Rodion

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  1. Quote:
    Originally Posted by magnus1 View Post
    did the Katie Hannon tf last night. a pug team, we had 4 team wipes, several other deaths, then finally on completion we recieved 9 merits. not enough for a merit reward roll.by my calcuations you would have to do this tf 8 times to get a reward roll. the risks were way more than the rewards here. i know some people say they could do it in less than an hour, but with all our deaths we took over 2 hours to complete. wont be doing this one anytime soon!
    If you have a tanker, a couple of controllers, a couple of defenders and the rest scrappers and blasters you can finish it in 30-45 minutes. You have to know exactly how it works to do it this way.

    Doing it fast involves skipping over most of the second and fourth missions. Most teams get someone with invisibility and Recall Friend to make the second mission easy. The fourth mission can be accomplished by a few characters with Flight, as I recall.

    Check out the Paragon Wiki entry for this TF at

    http://wiki.cohtitan.com/wiki/Katie_...Force#Strategy

    I think the merit reward system is broken. You should get a base number of merits for doing a TF, and then extra merits for the number of mobs you plow through (up to some maximum). That way people who just play it for fun aren't penalized by the playstyle of the people have optimized it to death.
  2. Quote:
    Originally Posted by Barata View Post
    I've been in this game since the beginning, and I can honestly say that AE has added more harm to the overall game than good. The only people who feel that its merits outweigh its vices are people who admit that all they do is farm. One single playstyle involving the most limited content in the game is the only thing that benefited from it, while the rest of the game deals with players who are in their 40's and don't even know how to get to a door mission (and who feel it's too complicated when they're told how).
    I've been playing this game since almost the beginning, and I don't think AE in and of itself is bad. It's just like any of the other exploitative content we've had in the past.

    The problem is that the basic reward structure is broken. The Winter Lord problem, the Family Farm problem, the Fire Tanker on the Demon Farm problem, the door-sitting perma-46 mentor mid problem and the AE problem are symptoms of the same underlying problem. That is: it's possible to get tons of XP for standing there doing nothing while some level 50 runs off and does the mission solo, or running missions that pit you against some gimped enemy group that gives much more XP than they're worth under the conditions you're fighting them.

    The rate at which you receive rewards needs to metered to some reasonable maximum. Leveling to 50 in a few hours is not reasonable, no matter what mechanism you use. If the devs meter XP rewards so that you can't level to 50 any faster than N hours of actual playing time (where N is 50 or 75, or whatever is reasonable) then this problem is solved once and for all.

    This XP metering would never come into play for players who travel between missions, spend any time in the market, write AE stories, or just yak with their friends.

    There are many ways of doing this. Probably the easiest would be to set some minimum number of minutes for each level. If your character's connect time (or maybe the the time from creation) is less than this value, you accrue XP, influence, tickets, etc., at half the normal rate. If your character's age is less than half the limit for your level you accrue rewards at a quarter the normal rate. These Diminishing Returns wouldn't stop you from getting rewards, it would just slow you down to a reasonable value. It's along the same lines as merits, but it's applicable across all content.

    For levels 1 to 20 the times could be zero. For level 21 it could be 10 hours, or 20 hours, or whatever the devs have targeted as reasonable. They've already got targets that they used when they increased the leveling speeds several issues ago. They should just use those same targets, perhaps cutting them in half for good measure, and then making them hard limits with a Diminishing Returns strategy.

    If you want to make it "fairer" (albeit more complex), you could include the kind of activity in the equation. That is you could include different timers for each type of content so that switching to regular missions will avoid turn off the Diminishing Returns. Someone doing too many Radio/Paper missions could switch to AE or a task force to avoid the DR.

    Until the devs do something like this, every time some bug or exploit pops up that gives excessive XP we'll hear this same refrain. In the present case we'd all just yawn when the Rikti Comm Officer exploit came up, because it would impossible to get anything out of it beyond what you can get through any other activity.
  3. Rodion

    Vigilance

    Quote:
    Originally Posted by Golden_Pie View Post
    the idea behind Vigilance isn't bad, it just sucks as is in practice. He's how it can be improved:

    Vigilance
    1) Instead of an Endurance discount, make it +recovery and add in +regen while increasing the effectiveness beyond the current paltry levels.

    or

    2) Increase the end discount, and add the like for the health bar. So if endurance gets a discount then health should too in the form of -dmg.
    The Defender inherent should be changed to buff the defender with a share of the buffs they give out, or the opposite of the debuff they're dealing.

