-
Posts
334 -
Joined
-
LOL Indeed, Friday was yesterday... Hardly seems that way.
Just let me know when and I'll come strike a pose for you. -
I really like the one you made for Battlehymn. Thanks again, Agge!
-
While overhauling my med bay I decided there were a few items that it needed before it'd be complete. Some of these are...
An ATM near the pharmacy, a vending machine in the waiting room, and a plasma globe in one of the offices.
Oh! And what hospital would be complete without a wheel chair or two? -
Nope, you can do perfectly well without a travel power all the way to level 50. The temporary travel packs from the Safeguard/Mayhem missions go a long way, and with the Winter Event coming soon you may even be able to get your hands on a Jingle Jet, which has unlimited use for 30 days, if my memory is correct.
I've got several characters that have gone into the 30s and 40s with no travel power, and 1 that has been 50 a while and still doesn't have one. Even the Shadow Shard can be traversed without one.
Travel Powers are definitely a Quality of Life feature. If you make liberal use of Pocket D, a SG base with teleporters, and the train system you can get anywhere you need in a jiffy. The GvE Jet Pack and the purchasable flight pack can also be useful. -
Base Repricing
1) How will the repricing of bases affect you personally?
It will allow my medium-sized SG to expand greatly, giving me more room to play with in the editor.
2) Will you dismantle your base to gain the additional prestige from the repricing?
Yes.
3) How long would this process take you if you were to engage in this practice?
20+ hours.
4) What are the positive and negative concerns regarding repricing?
Positive: The prices on the larger, fully featured rooms is much more manageable. This is especially true for defensive rooms and high-tier power and control rooms. Negatives: The lowest tier rooms are mostly unaffected by the price change, so it's not exactly faster for new SGs to get started, just much easier to grow after that initial point.
5) How will this feature affect you long term and short term?
This will allow us to expand to where we've wanted to be much, MUCH sooner than we expected. Our base had all the amenities, but now we can afford to put in the proper defenses for future raiding, and it provides a wide open canvas to create with.
Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation?
Mostly it's a time investment on learning the new items required for crafting items, and not having as much room to store salvage to be used for Empowerment buffs. It also means that we'll no longer be able to keep a stash of Halloween salvage for our members on hand in the base -- or at least the number of sets will be greatly diminished.
2) What is the positive effect on your base for this feature implementation?
The new, lower prices on several of the higher tier crafted base items. I can't think of a benefit to the change off-hand.
3) How long will it take you to adjust to learning this new system?
Fortunately, most of our items are already built and will be carried over when we rebuild. Learning it wouldn't take too long, though the very specific list of salvage needed for item recipes feels much more restrictive than the variety achievable with base salvage. It's nice that there's a step being taken out of the item crafting process, but it'd be much easier if the recipes were in the form of "1 common, 1 uncommon, 1 rare" or some combo thereof instead.
4) What side effects to this system do you currently see from transitioning the old to new system?
It wont be as easy to get salvage from members for use in the empowerment stations. The nature of other items such as teleporters and generators, things of that sort, seems to preclude them from having much of an impact, since they're a 1-time cost, unlike the buffs.
5) What security concerns do you have regarding this change?
Invention salvage, being more expensive, means that it is more desirable and therefore more likely to be taken, in my opinion. My SG is closed recruitment, but I can see where those that aren't or those with many members could have problems with theft due to the limited security options we have on base storage.
Additional Notes:
I can't stress enough how much I love the new (lack of) raid pathing and item intersection -- That is what made me decide to rebuild the entire base, instead of just the less heavily decorated rooms, like I had originally intended to do. The repricing will greatly benefit myself and several of my base building friends.
The salvage changes, especially the new lower limit on the salvage rack, doesn't strike me as being helpful. In fact, the latter will make things more difficult for me. But what the changes will allow me to do creatively outweighs the cost and time required for the salvage changes.
If we could have the repricing and raid-pathing changes without the salvage changes, I'd be the happiest camper ever. As it stands, I'm still going to be very happy, there's just a bit of an annoyance I'll ocassionally have to deal with. -
Incredible work Culex, thank you so much for this list!
Quick question, just to clarify... The Freakshow with the 1.2 XP mod go up to level 45 according to your lists -- that means that Freakshow level 46+ are the default x1 modifier, correct? -
I think I may have something worthy of this thread...
I was on a team with a few other friends running some missions in Peregrine Island, against some mid-40s level enemies. One of my friends received a tell from a guy wanting to join us. Basic self-invite, not a big deal. He was about 15 levels below us however, and had been asking around for PLs earlier in the afternoon. We decided to pass on the offer. The friend sends back the standard "Sorry, we're not looking for more members right now" reply.
"u know u get more xp with larger teams," he tells my friend. "Yes, but all the same, we're sticking with what we have. Thanks," is the reply.
He then goes on to send several more tells, mostly along the lines of how it's stupid to basically turn down more XP and rude to not invite him. This goes on for about 10-15 minutes. My friend has stopped replying by now, but is too enthralled by the player's sudden bile to just /ignore.
Not one of my shining moments I suppose you could say, but once I caught wind of some of the foul things he was saying to my friend I went ahead and invited him to the team. Before he gets into the mission I tell him "When you get inside I'll TP you."
Once he zoned in I did exactly that... Right onto a group of enemies. Being that he was 15 levels lower than anyone else on the team, I'm sure you can imagine what happened next. Before he can comment, I kicked him from the team and put him on /ignore.
After this he sends more tells to my friend... /Very/ disgruntled tells. He does this for roughly 30 minutes, culminating with, and I quote: "i r bipolar b*tch@w" with symbols and all.
Interestingly enough, about an hour later this player /resumes/ sending my friend tells. He does this off and on over the course of 2 days.
I still think it's sad he sent my friend the tells when it was actually me that TP'd him, but oh well. Needless to say, he never asked us for a team invite again. -
Here's the link from his signature: Enemy Resistances - Damage, Mez, and Defense
-
I can confirm that, yes, Super Speed and a +Stealth proc will stack to provide invisibility in PvE play. This will allow a player to walk into the middle of a group and lay down a mine without being noticed. The stealth will not suppress until the mine has dealt its damage. I've used this strategy liberally with both an Ice/Dev and Fire/Dev Blaster.