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Quote:I actually felt the same way when I first heard about Inventions. "We'll be using enhancements that enhance many things at once often? Gah! Do not want! Too complicated!" And to be fair, I held that belief for at least a couple of years until someone gave me 5-slot slotting with theoretical multi-aspect enhancements that had greater values than the 6-slot slotting I'd been using just to shut me up, and I've had a gnawing doubt since then. I keep thinking that if I can avoid the root of my problem, which is actually set bonuses and limited combinations, I could actually get into the system and have fun with it, too. We don't have that yet, however, and I have SERIOUS doubts we ever will, so I'm not looking at multi-aspects too closely for the moment.Funny... as someone who has stayed completely away from the multi-aspect enhancements... I have definitely wondered about similar things... And recently have been glancing at things and planning to take a look at the numbers... I always figured I'd lose some numbers in order to gain other numbers through the usage of these inventions... However, I've been curious to find out if I was incorrect... And, thus far, I have eluded such a discovery even when hanging around Dechs

It sort of makes sense that I'd get the numbers from a thread started by someone in a similar mindset like Sam...
Tell you one thing, though - I'll be jumping for joy if we did get dual-aspect commons. I don't want to bother with triple-aspect ones for the moment (or ever), but dual-aspect ones would definitely be a good addition in my opinion. -
Quote:That was actually kind of the point. I usually cite "complexity" when talking about why I don't want to deal with Set enhancements, but that's usually a major case of "can't be arsed" stemming from issues of availability and inconsistency, as I outlined in my previous post. Instituting a "clean" category of enhancements that enhance two aspects, but are otherwise not tied to any other conditionals like level, specific set, additional bonus or cost to acquire would remove all the chaff that bugs me and actually allow me to get down to the nuts and bolts of the the thing and iron out a few rules of thumb. I mean, I cite complexity, but I still have a degree in applied mathematics which should be good for SOMETHINGAnd so it begins...
Soon Sam will be calculating the exact recharge needed per attack for specifically calculated attack chains, choosing set bonuses that will grant the precise amount of global recharge necessary for those chains, and reconfiguring his builds with stamina to fuel those attack chains.
200 DPS, Sam... the goal is 200 DPS.
/insert evil laugh
That said, I doubt I'd be examining DPS, though that's not out of the question. I tend to use enhancements to take a concept build power-wise and see what I can do to make it work number-wise. I'll almost always compromise power for concept when it comes to power selection, but almost never compromise power for concept in slotting, as I don't view slotting as a concept-expressing tool. I don't "see" enhancements. They just alter behind-the-scene stats. It's kind of like having a flashy car and wanting to keep it shiny on the inside, but you're gonna' get dirty if you want to keep it actually running.
That said, standalone multi-aspect Commons is what it's going to take to get me to mess with this. Nothing in the CURRENT system will do it, and you can take that to the bank. -
Quote:Just about, yes. These would have to be hand-made every time, however, because of the HUGE number of combinations we could be looking at. As far as I can tell, there are currently 26 aspects to enhance, which would give us 650 unique enhancements, ignoring aspect order, and that's for each 5-level spread. Granted, the likelihood of you needing, say, Sleep/Damage isn't great... But then you have Frozen Aura. The likelihood of needing Intangibility/Defence is even more remote, but who knows? Maybe there's a power that does that that I just don't know about. Or maybe we could see a power in the future that's kind of like Syphon Speed - makes an enemy intangible by draining its "essence" and boosting your defence. The point is, there aren't many aspect combos we can look at and say "This will never ever ever EVER be useful!" and just drop them from the list. And even then, those wouldn't be many.So, you're basically working up some sort of suggestion proposal for "common dual IOs" that could be purchased from a fixed-price source (NPC, table, etc.) and/or dropped like more common IO recipes? Sounds interesting, keep us informed. (Chances are I'd be in favor of it; the set bonuses would still leave the existing set recipes more powerful and valuable, but it would greatly improve the mid-level situation where there's a shortage of available recipes to frankenslot with, and help provide a smoother path / power curve into the world of advanced IO slotting.)
As such, the idea I was mulling about was actually a kind of pick-your-own aspects situation, where you'd pick each aspect of the enhancement separately and forge it together to "craft" the right effect, as it were. It would avoid the MASSIVE clutter that such a huge pool of enhancements would create, and it would actually make the economy to do with them rather much more friendly. If you're looking for a specific recipe out of six hundred in a non-weighted drop list, you're not likely to get the right drop, and you're not likely to see many for sale, or indeed many bidders. I'm not sure what kind of effect relatively easily available dual-aspect enhancements would have on the game, so I'm somewhat leery of making them cheap, but as you mentioned, there are still benefits to be held for using ACTUAL Sets.