    Most progressive inherents (Fury, Domination, Defiance) increase in value as you excel at your archetype's function. Brutes do more damage when they are attacked by more mobs. Dominators get more domination the more they dominate. Blasters get more damage the more they deal damage.

    Defenders currently get their inherent benefit by failing to do their job. If you're doing well, you will never see any benefit whatosever from your good performance because your team will lose no hit points. In essence, defenders are punished for doing their job well.

    The defender inherent should work along the same lines as Fury, Domination and Defiance. You reap some benefit based on the action you take.

    For example, each person you buff with Fortitude would give you some small increase in defense, to-hit and damage. Using Deflection Shield on a team mate would give you some smash, lethal and melee defense and toxic resistance.

    Debuffing powers buff the defender with the opposite of the debuff. For example, a defender running Hurricane would get a to-hit buff. A defender running Radiation Infection would get a defense buff. Glue Arrow would give resistance to slow. Ice Arrow would give Hold Resistance. Lightning Storm would give +End.

    Powers that already buff the defender (Healing Aura, Steamy Mist) would do nothing extra. Absorb Pain, Heal Other and O2 Boost would have to be special cases. Each use of these powers could give a brief +Recharge buff, or a brief End discount buff.

    There's ample precedent for this sort of thing in the comics. Heroes are often resistant to the powers they wield because of their deep knowledge of elemental forces.

    This would mean that certain Defender ATs would reap benefits only when teamed. But since those powers are only useful on teams, the player already made the deal with that devil at creation time.

    This would be a big project, and is probably beyond the scope of what we can expect the devs to implement for defenders. But they should at least change it so that you get a short-duration end discount, or regen, recovery, or recharge buff every time you use a primary power, and not just when when your team is dying.
  4. Quote:
    Originally Posted by Prof_Backfire View Post
    Some Defenders CAN already buff themselves (Force Bubble, Siphon Speed). Allowing people to use their buffs on themselves would be retardedly broken (see: 3.5 D&D Clerics).

    I think Vigilance has the right idea, being an endurance discount, but it's worse than useless in its current state.
    A Kinetics/Sonic defender can do pretty decent damage, even before Fulcrum Shift. With Siphon Power you can get a 25% to 50% damage buff all the time. The 20% -Dmg Res secondary effect on the sonic attacks also corresponds directly to more damage.

    Once you get Siren's Song and Fulcrum Shift you can go after big groups solo: sleep them, use Fulcrum Shift, then take them out one by one with your single-target attacks. You're getting a 100% to 200% damage bonus on even fairly small groups, which means you can take down minions in a couple of shots.

    That's blaster-level carnage.

    The OP's impression is right, though. Radiation is underpowered. I've played all the defender secondaries, and it's the weakest. Yes, you can buff it with lots of IOs, but you could do the same for other defender secondaries. It only has one fabulous attack (Cosmic Burst), and all the rest are, ironically, not very "rad." The AoEs don't work well in concert (the cone, the PBAoE and the Targeted AoE are kind of clumsy to use in quick sequence).

    The -Def component, while useful, is much less so these days with the profusion of +Acc IO sets. A typical defender using IOs will have 20-30% acc bonus already when using some of the most common sets (Thunderstrike, Positron's Blast, etc.). The only time the Rad -Def bonus makes any difference is on things like Rikti drones. But if you're a Rad/Rad, Radiation Infection is more reliable because it's autohit.

    One of the /Radiation attacks should be made to do -Dmg Res in addition to the -Def. That would put the set on a better footing with the others. It would also make it more viable as a blaster set.
  5. Quote:
    Originally Posted by Turbo_Ski View Post
    I would have kicked you too. Force bubble is nothing but an annoyance for melee ATs.
    Yes. And everyone knows that the only purpose other archetypes serve is to please melee ATs.

    Knockback is tricky to use in the presence of melee characters. You have to be very careful with it.

    But a good tanker or scrapper, seeing that someone on the team has KB attacks, will use those attacks to their advantage. Instead of pulling to a corner, where knockback will scatter the mobs, the tanker should pull to a dead-end corridor, or the interior corner of a room, and have the knockback-users help collect the mobs. In this case the knockback-users can be very helpful by knocking the ranged attackers (Juicer Freaks that won't close to melee range, for example) into the tanker's melee range.

    The key to being a good team member is to utilize the other team's capabilities to the max. Utilizing synergies from different ATs' powersets is one of the funnest thing I've done in the game.

