Redbone

Screenshot Spotter 6-30-2010
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  1. Redbone

    1000 badge club.

    Quote:
    Originally Posted by Blue Rabbit View Post
    I thought the current maximum was 986 (H) and 987 (V) as the P ones are off limits for older toons (for now...). Unless you start as a Praetorean you won't be able to access those badges that would push you over the 1000 threshold. And if you do, you won't have all the old badges that are now inaccessible.

    Am I missing something?
    Just out of curiosity, why do heroes have 1 less than Vils? What badge can Villains get that Heros cannot?

    Also, shouldn't original heroes be two higher than original vils because only heroes could have the 1st Anny and the associated 5th Gladiator.
  2. Quote:
    Originally Posted by Blacjac84 View Post
    Any recommendation on how to get this badge? I'm having difficulty finding the cold-based demons to get this badge for the accolade. It's the last one I need for it.

    Thanks for the responses.
    Outside of helping people get it during the Valentine's Day events, I usually roam around the Potters Field Area in Sharkhead dropping Hellfrosts for a while.
  3. Redbone

    ---codes---

    Quote:
    Originally Posted by Akiru_NA View Post
    I've caught each code posting so far within an hour at least,
    I snipped everything except the reason you didn't get a code. Even with the "can hit any time" part of the codes dropping, anything over a minute or two is an eternity and over 10 minutes might as well be forever. Even if only one person sees the codes drop, in a under of 60 seconds they can translate and apply every code for a region (I know I can and I have a fairly slow connection, an older computer and my eyesight is slowly degrading).

    You either see it the moment it drops or you miss out. There is no middle ground. The EU folks have a slight advantage in that there is less competition than the NA codes, but it even applies there, just with a slightly longer timeframe.
  4. Quote:
    Originally Posted by Snow Globe View Post
    And if you are 15 seconds after the code announcement, you might as well forget about it.

    Subjective feedback:
    I -hate- these giveaways as all they do is cause frustration.
    I have always thought a neat way to do these sorts of giveaways would be to keep things as they are dong, but to also randomly select a group of people on whatever system they give the "be fast or miss out" code on to privately send the same code to. That way if you miss the code itself, you then turn around and rush to your private messages to see if you got one that way. At the very least you'd have more happy people and less "what about X whch makes me slower on average?" and more people actually subscribing rather than just watching the page at specific times (if at all).
  5. The gamers were a little slow to react to the robbery. They had to figure out who was tanking and get their buffs ready.

    PC Gamer Store Mission, LFM.....


  6. Ironically, it was the two "Paragon Employees" who were genericed and banned for "impersonating NCSoft Staff."

    [I]If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  7. Quote:
    Originally Posted by macskull View Post
    People generally dislike "rule police," so that reaction's not surprising. Most people are simply unaware of the rule prohibiting copyrighted characters, and some just don't care. I don't bother reporting names or anything, because it's a hassle, and someone else will probably get around to it eventually.
    True. I've expressed surprise to some people with high-level, obvious "rip-off' characters or characters with names that are a bit beyond racy that they've avoided being genericed. Many of them respond with a (presumably) honest, "What do you mean? We're not supposed to do this?"
  8. How about another “let’s fix bases to make them easier and more friendly to build and alter” suggestion?

    First off, I did some searching but my search-fu has been very weak lately, so if some (or all) of this has been suggested before, forgive the revamp of the same old ideas.

    Second off, I have no idea how feasible any of this would be at this point. I can see several possible show-stopping problems:

    1. The existing bases might make this idea unfeasible.
    2. The coding work required for any or all would simply be too great.
    3. The coding work may not even be possible.

    Third, this is a bit long, so warning you ahead of time. It could have been far longer and more involved, but I’ve tried to distil the ideas down into their cores without going into a ton of detail.

    With those said, on with the show.

    I have come up with several ideas that would make building, maintaining and revamping a base far less painful. They would also have the advantage of making bases extremely customizable when it comes to the layout. Needless to say, I have concentrated on the layout portion, but some of these ideas would also require deeper work to include the outfitting of the base.

