ShadowsBetween

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  1. Quote:
    Originally Posted by Hot_Head_Mike View Post
    Yeah okay I can see being overwhelmed but simply not replying is very good at sending a message of "No". I again don't see this sending of tells to be such a devastating occurrence.
    And email spammers often point out that people getting the spam "just need to hit delete." The reason all of my characters are hidden from searches is that not responding DOES NOT WORK. If I don't reply, I usually get the invite again. (Since I clearly must have clicked Decline by mistake.) But hey, if you can't see how it's rude, then I don't need to explain why I tend to use /ignore rather than /reply on people who do that to me, either.
  2. In regards to the title: No. I might ask for advice, but I'm not changing my character completely into something designed by someone else. Because at that point, it's not my character anymore, is it?
  3. For a lot of people, they define "spam" the same as for email that they receive - a pointless communication they didn't ask for and do not want. You sent a blind SG invite to someone you've never met. That is rude, and shows a great lack of respect for other players. At the very least, if the person getting such an invite knows how SGs and Prestige works, they're going to suspect that you just want them to pad out your SG and get the full bonus for the first 15 characters to join. You then tried to weasel out of the "spam" accusation by arguing about the definition. No, you didn't send them fifty messages all in a row so you weren't "spamming" them. You still sent them spam.

    There are two basic kinds of SGs that I know of offhand. The first is for a group of people who like to spend time together to have an easy way to keep in touch, and to give them something to work towards as a group. (SGs get their own chat channel, and a fully functional base can be quite useful.) The second is for a solo player to have access to extra storage, and private crafting and teleporter access, and perhaps a way to share IOs with their own alts.

    The first kind of SG is rarely any good if they just invite everyone that wanders by. Yeah, there's lots of people, but most of them don't know each other, many of won't like each other, and there's usually a pretty decent chance of getting a jerk or outright griefer. (Back before SuperLeader was added, I know of at least one player who tried to start a SG this way, and ended up getting kicked from his own SG when the wrong person somehow got promoted to Leader rank.)

    For the second kind, solo SGs, inviting other players is almost always just to pad the SG's prestige earning. I suppose it's possible for a group of solo-oriented players to come to an agreement and basically set up a time-share Bat Cave. But it's more likely that the other players will realize that they're just there to help pay for someone else's base, and then they'll get angry and quit.
  4. Quote:
    Originally Posted by Offda_Handel View Post
    I'm not sure this is the problem. Folks who have pets with no melee attacks report that they are still closing to melee.
    Protector bots being the obvious example here - they have no melee attack at any level, not even Brawl. And yet they're still running into melee range of the targets. There seems to be a hard-coded script running, probably meant to benefit the demon pets. (Attack three times, then run to melee range.) This is combining with the slightly wonky way that pets choose targets to begin with, and causing pets to go chasing off after enemies on the far side of the room. (Even more so than they did before, I mean.)

    Then there's the fact that giving a pet the Follow command seems to suppress their AI entirely for about five seconds. That's probably intentional, to keep the pets from instantly gaining aggro again. But between standing around after a Follow command, and the time they waste trying to run to melee, they're spending a lot of the fight... not fighting. I really hope the devs are devoting some effort to fixing it.
  5. Quote:
    Originally Posted by Jordan_Yen View Post
    Wait... I sort of follow this, but is there any risk to the ones I have being slotted now getting lost? I only ask because you said "lost" and now I worry that I might have missed something.
    For Live characters, no. That's the entire point behind not adding Inherent Fitness to any character that currently has the pool version - the game will not automatically remove the pool version until you deliberately respec. The slots getting deleted on Test happened because they basically deleted the original Inherent Fitness powers, and added a new set that is coded in a different way.
  6. I've been playing around with Mids to see "sort of" what some of my characters would look like with Inherent Fitness. The problem I'm running into is that in quite a few cases, there isn't a lot else I can take. I tend to pick powers that I think the character should have, rather than "best for teams" or "totally awesome." I don't take Hasten unless I can think of a good reason why the character should have it. And since I hate the way it looks, the only character that "must" have it currently is one based on a cheetah. Also the only character I ever took SuperSpeed for. They don't get Leadership unless I feel they are, in fact, a good leader. And so on. (And I'm not "holding back the team" because frankly, I'd rather solo Calystix than deal with most PUG teams at this point.)