To reiterate your point, Set enhancements still have Set bonuses, which more Common dual-aspect enhancements would simply not. Having seen people with set bonus lists longer than my average post size has convinced me of that. As well, things like "Knockback Protection" are not actually enhancement effects, but rather specific aspects to Set enhancements, and those would not transfer over to these. There's also the other side of the issue - powers with only a single aspect, or only a couple of aspects. These powers would still be better-served by single-aspect enhancements, because they are rather a LOT stronger per aspect.
Now, there's also something that I've been asked (in a roundabout way) several times that I also want to address: Why not use Hamidon or Set enhancements? A couple of reasons, really.
Hamidon Enhancements are only available at the very end of the end game, at the point where you're done with almost all of your levelling up. I'm looking for something that's available earlier and that's capable altering most, if not all of the game. Secondly, Hamidon enhancements come in very limited combinations. ParagonWiki lists only 11, in fact, and I've already established that there'd be more than that required to cover all bases. Additionally, Hamidon Enhancements are "epic loot," which is something I'm trying to avoid by making these more common.
Set Enhancements do cover all level ranges, but they suffer from many of the same problems. The number of different combinations in any one level range is limited, and limited further still by some sets having such good bonuses that they end up very rare and incredibly expensive on the Market. They are further limited, as far as I'm aware, by your inability to slot the same set enhancement from the same set multiple times into the same power. Being that I don't use Sets, I could be wrong on this, but so I read. Set enhancements are further burdened by their Set bonuses, which are sometimes, if not oftentimes, a much bigger consideration than the enhancements' actual enhancement value.
A dual-aspect Common enhancement would have none of the above problems. It would come in all aspects at all levels, and it ought to have a relatively much more stable cost, though I could easily see it having a significantly greater cost than current Common enhancements. I would nevertheless like to see these available for purchase at least as recipes from the University tables, or as vendor items if we decide to go this route. In fact, I don't see why we can't have both - one SO-lite-style enhancement that works like ye olde enhancements and is about 60% of a SO per aspect, and one common variant that's about 60% per aspect from a Common of the same level. It would still make a good mix of things and make different enhancements useful at different levels. In fact, due to how ED works, dual-aspect SOs might end up being stronger than Inventions for longer than actual SOs, which ought to be interesting to see.
That's basically the suggestion I was working at, in a rough draft with no forward planning. I'm sure it's full of holes and potential problems, but I can't say I've really ironed it out yet, so that's to be expected. -
Quote:I'm looking at whether there might be some merit in creating dual-aspect enhancements that are not tied to any specific set, are not restricted to only one instance per power and come in all varieties you could need. As you can tell, there are plenty of unanswered questions with these, and a lot of things left to think about, but I want to know if there's anything to be gained from it before I think about the details.I think I'm confused. The purpose of this question is to find out if ONLY the dual-aspect enhancements are worth enough for the salvage they utilize when making them?
Hmm... Well, I WAS looking at adding recharge to the power, but it seemed to me that it would cost too much of the other things to do so. Lemme' run a few numbers.Quote:You are too focused on just the 3 aspects you were originally enhancing. Since they were already butting into ED a franken-slotter would branch out.
For example in those same six slots I would go (sticking to 2 aspect enhancers):
Acc/Dam, Acc/End, Dam/End, Dam/End, Dam/Rchg, End/Rchg
Giving:
53% Acc
95.9% Dmg
95.9% End
53% Rchg
Getting about 8 to 10 slots worth of enhancing out of 6 slots.
...
Huh? How the hell did that happen? Yeah, my spreadsheet confirms your numbers and, indeed, it does show a 53% rise in Recharge slotting without actually showing any decrease in any other aspect of the power. Hmm... I'll have to look into this a bit more, but you have a point. Seems there's something to be gained there. Probably worth investigating.
Because that's 63% before ED. With ED values, it goes down to about ~20%, which is a lot less than two thirds. As it turns out, there was a way to gain more out of the switchover than just that. In fact, with Krogoth's slotting, I'm actually seeing an increase of 73%, which is HUGE! Huh... That's actually more than I expected, though I can kind of see why.
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Well, I guess that settles it. There is merit in looking into dual-aspect enhancements, so it's back to work on that one. I can't promise anything decent will come out of this, but I'll try to put the data to good use. -
Quote:I should probably have given a little bit of background on this, but I was worried of generating wrath for posting too muchWhy are you limiting yourself to Dual Aspect enhancements? When I'm Frankenslotting I go for useful triples where possible and then duals.