    Nothing is more tedious than being on a team where the bossy tanker says "u all wait here 'til i bring em back AND DON'T ATTACK TILL I SAY!!!" These guys take forever to gather them all up, and often herd more than they can hold aggro on (or even survive).

    I run lots of different kinds of tankers and brutes as well as all kinds of other ATs, and I don't really care if someone on the team knocks back a few mobs. I have a fire/ice tanker, which is probably the most sensitive of all tankers to KB attacks (because of the Ice Patch/Burn combo), so I can commiserate with other tankers on the issue of knockback. But if an energy blaster is knocking one Freak back, so what? He'll be dead soon enough and won't be doing anything while he's picking himself up.

    Now, if they're still using Gale or Energy Torrent every single time I drop the Burn on some big outdoor map (where you can't find dead-end corridors), I have a legitimate gripe. The OP doesn't seem to have been doing this.

    A question to the OP: I don't have a character with Force Bubble, so I don't have direct experience with this. Might an alternative action in this case have been to call all the squishies to you and retreat down the corridor a ways? This way, the tanker is happy and your blasters can take pot shots at all the guys bouncing off your bubble.
  6. Quote:
    Originally Posted by Armsman View Post
    I don't think that feture will ever be put in because the Devs are probably worried about people exploiting by taking a high rated arc and wholesale replacing it with a COMPLETELY different arc with just a few keystrokes.
    I'm curious as to what exploit is possible that the devs would want to avoid? The only thing I can think of is that someone was replace an arc that has acceptable content with objectionable content. Which would last only as long as someone didn't object.

    The same thing can be accomplished with a few edits directly to the published arc; in particular, changing the initial dialog or description to be objectionable.

    My guess is that it's more complex than that. There would need to be some kind of command that accepts the name of a new file. The compilation process would have to occur and then there'd be two copies of the arc around -- the original and the new one. There must be some limitation that makes swapping the new file for the old file non-trivial. Maybe the file produced by the arc compiler has a name that is the arc number, and changing that is not possible without major gyrations.

    It may also be complicated by the fact that someone may be running the arc you're republishing (they may be currently logged in, or they might be logged out), and that has a lot of odd implications in and of itself.
  7. Rodion

    I am convinced

    [ QUOTE ]
    Random rolls are nice, but there's no way I'm gonna get a level 25 LotG: 7.5% Increased Recharge by random rolling on my level 50 chars. And that's usually what I want, for exemping purposes.

    [/ QUOTE ]

    This hits the nail on the head. I generally want to buy the recipe at a lower level. Especially procs that I'm slotting in low level powers.

    However, if you have a lot of alts it's basically impossible to save up enough to get exactly what you want on each character. So on characters that you're never going to get 200 merits on, the random roll may be the way to go. Intending, of course, to sell whatever you get and then bid on what you really want.
  8. [ QUOTE ]
    2) the table will often just close of its own free will (either that or a dev is online messing with you ). Given Market Lag above, open the market first before casting the table; that way if you're due for a DC, you didn't just waste the table. Also, I find that using the filtering every once in awhile can help, but if the table is sick of you it's going away.

    [/ QUOTE ]

    I have noticed that if I move, the image of the table also moves after some delay. I have summoned the table and run off to a store, only to go back toward WW and find the table halfway between the store and WW.

    If I click on the table in its new location it doesn't work. However, if I click on where I originally summoned the table, it works properly.

    You can find the original location by mousing around until the cursor turns into a hand.

    I bugged this about a year ago, but you know how that goes...
  9. Question: is the character getting more tickets lower level?
  10. [ QUOTE ]
    This is my first and only one I have played. I have no intention of trying any of the other ones.

    [/ QUOTE ]

    I've tried Everquest II, D&D Online, WoW, and even subscribed to LOTRO for a time. I liked LOTRO, but there's just too much time wasted in travel.

    In LOTRO it's part of the charm of the original source material -- the characters are always getting wrapped up in some local intrigue wherever they go. But it just takes too long to walk anywhere. One time I wanted to meet some friends who were in Bree and I was in the Elven lands. It took half an hour to walk there. It's just silly. You can rent horses, but it costs money and it's always point A to point B, not from where you are to where you want to go.

    You can get a horse at level 35, I think, but I never got a character higher than 23 or so. And you still have to physically traverse the entire distance, albeit more quickly.