    Idea 1: Revamp the Base Building Interface

    While the AE interface is not perfect, it has several advantages over the base interface. The biggest advantage is that when using the AE interface, you can stop in the middle, close out and turn off the system returning to it much later to work on an unfinished product without anyone but you knowing it even exists. The second biggest, and most important to the idea, is that it tells you exactly what is wrong with a mission and then leads you right to the problem and the solution.

    What I propose is a more forgiving and more helpful base building interface.

    1. Let US place the danged doors. The computer never seems to know where to place the doors and when it gets a door location into its little head, it hangs onto it tenaciously no matter how invalid it is.

    2. Allow us to work on the base and have the interface let us make mistakes, inform us of those mistakes, then lead us to correcting them.
    EX: You move a power room, but the doorways do not line up into a valid location. The old interface makes you jump through a lot of hoops to build some sort of gerrymandered room configurations or delete parts of your room decorations to move the room. The NEW interface would allow you to drop the room and inform you there’s a problem placement and what the problem is. You can then go in and place an appropriate door where YOU want it, not where the system decides it wants it.

    3. Allow us to reconfigure the base without making any changes at all until we punch a “finalize” button that changes the base all at once. If the base in in an invalid configuration, it informs you what is invalid and you can then go fix it and finalize.

    4. Give us an “undo” button that undoes the last action (or last 10 actions) of that building session so we can clean up errors easily.

    These 4 “simple” changes would require a complete rebuild of the base building interface, but would make it far more user friendly. That rebuild of the base building system would also allow a chance for changes to how we place items in rooms (elevation control, for instance).

    Idea 2: Take a Page From Legos

    This is the biggest alteration to the current base building system I'm proposing, and since the one before it is "rebuild the whole interface" it must be a big change.

    Right off the bat, I’m not proposing eliminating “presized rooms.” I am however proposing a complete rethink on how the rooms are built and placed.

    Under this system rooms aren’t really rooms, they are collections of 1X1 squares that are “earmarked” as a specific type. You would start off with a 1X1 One-Of-A-Kind Entry Square that contained the entryway and from there could build as you saw fit.

    You would have 1X1 Power Room Squares, 1X1 Teleport Room squares, 1X1 Vault Squares and so on. Each square can recognize the square beside it. If they’re the same type of square, they form a single unit, if they’re of a different type, the squares don’t accept each other and require that one or the other be moved one open space away. However, linking one “group of squares forming a room” to another “group of squares forming a room” is not done by the current doorway square, but by a specialized decorative-door or defensive-door square.

    The interface would be set to recognize how many of a type of squares were linked together to form a single unit room and would calculate how many of a specific list of “utility items” could go into a cluster of that size. Additionally, the interface would have to have the capacity to recognize a single square as well as a group of squares as a room unit and be able to allow you to select just one square for moving or deleting or select the whole group for deleting or moving.

    Such a system would have many advantages:

    1. Infinitely customizable. You could build rooms of any size and configuration you wanted. Rather than having 2 power rooms, you could have one gigantic one housing both generators. Rather than two giant TP rooms, you could have one exactly sized for Hazard Zones and another exactly sized for city zones. Rather than squares and rectangles, you could have a “U” shaped control room or a ring of defensive rooms around the vault.

    2. Doorways would now be light-able, decorate-able and defendable. No more dark doorways unless you want them dark, no more bare doorways unless you want them empty.

    3. Base revamps and expansions would become far, far easier. If you had a 3X3 Vault and wanted to change to a 4X4 you just add the squares and then deal with the “invalid placement” of wall items. No more having to rip apart the entire room and rebuild from scratch to increase the size.

    That’s the big two. Yes, it is a lot of work, yes it may not be possible, but I’d love to hear the critique. Who knows, it might get seen by a Redname and spark a few ideas for later.
  9. Quote:
    Originally Posted by Ukaserex View Post
    I used to enjoy checking out who was clobbering which baddies, and which defenders/controllers were doing the most healing, etc.

    Any word on whether they will fix these?
    They were never actually broken. The Devs offlined them on purpose. IIR, (and mind you this is an old memory) they took them out because the goldspammers were using them to gather names for their spam lists. Since that was a privacy concern, the whole system was taken offline and never reimplimented.
  10. Quote:
    Originally Posted by Aerospark View Post
    My French isn't perfect, but it looks like Avatea said: "Don't worry, The beta for loyalty program participants has not begun, but will happen fairly soon. An email will be sent to each participant and beta forum access will be activated at the same time."