The original idea is sort of a legacy of something I and a few others have been throwing around for some time - the divorce of the dual-aspect enhancement concept from that of "rare loot." In other words, I'm looking at dual-aspect enhancements irrespective of the sets they are in and what else those sets supply. The "why" of it is too long to explain (though I will if you want me to), but what matters here is the relationship that dual-aspect slotting has with single-aspect slotting.
The original need for this question came up when I was making mental preparations for suggesting something along those lines at some indeterminate point in the future, when I realised I didn't actually have any idea as to what the concrete numbers are. I eyeballed the ratio at around one multi-aspect enhancement aspect being about 2/3 of a single-aspect enhancements', but it's actually a lot worse, roughly at around 63%. So what I originally figured would be a massive gain based on "finger maths" ended up being a lot less impressive in practice.
The whole merit of even thinking about suggesting anything in this regard is the level of gain and flexibility the system in itself provides which, as of right now, does not look like it's very high. I COULD look into triple-aspect enhancements, that much is true, but for the purposes of what I'm actually dealing with, they are kind of besides the point. I'm trying to see if I can't see measurable, meaningful gain to be had with such a system. If I can see that, then I'll move forward with my research and planning. If not, then there very well may not be a point in continuing this line of investigation at all.
I'm kind of stumped at the moment, since it feels like I'm missing something, but I just don't know what. -
At the risk of getting badmouthed for starting threads again, I have kind of a serious question about numbers, because my current calculations are starting to confound me. It has to do with multi-aspect enhancements, and how people keep telling me to use them. I'd ask a question to the effect of "Should I slot for this or for that?" and people would tell me "Why doncha slot for both



" Now, as an avid avoider of Inventions, I've never really experimented with multi-aspect enhancements, but I've always heard that they save slots. So do they? Well, I tracked down a few bare bones numbers and tried to work it out at level 50.
A level 50 (Schedule A) Common enhancement provides 42.4% enhancement, whereas a level 50 (Schedule A) Set dual-aspect enhancement provides a combined 53% enhancement, or 26.5% to each aspect, as I understand the numbers. So, let's take a power with about as common a slotting as I have in my builds, which would be a power single-slotted for accuracy, double-slotted for endurance reduction and triple-slotted for damage. With ED accounted for, this power would have the following stats:
Accuracy enhancement: 42.4%
Endurance reduction: 83.3%
Damage enhancement: 99.1%
Off the cuffs, I thought about theoretically replacing those with six dual-aspect enhancements about as follows: 2x Accuracy/Damage, 4x Endurance/Damage. I don't know if such enhancements actually exist, but that's besides the point. Also, the specific pairings aren't important, but those were really the only ones I could pick since I needed six damage components and I couldn't pair up Damage/Damage, since that should be illegal (it would be a single-aspect enhancement). This slotting theoretically gave me as follows:
Accuracy enhancement: 53%
Endurance reduction: 95.9%
Damage enhancement: 103.9%
As expected, the lowest enhancement value, in this case Accuracy, got the biggest boost, whereas the higher ones got less. Now, theoretically, this should have given me about 63% more overall enhancement, which is one enhancement and a bit, but in actual practice thanks to ED, it only ended up giving me around 28% more.
Suppose I was performance-conscious. Suppose I wanted to save slots as people are advising me and use multi-aspect enhancements. Suppose I wanted to keep the same enhancement values I had with single-aspect enhancement (or better) and add in some recharge, as well. What could I do? How could I achieve this? Well, from what I have slotted, I can take out aspects one by one and replacing them with recharge to see how that goes. So let's see.
The first thing I could look to remove is one of the two accuracy aspects. However, that is VERY problematic, because it drops my accuracy from 53% to 26.5%, which is barely more than DO levels. Not good. So not this. What else, then? How about taking out an endurance reduction aspect? Say, go with Damage/Recharge instead of Damage/Endurance? OK, that kind of works, but it drops my endurance slotting down by about 5% from single-aspect slotting. Hmm... OK, this I don't really like. What else can I take out? How about a damage aspect? Say, go with Recharge/Endurance instead of Damage/Endurance. Let's see... That brings me down to 99.9% damage enhancement, which is actually still more than I had with single-aspect slotting, so I guess that's a worthwhile sacrifice. But to what end? For a 26.5% recharge buff? Bah. I could drop another damage slot, but then I start cutting into my damage slotting from single-aspect slotting, and that's starting to bother me.
So, again, given the initial single-aspect slotting, how can I use dual-aspect enhancements to give myself extra recharge with a meaningful percentage? Because I honestly can't seem to see it. In essence, what am I doing (theorising) wrong?