    They do have some teleportation aids for returning to your camp or home base (with an hour cooldown, I think), and you can teleport to your house (sort of like a base). But the house is outrageously expensive to buy and maintain (and you thought bases were bad).

    Most of these other games have quest objectives in open zones, which means that it's possible for other players to "steal" them from you, time and again. If someone's being a jerk, he can prevent you from defeating that ogre who respawns every five minutes (because the first player to hit the target is credited with the kill, even if that's the only damage he does).

    Finally, I never felt "heroic" in any of those games. At level 1 in CoH you can pretty easily take on 3 minions, and by level 20 a tanker can deal with small armies. I was still having trouble with two or three mobs at level 23.

    In CoH, the big zones are despised. Who ever willingly does anything in IP? If I get a contact in IP I never bother to go see them unless they're right by the train.

    There's a fine balance between immersion and wasting people's time. In a medieval setting you can get away with a certain pedestrian pace. In a superheroic world where characters should be supersonic, travel times greater than a few minutes are just wasting players' time.
  11. [ QUOTE ]
    And, the ability to acquire them at will has exerted a calming value on prices. Prices on some oranges used to range from 1.5M and higher; it's rare to see them selling for more than 800K blue side now. This experience suggests that making white salvage purchasable to order will also help calm the AH markets. Knowing there's another way to get specific pieces you need will lead to more reasonable prices being set, and temporary peaks will be undercut.

    [/ QUOTE ]

    This is true for rares, but not for uncommons. That's because uncommon salvage was usually priced at far below its actual value -- you could get most anything for 300-400, although you could sell at a store for 1000.

    In response to the original poster:

    My experience with random common salvage rolls is not so dire. When I've needed a specific item and the prices on the market were too ridiculous, I've typically gotten what I need in a few rolls. However, you cannot expect that -- each time you roll you have the same chance you had the previous time to get that item. Which means there's no guarantee that you'll ever get that Luck Charm -- but it's highly likely you'll get it within 8-12 tries.

    If you want to avoid these kinds of problems, you have to plan ahead. I make my IOs one to three levels ahead of time. In preparation for this I save 2-3 of each type of common salvage in the vault or in market slots until I start making IO sets in earnest around level 27-30. I sell off the excess that I can't store.

    I choose the missions I do based on the type of salvage I'll need. Historically arcane salvage had been more expensive, so I favor the Croatoa arcs starting at level 25. Because of this, I'm rarely at the mercy of the market because I supply myself with most of my salvage needs.
  12. Rodion

    Comic Con Panel

    [ QUOTE ]
    We want ice to look like 'ice' and because of how the FX were created when you apply a very saturated, non-cool hue to them they no longer look like ice and instead look like a cartoonish jewel.

    [/ QUOTE ]

    I'd like to see alternate graphics for the Ice effects on Tankers and Defenders/Corruptors.

    What we've got now makes you look like you're encased in a block of ice. I'd like to see an effect that makes you look you're made of ice.

    What that would be exactly I don't know. Perhaps a more subtle ice effect that more closely conformed to your body, or something that changed the reflectivity or translucency of your skin and costume.

    Similarly, I've tried starting a couple of different Stone tankers and brutes, but I find the appearance of the various armors to be, frankly, ugly. The Granite Armor is unattractive because it is identical for all Stone tankers and brutes. It's especially off-putting for female characters.

    It would be nice to be able to turn off the "big gray rock" effect completely and let the character's costume substitute for Granite. There are several costume options that look much better than the Granite Armor form.

    I realize that there should be some kind of effect so that PvP opponents have a clue as to what power the character has. An obvious but inobtrusive rocky crumble or a characteristic glint (something along the lines of the Willpower aura) should suffice, and then let the character's costume fill in the rest of the appearance.
  13. Counting only the characters that I've actually played for more than a short while:

    Blasters: 7
    Controllers: 8
    Defenders: 9
    Scrappers: 7
    Tankers: 7
    Brutes: 3
    Corruptors: 3
    Dominators: 2
    Stalker: 1
    Widow: 1

    It's more balanced than I thought it would be, but I generally prefer ranged to melee by a signifcant margin. I've tried to play every power set to develop an understanding of how they play, to work better with them on teams.

    For example, it really helps to know what secondary effects the various melee powers have (stuns and holds, in particular), when you're playing a controller or defender. Properly coordinated, you can keep most bosses held or stunned at critical junctures (important for critters like Fake Nemesis, Paragon Protectors, etc.).

