just removed the option.
And I believe it was a good call, seeing as how many people would be confused as to how it would work if we left it alone.
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Is that true for other AT's pets as well? I'd read that recharge enhancements were affecting my singularity's powers, and not just how often I was able to summon it, but I haven't timed it or anything. I'd be nice to know for sure.
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I tried to be specific by mentioning "Henchmen" instead of "Pets".
The above statement by me applies ONLY to Mastermind Henchmen powers, i.e. the summoned pets that can be controlled via the command icons. Pets that are summoned "uncontrolled" (even those summoned by Masterminds) behave as they always have in regards to Enhancements (i.e. the Enhancement affects the power, not the pet). -
Actually the deal is this:
We removed Recharge Enhancements from all Henchmen powers because it WOULD affect the recharge rate of the summoning power itself, and NOT the recharge rate of the Henchmen's powers.
This is inconsistent to ALL other Enhancements that are slottable for Henchmen... the Enhancements ALWAYS affect the powers of the Henchmen, and not the summoning power itself.
To avoid confusion, we just removed the option.
And I believe it was a good call, seeing as how many people would be confused as to how it would work if we left it alone. -
Just a heads up...
The Weed Whacker badge is for CoT Bosses that are CoV-ONLY (otherwise those stinkin' Heroes could get the badge!).
Unfortunately, most of those bosses are level 30+, not a good requirement for a contact that is only level 25 to 29.
So we are changing the badge required to unlock him to something that is attainable once you get into Sharkhead. The badge will no longer be Weed Whacker to unlock him.
This is in a build being made today, so it will be a week or so before it gets to the Live servers. -
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The reward tables for CoV are the exact same ones as CoH.
The store definitions for CoV are the exact same ones as CoH.
You don't start giving up Inf. for Prestige until level 24.
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You don't get all the rewards that are available in COH as you do in COV. No drug bust or mugging rescues to gain extra infamy in COV like there is in COH so no it is not the same rewards.
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Yeah, but there's no ghost-pirate spawns burying treasure chests in CoH.
We couldn't POSSIBLY put extra rewards on those... could we? -
There was a bug found near the end of beta where it was realized that the Upgrade powers did not benefit from Enhancements in the Henchmen powers.
This was fixed and was in the version that was on test last week. Unfortunately the patch note did not go with it, AND no one told me the fix was up there.
Anyway, long story short is that the fix is now LIVE, and your Henchmen should be fully Enhanced when you use your Upgrade powers.
Sorry about this screw up. I wanted you guys to test it before it went to Live to see if it made MM's too powerful. -
The reward tables for CoV are the exact same ones as CoH.
The store definitions for CoV are the exact same ones as CoH.
You don't start giving up Inf. for Prestige until level 24. -
Yes, Ghost of Scrapyard and the other Giant Monsters of CoV are currently not working right. They are not auto-scaling their damage taken/received to your level.
We have a fix for this in the pipe.
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It's "Weed Whacker". I am checking right now that this badge is attainable for the appropriate level characters so they can do Tarixus' content.
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It is a BUG that the powers that Henchmen gain when you upgrade them are not affected by Enhancements.
Training Room should be getting a version soon where this is fixed.
It was not noticed until it was "too late" to change the final-live build. Please play with it on Training Room to see if your Masterminds have become TOO powerful.
Another bug (also being fixed) is when MM Henchmen can't affect other players in PVP. -
For those players who have reached the Salvage Limit with one or more pieces:
Is your SG capable of making a Worktable so you can consume some of that Salvage into the raw material? (Raw material has a limit of 99 currently).