*note*
I'm looking at Set enhancements, but ignoring set bonuses. Please do not bring those up. They are not relevant. -
Quote:True, some things just don't sell, but knowing what sells isn't important. By and large, common recipes do not sell well and uncommon and rare ones sell well only SOMETIMES. Common salvage sells well hero-side, but not villain-side with a few exceptions, and uncommon salvage rarely sells well. Rare salvage almost always sells well, however.Well, for generic recipes, i seem to always sell them for less at WW than I would at a vendor, when it comes to generic IO recipes.
But you don't need to know any of that. Just know what things sell to at the Vendors. Common salvage sells for 250, uncommon for 1000, rare for 5000. Common recipes start out low, but get very expensive in the upper levels. I don't actually know HOW expensive, but since they never sell well on the Market, I don't really care. Uncommon and Rare recipes don't sell too well to vendors practically ever, but I'll generally list them for 5000, and generally when it looks like they either won't spend ages in my transaction inventory or will give me a lot of money for the wait. Baiscally, a recipe needs to either have many (or, really, ANY) bidders or look like it's been going for a lot of INF, which is basically 50 000+.
The biggest problem with selling on the Market, though, isn't not selling at a profit, it's clogging up your transaction inventory. If you don't want to do any research, then basically sell Salvage for 250, 1000 and 5000 respectively, sell any Set recipes for 5000 and just take back anything that doesn't sell by the time you're done going through your transactions. Anything that sells will usually give you a pretty good profit, and if you list low, you won't lose much in listing fees. -
Well, that could work with either of the two suggestions I made. Either you could earn a costume TOKEN from the ITF that you can then trade to an alt (but not another player) or you can do the ITF 10 (or 100) times on any combination of characters, earning you the pieces at character creation. The former would be (relatively) easy, but would be worth for a one-time only use. The latter would be permanent, but would be much harder and longer to achieve.
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Quote:It probably has a more proper meaning, but I've always seen it thusly: It's easy to open a can of worms and let them all out. It's much harder to pick them back up and stuff them back in to close it again, and you can't really just ignore it. It represents an issue that is fairly minor if left alone, but becomes a huge mess if you try to mess with it, and it becomes something that has to be fixed NOW.<threadjack>
A can of worms isn't very chaotic, just ewwy. I've never really understood the use of that phrase.
</threadjack>
In other words, a small problem that generates much bigger problems if you try to solve it. -
Quote:To be honest, that's kind of his point, and in this I agree with him completely - THAT is annoying busywork that even I'm not going to bother with. Flipping Inventions, grinding tickets, playing the Market, all of that might seem easy to you, but to me it's doing the dishes - it's a chore I don't want to have to do.I don't understand TBAs points at all really. On one hand they WANT IT NAO in regards to SOs but on the other they're not willing to go through the easy steps in order to achieve it. It takes about 4 mins marketing at the start and end of a play sessions to set yourself up to make half a million or so. That's ignoring selling your own drops altogether and just bidding low on suitable level 50 recipies at the end of one session and vendoring them at the start of the next.
If you've some objection to that for whatever reason my alternative (or parallel) was to run some fun MA intro arcs, convert the tickets into Bronze Rolls and sell them. Hell you could just use tickets to buy the DOs/SOs in question if you really are allergic to the market (although I'm pretty sure TBA uses IOs extensively at the end game going on other posts).
But at the same time, you DON'T have to do that. Just selling your own drops at the Market is more than sufficient. Even as the Goat suggested, just selling everything for, like 100, is going to earn you a serious amount of cash. The point is to make money off the Market the same way you make it off the vendors - show up, sell things, leave. THAT is not a lot of work, nor does it really need any specific knowledge. Just sell whatever sells and vendor everything else. -
This happens the most in Pink Caves, because of the way their walls slope. When you knock someone back, you can shove his chest into the little crevice between the sloped wall and the floor. However, when that enemy stands up, he will stand STRAIGHT up and clip through the wall, forcing the centre of his hit box out of the map.
This is actually easily reproducable, and it happens almost every time you knock someone into a wall in the Pink Caves. I say almost every time and I MEAN IT, because my Robotics Mastermind usually has to deal with between two and three of these PER MISSION in the Pink Caves. This is a serious problem. -
I'm going to just take my heat and say it - the way we unlock costume pieces in this game sucks more *** than those vacuum toilets they have on the space shuttle. But because it seems some people still seem to like them, let's see if we can't find a compromise. What system could there be that would allow me to use these unlockable costume pieces at character creation, but would still suck hard? Well, there are a few options.