    Another interesting quantity is the number of characters that I've deleted or intend to delete to make way for other characters:

    Tanker: 1
    Scrappers: 3
    Peacebringer: 3
    Dominator: 1
    Mastermind: 1
    Stalker: 1
  14. [ QUOTE ]
    I am not a farmer. But I am a Scrapper and Brute player, and so I heartily endorse this change, and I'm keeping my fingers crossed that it applies to AE as well, because then I'll be able to make your "easily soloable, squishy-friendly" mission into a "challenging" mission when my Scrapper starts nearing 40 and everything becomes stupid-easy.

    [/ QUOTE ]

    You should be able to set team size and challenge level for AE test mode in the same architect options dialog where you currently set yourself invisible and invincible.

    This will really help authors make missions that scale well to all team sizes.
  15. There's a "solo friendly" keyword you can search on:
    <ul type="square">[*]Click SEARCH OPTIONS in the main AE arc window.[*]Click MORE[*]Click MATCH KEYWORDS[*]Click Solo Friendly[/list]While not all of these arcs are actually solo friendly (several contain archvillains and extreme archvillains), it does help you winnow the number of missions down.

    The most important thing is to run on Heroic (Challenge Level 1) if you're having problems with AE missions being too tough. At this difficulty bosses are turned into LTs, Elite Bosses are turned into Bosses and AVs are turned into EBs.

    If your character is even slightly studly, you can take down most EBs solo if you have a good supply of inspirations. Take a couple of purples before attacking and use others as necessary. Since the inspiration vendor is about 30 feet from the mission entry point in the AE building, it's really easy to leave an AE mission and get more inspirations if you run out.
  16. Is there a fix for not being able to target Trick Arrow/Oil Slick in AE missions in the queue? Setting the slick on fire is a staple for Trick Arrow, and it doesn't work in AE missions.
  17. Will the Remove Fog of War power remove the fog from all the levels if you're on a multilevel map (like the tech labs)?

    My guess is that it will, seeing that all the levels are really on the same map, and the minimap makes it seem multilevel by limiting you to looking at one piece of it at a time.

    But just checking...
  18. [ QUOTE ]
    The only thing I'll give you is the search tool has its flaws and could use a complete revamp.

    [/ QUOTE ]

    The whole system is set up for the leader to find other players. It's just such a hassle (and inefficient) to have the search proceed that way. There should be a "leader looking for members" window, or a "Looking for Members" setting in the current search window (which you have to be able to change when your team is full). I used to get a lot of unsolicited tells from players asking to join my team, so there's an unmet need for players looking for teams.

    They just added an Architect Team chat channel to reduce global chatter (did it help?). Maybe there should be a similar whole-server channel for teams looking for players.

    The current mechanisms for indicating you're looking for members include:
    <ul type="square">[*]The current team search dialog: this can be used to display a note that you're looking for members, but when your team fills up there's no way to change the message (you have to be unteamed to set it, unless there's some slash command that I can't find on the Paragon Wiki).
    [*]A user-defined channel: this is often suggested, but not everyone knows about them, and there's a limit to the number of channels you can be a member of, and a limit to the number of members in a channel.
    [*]Join a supergroup: sometimes your friends just aren't on.
    [*]The broadcast channel: this only works in the current zone, which makes it useless when you're in a mission. It's also really hit or miss, because players at higher levels are going to be scattered across the entire city.
    [*]The Help and Request channels: these are potential alternatives -- everyone has access to those, but their intended use is not to find teams.[/list]Probably the easiest thing would be to repurpose the the Request/Auction channel to be a global Member Request channel and cause it to be added to an open tab the first time you log in after the change.
  19. [ QUOTE ]
    Hi GadgetDon.
    [ QUOTE ]
    Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.


    [/ QUOTE ]

    Would you apply this to the ASN also? I was clearing the map over the weekend, I would only stop and kill the 39-40 bosses.
    Nice race track and they respawn forever.

    Cots spawned in groups of 4 bosses, Rikti, most was 3, and the others were 2 or three per spawn.
    During my clearing, I had to Oro out twice to sell.

    Seemed like a boss farm to me and they are much easier than the custom bosses found in most AE missions.

    [/ QUOTE ]

    There are many regular open zones that have bosses and non-standard groups. There are places in Croatoa that have spawns of four bosses and maybe a couple of minions (Red Caps), spawns of two bosses (Fir Bolg and Coven), and several witches. There are places in Crey's Folly where you can find 2-4 Freakshow bosses. There are places in Firebase Zulu that have pairs of Fake Nemeses just standing around (with an LT or two). In Striga there are spawns of Warwolves that have 3-4 LTs, a couple of minions, and 1-2 bosses.