    So...

    Soon(tm)
    Your French is better than mine, as I can only ask where the bathroom is and make a double entendra about the size and colour of my pen. At any rate, your translation seems to be close to perfect between my own poor translation, livesearch's translation and my phone translator, I get basically the same thing.
  11. Just FYI, Avatea posted to the french forums that the Loyality Program folks will be getting in "promptly" which I assume is the translator's version of "soon."
  12. The biggest "problem" with War Mace is that it feels far more powerful than it is (or can be). From the slightly slow and cumbersome animations to the chunky and heavy sounds, it really feels like you're caving in skulls, and no amount of damage is going to match that awesome feel and stay balanced. Because of that, it will always seem a little underpowered when some NPC's head refuses to fly off and sail gracefully across the zone leaving behind a spiraling trail of gore even with it being a good set (numbers-wise).

    For that "turned into Conan and went on a rampage" feel, no other set matches War Mace.

    At least, that's my opinion.


  13. I don't care what dimension you're from, no matter how many missions you run for me, I am not giving you my home phone number...

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  14. Quote:
    Originally Posted by Decorum View Post
    You each lose one (1) internetz for using such a turgid and inappropriate phrase.
    A WHOLE internetz?! That's a slap in the face!
  15. Quote:
    Originally Posted by Golden Girl View Post
    I18 would make the most sense.
    It would and people using that exact argument is what makes me think they had said it would be after I18/GR, but for the life of me, I can only remember that something was said about it, but not what, which is a bit frustrating. To make it worse, once more, my Search-Fu is weak....

    Personally, I'd like to see them manage it in I18 what with the (apparent) delay in GR from July to August.
  16. Quote:
    Originally Posted by Shadow Wail View Post
    As for City of Heroes, I would like the Praetorian Mission Arcs in PI to get a face lift to reflect GR...It would suck having to fight Mother Mayhem as her legacy version not get GR version and the fact that you still fight the crazies but not the seers.
    I can't remember where it was stated (I THINK it was one of the con appearances) but the Devs have said they're planning to revamp the existing Pretorian stuff. I also can't remember if it was I18 or I19 (or after) they had targeted for the ravamp.
  17. Quote:
    Originally Posted by Johnstone View Post
    The limit imposed on the base salvage storage was 999. It did allow for the storing of many more than that though, as once it got full, you could still add similar salvage to the stacks already in there. It was a bit weird how it worked.
    The limit listed on the bin was 999, however, that was an error and each salvage rack could hold 2,500 items (Base salvage or componants).
  18. Quote:
    Originally Posted by CaptainAmazing View Post
    I just want to make sure I am understanding this right from what I caab read so far.

    In order to take my level fifty mm to blue side I need to gens away until a random patrol mon not mission mobs drop a tip based on random roll. Then I must do those randomly given missions until I get another random roll that may give me a morality check then my "meter" will tilt to good slowly as I grind away hoping to get a random chance at a random chance of tipping my scale (I assume kits a huge kinda long meter if I recall someone somewhere saying) similar to what was called hologrinding in another game ? I don't accuse I just need to know if I am processing this right. Oo

    -C.A.
    From the info we have at the moment, you have it basically right. That is A method of doing it. There may or may not be more methods.

    However, while the "tip" drops are random, those drops lead to an arc (how it is determined what the arc is is unknown) and every arc can "move your meter" in either direction depending on the choices you make during it (again the method is still unknown).


  19. This sucks! I'm just standing here, minding my own businees and one of those players is going to come by and take me out for a tip mission.

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  20. Quote:
    Originally Posted by Sardan View Post
    Sorry, but you need to adjust your expectations downward. Devs have confirmed that no work is being done on base raids. While they didn't explicitly say nothing is being done for PvP, I'd bet money that's the case too. There's simply no way they'd be silent on that at this stage of the game. Ditto for base enhancements.
    Yep. PvP is still in the "phase one" changes they wanted to make to make it more accessable. The exodous of the PvP crowd (not all of them, mind you but enough to matter about such things) has made PvP an insanely low priority for resources and it was already pretty low before. They went form something like 10% of the population to less than 5%. In a resource intensive development, giving something to 5% of the population that the other 95% won't care about or may even view as a foolish waste without a near guaranteed increase in that 5% of the pop is a poor use of resources from a corporate standpoint.