1. The already-mentioned system of costume unlock tokens. When one character unlocks a task-specific costume set, that character gets a token tradable only within the same account. So I can unlock, say, the Roman Axe with one character, then trade that token to another character. One unlock for one costume set. Seems fair. If I want the costume set on another character, I have to unlock it again, just not necessarily with the same character.
2. Crappy global unlocks. We have character-specific unlocks tied to specific badges. Kill 100 Overseers, get a spiffy sword, but only on THAT character. So how about we create an extra tier of badges that unlock these pieces... Globally. If 100 Overseers on one character gets me a cool sword, could, say, 1000 Overseers between ALL my characters not unlock it for everyone? An ITF earns me an armour set for all characters. Two earn me Nictus weapons. Could, then, 10 and 20, respectively, not earn this for ALL characters? It would still suck, and in fact it would such WORSE, but it would only have to be done once, and not necessarily on the same one character. This allows us to have longer-standing goals in the game, to boot.
That's about all I can think of right now. -
I'm not sure if that's possible, but I would very much like to see that. Be nice to prevent women from always sounding like they're wearing high heels even when they're barefoot, and it would be nice to have heavy boots actually sound heavy.
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Quote:Techbot, there are a couple of points I think I need to address here, in both directions, as it were.And Im saying that not being able to afford the enhancements the game is BALANCED AROUND is somewhat BROKEN.
1. I keep forgetting you play on the EU servers (you do, right?), and I don't know if we share a Market with you, guys. If we don't, then I can see how that would suck big time. If we DO, however, you have options.
2. What was promised was that the game would not be rebalanced with the expectation that you would have many Inventions. However, as Training and DO drops were removed from the upper-level game, the economy was clearly redesigned with use of the Market in mind. If you do not use the Market AT ALL, you're screwed. I don't mean that as an insult, you really are behind the 8-ball. You don't have to "play the market," as it were. Just drop by occasionally and see what you can sell there. A LOT of Rare invention pieces will go for around a million in the Market (the one I have access to, at least), and a single one of those is enough for DOs, while a couple will get you SOs.
3. You're operating under the assumption that buying a full set of SOs is a given right that the game should provide us with, and not being able to is a step down from what the game was before Inventions. This is not true. Before Inventions, very few of us could afford a full set of SOs at 22. When I hit 22, I could buy MAYBE a third of the enhancements I needed, if that. I could MAYBE buy a full set of them before 27, but this wasn't common. I'd have to intentionally get a lot of debt to avoid my enhancements expiring before I could even fully slot everything. It wasn't until 32 that we could actually afford to buy a full set right out the gate, and from then on it was fairly easy.
In conclusion: You can use the Market with practically no effort involved and almost no time cost above travel time. Like I said, it's as simple as looking at the last five bids and the bidders to sellers ratio. Only sell things that went for a lot the last five times and have more bidders than sellers, and you'll be in the money. That is, provided you have access to the NA side of things. If our Markets are not unified, then I don't know. -
Quote:True, true. But I rely on a little caveat - anyone who speaks Russian is going to instantly know "****** Russian," as in text that attempts to be in Russian, but is in no language whatsoever. Text in Bulgarian shouldn't really have the same effect, as it's a fairly proper text, just in another language. As long as you don't pretend it's Russian (and I wouldn't), it SHOULD be smooth sailings. And since We were still part of the old Soviet Union, it ought to be fairly easy to go with ex-communist characters with such a background.I would assume that if someone were well-versed in Russian enough to complain about poor translations from online translators, they might also complain about the text being in Bulgarian.
Well, easy for me, anyway
P.S. I made that text up on the spot, so it might not be GREAT. It was just an example. -
Quote:Ugh! Don't remind me. I spent all day yesterday fishing Rikti out of walls. Some of them would come out after a few minutes, some of them I could kind of push out with Force Bubble and there was one who wouldn't budge until one of my bots actually got itself slipped into the same rock the Rikti was in and was able to fire at it from inside.all my problems turn into dev-problems with enemies being knocked through geometry, which despite disbelief on the forums happens surprisingly regularly to me.
THIS SUCKS! Please, Developers, fix this, because it can be game-breaking when an enemy you need to kill gets jammed into a wall or ceiling and cannot be killed. I can drop a mission only so many times a day! -
I want to give you a warning right now, though - if you're going to use online auto-translators, do NOT use them for large volumes of text, such as multiple sentences. Use them for words or phrases, at most. Translating actual texts, such as full bios or large monologues is a REALLY hazardous venture, because to anyone who actually speaks the language, it's going to look like jumbled gibberish. I can say this with a fair degree of certainty, because I actually speak a fair bit of Russian, and I can spot some REALLY weird stuff.