    All of this goes to show that the devs aren't unalterably opposed to areas that are easily farmed. They just don't like people farming with no risk and exorbitant amounts of XP.
  20. Rodion

    Tickets question

    [ QUOTE ]
    Do you set the level slider down to 40 or 39 and roll the 35-40 gold roll? or do you just get lvl 50 versions of the LotGs and Numina's?

    [/ QUOTE ]

    You'll always get the recipe at your level, or the closest level to yours if you're above or below the level range of the recipe.

    The slider is just used to control the display of the available items in the selection list. It doesn't affect the outcome of the roll.
  21. [ QUOTE ]
    I'm saying that I would not be surprised if the auto-sidekick feature of AE would be modified in response to this leveling speed so that it is no longer possible in the future. So, if that ever happens, please, don't cry, and remember your post which gave thanks to the Devs.

    [/ QUOTE ]

    The devs have data which they analyze to provide them much more information than they could ever get in the forums. They can just run a couple of database queries to find characters that have leveled quickly, and then examine their logs to see what missions were involved.

    They do this "datamining" all the time to determine what the rewards should be for task forces and regular story arcs, as well as for deciding what the leveling rate should be.

    They have adjusted merit rewards up based on some of this data, and buffed general leveling rates quite substantially in the not-too-distant past, particularly in the slow levels of 35-40 (which used to take FOREVER).
  22. [ QUOTE ]
    I'm sure we all recall the classic, “I assure you, my good man, Nemesis is most definitely 'down with the street.' Word up, my homie, as it were.” And the Freakshow telling the Nem officer to stop fronting.

    So how do you build one of those meetings in MA? Where 2 NPCs are carrying on a conversation until your valiant horde strikes from the shadows. Is it possible? Is there a technique or setting I'm just not seeing?

    [/ QUOTE ]

    Can't you just do a battle between two groups? They'll attack each other as soon you get within earshot, but what the heck. It's pretty much the same effect.
  23. [ QUOTE ]
    Just don't. Never.

    Ever.

    Ever.

    EVER.

    EVER.

    EV-ER create a mission where you have to kill all the mobs to complete it.

    [/ QUOTE ]

    One of my first requests for the search options was a way to exclude arcs that have Defeat All missions. It needs to be more complex than just negating a text search option, because so many people put "no defeat alls" in their story description.
  24. [ QUOTE ]
    AE buildings out of Atlas, Galaxy and King's Row, yesterday.

    [/ QUOTE ]

    A better solution: make the level of the AE mission dependent on the level of the zone, the same way that radio missions are. That is, if you're in Atlas, you can only play AE missions that are up to level 10. If you're in KR, you can run AE missions up to level 15. In PI and GV you can get any level mission.

    That means that newbies have to go to PI or GV to run those auto-SK-to-46 farming missions.

    It'll hearken back to the "good old days" of PLing at Portal Corp, and reduce the double whammy of AE and costume contests in Atlas.
  25. I don't think this is a feature that everyone needs. But there is a feature that the devs should add that would be a good compromise: cosmetic surgery tokens. Similar to tailor tokens, these would let you go to the cosmetic surgeon once and change your body type or height.

    These tokens could be given out as vet rewards, or as the result of doing a special mission for a tailor contact, or dropped during the next Halloween event, or a new kind of costume recipe drop.

    The first costume change emotes came in the Magic pack, and in I15 we got several costume change emotes for free. Given that history, I wouldn't put it past the devs to have my above suggestion implemented by Halloween.

    As much as I like the ability to change gender, body type and shape, it's not a necessity. It is a frill, and those who do not have it will in no way be second-class citizens.

    It reminds me of the fly pose emotes. I remember how people moaned and groaned about not having them. Now we have them, and I never see anyone using them.

    In terms of convenience, the mission teleporter is a much better perk than the body change option. The jump pack and Pocket D teleporters are better perks (note that we all have access to the Ouroboros portal for free, which is better than the Pocket D teleporter I had to pay for).

    Like the fly poses, people will use this a few times and the novelty will wear off, and that will be that. The few characters whose concepts are based on this will use it, and everyone else will forget about it.

    There might be some accounting guys at NCSoft who think that microtransactions are the way to go. But the guys who actually implement all this stuff think like we do, and they usually manage to get this development work to all of us for no extra cost some way or other.