    At this point, it's best to hope for the best for PvP but assume it will not change in anything close to the near term, if ever. That way when nothing happens you're not disappointed (might even be a little perversely happy you were right) and if something does happen, you're elated to see the attention.
  21. Quote:
    Originally Posted by Arbiter_Shade View Post
    QR:

    So CoP is coming back but the way to improve it is to remove all PvP aspects to it when that was part of its original purpose? Okay. I can live with that. 24 people? Does anyone else realize that this means for the most part this will never be done past a couple of weeks past release? 24 people...Considering the merit reward rate this probably wont give enough for people to really want to try all that hard at it. But people still do Hami so I might be wrong but I am rather cynical.
    HUMOR ALERT!

    For the CoP to have kept its PvP componant there would have had to have been 24 PvPers left in the game to run it.

    END HUMOR ALERT

    Without more data on how teams are built (all in the same SG? Coalition? Anyone crazy enough to go with a random bunch of crazies?) and the actual minimum requirements (can it be run with 22? 12? 8? 6?) plus more info on the rewards (takes an hour, but breaks the "merit scale" by offering 150 of them? 25? 10? Has a regular badge and a Master one? Has no Master of but offers a regular? Has a badge required for a new accolade? Has a temp buff?) and the the "fun factor" (is it ITF fun? LGTF fun? Old Posi annoying? Dr. Q hateable?) it's impossible to do much more than speculate and navel gaze on it plus list possible fears we personally have about it.
  22. Quote:
    Originally Posted by StormSurvivor View Post
    I'm not just purposefully trying to disagree with Dumpleberry, but I'm not seeing this blurring? It may be that I've fallen victim to the very thing that he warns against, but the only part of the announcement that's GR instead of i18 that I'm seeing is the clearly labeled advert for GR at the bottom.
    I'm seeing two possible "sticking points" but that's it. One is the "buy now" section you reference and the other is the somewhat poorly worded, "These Tips start new mission arcs, allowing characters to face new opponents and challenges--and perhaps even change their destiny." Since it could be construed as implying that you can change alignment without buying GR, but that one's been mentioned already.
  23. Quote:
    Originally Posted by Sam_Sneed View Post
    Well I for one am very happy to hear about new challenging content for lvl 50s. I just hope this is more popular than the revamped Hami Raid. I can never find anyone to get a Hami Raid going. Hopefully this ends up being more like a Riki Mother ship raid, where it's fairly popular and easy to get a bunch of folks on board!
    Yeha, my two biggest "fears" for the revamped CoP is it will not be able to be done "pick-up" style so smaller and less active groups won't be able to do it (it's A fear, but I'm hoping they learned from the popularity of the Rikti Raids to make it as open as possible) and that it will hit very hard then fade out into something no one ever does because it's too hard to get a group for it.
  24. Quote:
    Originally Posted by Alpha_A View Post
    Well, that's a bit.....disappointing.

    I hope that I'm wrong, but this Issue seems to be adding nothing noteworthy to CoX. The addition of Cross Alignment trading is nice, but that's what GR was introducing, correct? The Tip System is interesting, but there's not enough info to really say what it will bring to the table.

    Sure, the Cathedral of Pain is nice, but what's the point if bases still (for lack of a better word) suck? Unless Base Raids are put back, this feature is pretty useless. I'm sure that some people will play it, just to see what the Devs have done but, once the hype dies down, no one will be running it.

    Once again, I really hope that I'm wrong but, so far, color me disappointed.

    ~Alpha
    Issues with expansions are usually thought to not be very good. Look at the Issue that came along with CoV, it gave PvP zones and ED and that was pretty much it. Most people didn't use the PvP zones (and obviously those that did stopped pretty quickly except a small minority) and ED was almost universally reviled. Compared to that, this Issue is a veritable treasure chest of stuff.


  25. Early on, Captain Pastry's only super power, producing donuts and coffee from thin air, was seen as a rather stupid power. Only later, after joining the resistance, did he gain any respect when he discovered just how easy bribing the cops could be.

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.