Just as a few odd examples:
Battlefield 2142, PAC line: "Противник на веху Титана!" roughly translates to "Enemy on the peak of our Titan!" when the line actually looks like it wanted to say "The enemy is on board our Titan!" to the alternative of the EU "The enemy has boarded our Titan!"
Hitman 2, sign over a door: "Командовать" which translates to the infinitive form of the verb "to command" when the sign actually wanted to say "Commander" which would be "Командир."
Now, I'm not Russian-born, unfortunately, so I can't create Russian text at will (I don't speak Russian THAT well), but if anyone actually wants, I can give you decent free-hand texts and translations in Bulgarian which will have the benefit of both making sense AND looking exactly like Russian to most English speakers
Just as an example:
Quote:Anyway, just putting it out thereИван Петров беше малко момче когато древният магически култ Белите Глави отвлякоха родителите му и го оставиха гол сирак. Иван живя на улицата с години, гледайки как съветският блок се разпада и как социалистическите страни потъват в мизерия, корупция и беззаконие. Скоро, много деца като него останаха на улицата след като родителите им бяха убити, отвлечени и хвърлени в затвор без причина. Нещо в Иван се пречупи, и на него просто му писна да седи и да гледа как злодеи безчинстват безнаказано. Той издири Белите Глави, открадна някой от техните вълшебни предмети и използва тяхната сила като оръжие срещу престъпността. Хората го нарекоха Вълшебника заради неговите магически умения.
От тогава минаха много години. Иван победи Белите Глави, след това изобличи техните господари в правителството, бори се с организирана престъпност, със тайни общества на чудовища, със скрити конспирации, извън-земно, както и с всичките страшилища на новото време. Супер герои и злодеи се появяваха по цял свят, и Иван беше твърдо решен да бъде герой и никога повече да не позволи на злодеи да нараняват хората както той самият беше страдал.
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I used to try for that. I'm not sure way - completist mentality, I guess. I wanted to get all of the arcs I could get, I'd go into debt, I'd do outlevelled arcs and so forth. I wanted to catch 'em all. I'd actually refuse to team because that would prevent me from starting the next story arc.
At one point, though, I was invited to a team, had the brief "But I want to do this arc!" moment and then thought "Hold on a minute. I've done that arc. So what if I skip it. I'll do it next time." Since that moment of epiphany (and it was) I've actually been pretty easy-going about arcs, always looking to do the LATEST missions I had and usually sidestepping old, ageing arcs because I've done them and I'll do them again on other characters. It's made my experience of the game a lot less stressful. -
Quote:Thank you, Arcana, for the link and for the explanation. That proves I didn't know what I was talking about when it comes to processor parking, and it proves that asking before doing something stupid was a good idea. I guess it pays to know when you don't know

I'll fiddle with Windows God Mode. That should save me a LOT of crap and curse words in the long run. It's nice to have everything in one place so I don't have to remember which options is hidden behind each rock. I can't try it right now since my work PC is running XP, but I'll definitely give it a shot when I go home. -
Quote:Yeah, I know how to do it. I eventually found out how to force the thing to show me the original menus, but MAN... Why hide them so deep such that you can't even reason out where they are? I mean, I know a thing or two about how Windows works, but when every new version basically jumbles the menu so I don't know where everything went and when it makes no logical sense where to look for it...If you want the system to show you the filetype extensions, open up a Windows Explorer window and ALT+T then hit O for Folder Options.
Go to the View tab of the window that pops up. In the list you're shown, UNcheck "Hide extensions for known file types".
Also from this screen, if you have a file/folder layout that you LIKE (like detail view and you want EVERYTHING to be detail view by default, you can set it here too.
For instance, to show my menu bar in Explorer, I have to go to Organise -> Layout -> Menu Bar. Knowing where it is, I can kind of see that it makes some sort of sense, but NOT knowing where it is, why would I even look for that in Organise? It has Copy and Cut there, why would the main menu be hidden behind THAT? Worse still, Internet Explorer hides its main menu, but THAT is hidden behind a cog-icon button that represents Settings, so I was looking for a settings options somewhere, which doesn't actually exist outside of the main menu, which I was trying to show.
Beyond that, the Folder Options menu is the same as it was in XP, which is the same as it was in 95. It's just hidden in different places every time, I guess to make the hunt more interesting every time I upgrade.
The who of the what now? What does that even mean?Quote:%windir%\system32\restore\Filelist.xml
That I did not know. I'm used to looking at Properties for My Computer, from where I usually get to my Windows Update and Device Manager. When you mention it now, I actually remember I found that option on XP at one point (I actually followed a motherboard manual to find it), but it seems like I forgot where it was since then. I don't think I'll forget again, though, since it's actually easy to remember.Quote:Just like XP, you can right-click on Computer (My Computer in XP) on either the desktop or the Start Menu and select Manage from the menu that pops up. The disk manager is in there.
And, by the way, the "Search programs and files" option in 7 is a godsend. As long as I have a reasonable idea as to what the thing I'm looking for is actually called, I can find almost anything. That still leaves a few things open to question, such as how to find the settings for a network connection I may have disabled (say, the Local Area Network Connection on a Laptop that uses only Wireless), but I'm sure there has to be a list of them somewhere. In fact, searching for "network connections" reveals a "View Network Connections" link that, judging by the icon, ought to be available from the Control Panel. I did set it to Small Icons, by the way, and it has been a GODSEND, because that doesn't seem like it's hiding any options for my "convenience." -
Bug description: Custom theme Forcefields bubbles display off-centre on character models.
Character specifications: Robotics/Forcefield Mastermind.
Relevant powers: Dispersion Bubble, Deflection Shield, Insulation Shield, all using the Dark custom theme. (optionally, an Robotics henchman)
Bug Description: When using custom themes, Forcefields bubbles appear off-centre on character models, and they do not follow the character in animations as Original theme bubbles do. They seem to be based off the calculated centre of characters, where the game "assumes" their chest should be, but this is incorrect. Regular Original bubbles are bound to the character's actual chest, and will follow the character through animations. It is currently possible for a character to jump (via Total Focus clone animations) or sit (via /em sit) out of his bubble, as the bubble will not follow him like it should.
This is incredibly obvious and hideously irritating on a Robotics Mastermind, because Protector Bots will always cast Original theme bubbles which WILL follow the character through animations, causing them to always clip with the custom bubbles the Mastermind and his henchmen will have on them. It's furthermore obvious because robots in general have a permanent slouch which puts their chests lower and forward of the theoretical centre, causing their Original theme bubbles as given by Protector Bots to displace forward and down with the slouch, clipping through the custom bubbles which assume a a character standing up straight.
Again, this affect Dispersion Bubble, Deflection Shield and Insulation Shield ONLY. This does not affect Personal Force Field which, despite being slightly oversized, does follow the character perfectly and stacks well over Original theme forcefields. Will provide a pic as soon as I can.
*edit*
Pic:

Notice how the Mastermind is sitting well outside of his green bubble, which is still floating where his chest would be if he were standing up straight. If you look closely, you can actually see half of the Protection Shield the Protector Bots gave me, which has sunk into the ground as I sat down, following me along as it should.
*note*
The Original Dispersion Bubble effect (the big bubble) follows the Mastermind, but does not rotate. It always keeps the same orientation, and the Mastermind turns inside the bubble. The Dark Dispersion Bubble, by contrast, rotates with the Mastermind. Personally, I prefer that technique, as it disorientates me less, but it COULD be a bug, so I'm listing it here. -
Quote:Goat's point isn't that this shouldn't be looked at and possibly fixed, but merely that this is not going to happen by tweaking recovery values or adding recovery buffs, but by radically redesigning the "cost" system in its entirety. Which, by the way, I'm not specifically an opponent to, but if that's what we're looking at, let's talk about that, instead.The game included a lot of bad limitations, with several added (and a few removed) along the way. I haven't expected any of them to be changed, which saves a bit of disappointment, and in the rare cases when something gets properly addressed creates a pleasant surprise.
---
By the way, I'm constantly reminded of something Arcana said (when pressed) about possible alternative ways to formulate power costs. To avoid misquoting Arcana, let me see if I can't examine a few inspired ideas on what form this could take.
The current system of Endurance we have is a sort of "battery" set-up. We have a limited amount of energy that we drain with power use, but which recharges on its own at a fixed rate. That's fine, as that's one way to handle it. How about something else?
How about an "Ammo" system? Thee Ammo system would give you a certain number of "shots" which would not regenerate on their own. You would have comparatively much more ammo to spare on attacks than an energy bar would permit, but since they wouldn't recovery, you'd be hard-limited on how much you could do before you had to "reload." Now, reload could take many forms, but the one I'd give it is a relatively long-animations, debuffing power that slows you down in combat and puts you at risk, meaning that you have to take cover to do it. This would constitute a tradeoff between having more shots to fire without running out, but facing a stiffer penalty when you DO run out
An "Overcharge" mechanic could give you a LOT of recovery for your powers, but a SERIOUSLY limited amount of energy to go around, with a penalty of no recovery for some time if you overcharge your energy bar. The benefit of this would be that you had almost instant recovery which topped you off as soon as you stopped attacking, allowing you practically infinite action, but capping the amount of actions you do and the speed with which you could do them. As long as you kept under the limit, you could go on forever, but overstepping that limit would always be a potential danger.
A "Building up" system would, on the other hand, be something similar to what Champions Online has. Under this system, you would have a large pool of energy to draw from, but NO natural recovery whatsoever, requiring you to use an energy-building power to recover your strength. Unlike "Ammo," this energy-building attack would not be crippling and paralising to use, but would probably not be very strong. And, as with Champions Online, this could probably be allowed to put you some distance above your natural maximum, from where your energy will drain back down to 100%.
I realise that none of that stuff is applicable to a game this far into its life cycle, but I'm just trying to illustrate a few options that could exist to give "energy management" some more variety. -
Quote:That argument doesn't really work. Repurposing old powersets requires only additional balance concerns, but no or little additional artwork. That's why powerset proliferation is hailed as an easier alternative to brand new powersets. Even constructing a new set with old powers from old powersets is still a considerably smaller investment than drawing, animating and putting together a brand new one. There's a reason we're getting Demon Summoning only now.Possibly but it would really just come down to rehash of existing power sets. Far better to use the same resources to create new power sets for the existing archetypes.
And, no, it's not "far better" to make new powersets when we have perfectly servicable ones that just aren't available to me because the ATs they exist for me don't play as I'd like them to. Instituting Brutes as an AT that used Tanker sets without being a Tanker is the only reason I've ever been able to play Tanker sets at all.
Actually, they very much did - Masterminds. As per Jack's explanation and Castle's admission, these were designed to be the functioning tanks of City of Villains, but they are currently functioning damage dealers. Masterminds possess SIGNIFICANT amounts of survivability via Bodyguard and the ability to use team-only powers "on themselves" by proxy, they have strong support ability via HAVING those team-only powers, and they have very serious offensive capabilities via the use of their henchmen and whatever debuffs they may have in their support sets.Quote:So again we come full circle. The option already exists in the game and given the chance to release five new standard archetypes in City of Villains, which was released in conjunction with Enhancement Diversification, the developers did not present us with a ranged/defense option.
Seriously, if anyone wants to try and claim an Assault/Defence AT is going to be any more powerful than a Mastermind, then allow me to scoff in your face.
That's ignoring Castle's comment that most attacks in Kinetic Melee are melee-ranged, and ignoring the precedent set by powers like Spines and Claws, which somehow didn't end up being hailed as "Ranged/Defence" despite Spines having an AoE toggle damage aura, a large-scale AoE, a ranged attack and a large-scale cone.Quote:Now that I think about it, Kinetic Melee may even be another option to fill in the ranged/defense gap! -
Quote:Jack did that I know of, but I wouldn't put too much stock in five-year-old, half-remembered comments from the guy who isn't even with the game any more. He explained that NPCs, by and large, had a higher damage modifier on melee attacks than on ranged ones, conveniently neglecting to mention things like the Nemesis Army, the Matla Group, the Rikti, Crey, the Sky Raiders, the Praetorians and so forth who have MORE than enough purely ranged damage to hurt a ranged character really, really badly.Just curious but have the devs actually discredited the 'range as defense' statement in writing?
In fact, a series of enemies are EASIER to fight in melee than they are at range. Gunslingers used to only use their basic gun attacks if you were within 15 feet of them, and Titans will NOT use any ranged attack if you are within 5 feet of them, or basically in melee. Considering how NASTY Zeus Titan rockets are, that's not a small decrease in outgoing damage. Soldiers of Rularuu watchers would not use their Eye Beam if you were close enough, sticking to their quills burst attack, thus not turning everyone else's attacks on you into auto-hit. Anti-Matter's blue clockwork will resort to their melee punches in melee, holding back their damaging, debuffing Radiation blasts. Tsoo Yellow Ink Men will fight hand-to-hand when challenged in melee, avoiding the use of their status effects. Turrets of all kinds (aside from the Pop-Up Turrets) will not be able to fire their main guns if you close into melee, switching instead to a MUCH weaker flamethrower.
And that's not even counting Nemesis Dragoons, who DON'T EVEN HAVE melee attacks, or all the enemies who will back up and shoot at you from twice your snipe range just fine (like Rikti Drones) against which range as a form of defence is utterly worthless. Range as defence works sometimes against some enemies with some characters under some circumstances. But not even Hover can keep you as safe as people keep claiming range can. Things fly, things shoot, things can still reach you. -
Um... Practically EVERYONE who worked on City of Heroes under Cryptic Studios went over to PlayNC when the switchover happened, minus Jack Emmert. There isn't "a little bit of staffing overlap," they're the exact same people, plus additional staff hired after the fact.