    In a few cases, I can take more powers from the primary/secondary. Unless I skipped them the first time for concept reasons. And as long as said powers can function with little or no extra slotting, since even if I swipe the slots from Health and Stamina that would only be three more. At least a handful of my characters will probably end up having to take "dud" powers that I'll never actually use just because there's nothing else to take at that level. I can't use the slots as "IO mules" because I've never gotten good enough at either playing the market OR farming to be able to afford things like the +recharge IO anyway.
  7. "Wolverine: Spiderman 4. Because at Marvel, we have to put Wolverine in everything, or our core demographic won't buy it."
  8. So... how are Demons more overkill than summoning zombies to vomit acid on people, or "arresting" them with swords, machine guns, or massive blasts of coherent radiation? (Last time I checked, most machine guns don't have a Stun setting. Even rubber bullets are still pretty dangerous, especially at close range.) And even the classic "safe" powersets like Super strength would be pretty deadly, if you consider taking a full strength punch from someone who can bench press a bus.
  9. Quote:
    Originally Posted by EvilDonald View Post

    Missions: Sometimes the locations of objectives seem very vague at best, not sure if i need to be in the underground or up top when I accept some of them and often don't have a marker or anything I can identify. Mission text doesn't seem to help much and I am just wondering if I am experiencing "Blonde" moments or is this the norm?
    There is often a pointer in your compass that will lead you to the next door or contact. However, I have noticed that some of the Praetorian missions don't have this, or it doesn't seem to work properly. If that is the case, you'll just have to read the mission briefing and see if you can puzzle it out. You can also bring up your map - in some cases the outdoor object that you need to click on (the roses for Cleopatra, for example) will have markers on the map, even though you don't get an objective pointer in your compass.


    Quote:
    Enhancements: Seem to buy them in stacks of five. Are these splittable into smaller stacks or do I just put five into a slot and then move to the next slot for others? I recall reading somewhere on here that any more than three of any particular enhancement eventuates in diminishing returns and I don't want to waste them if possible. (again, this could be another blonde moment, not sure)
    Enhancements don't stack. You can combine them. I think you might be seeing the level tag (Damage enhancement, level 5) as a quantity. Enhancements have a specific level. For the storebought ones, this is the level where they will be at "standard" effectiveness. If you are lower than that level, they will be slightly stronger than normal. If you are above that level, they get progressively weaker, and eventually stop doing anything. That's where combining comes in - combining two of the same enhancement will add one level to whichever is stronger. IE, adding a level 10 enhancement to a level 7 will give you a 10+, which is effectively a level 11 enhancement. There are limits to this. You can't increase one by more than two levels, so a 10 could become 10++, or level 12, but not 13. You simply can't combine them past that point. Also, you can't push one more than three levels higher than yourself. At level 7, you can use level 10 enhancements. Since they're already three levels higher than you are, they'll simply replace anything you try to combine them with. You can increase them to 10+ once you are level 8, however. And if you're level 13, you could combine a level 10++ with a level 15 to get a 15+. (Which might sound complicated, but you're essentially just adding one level to the stronger enhancement, which is the level 15.) There are other complications, like Dual and Single Origin enhancments, and Invention Enhancements, but those can all be safely ignored until later, and most have tutorials in the game that at least attempt to explain what's going on.

    Quote:
    Mastermind: From what I have read I only get three pets at different level tiers, (got two at the moment) and was wondering why i see videos of people with like ten or more pets? Is this a third blonde experience I am having or am I yet to discover what goes on here regarding pets? (MM Necro in case anyone is wondering)
    Masterminds get three different pet powers, which each summon a different number of pets. And the number increases as you go up in levels. The basic pet power is available at character creation, and eventually summons up to three pets. At level 1-5, you get one pet that is equal to you in level. At level 6-17, you get two pets that are one level lower than you. At level 18 and up, you get three pets that are two levels lower than you. The second pet power summons up to two pets, and becomes available from level 12. The third power summons only a single pet, and does not unlock until level 26. However, the pet powers can be enhanced, and this will improve all the abilities used by the pets.

    You also gain two powers that exist solely to make your pets stronger. These powers are area of effect, and usually only need to be used once each after all your pets are summoned. (IE, summon all six of your minions, then apply both of the upgrade powers.) If a minion dies, the replacement does not have the upgrades applied. Because the upgrades have their endurance cost balanced against all six pets, some people choose not to upgrade the replacement minions until more than one will be affected. At the very least, it might not be a good idea to upgrade them in the middle of combat if you're running low on endurance, since this could disable your ability to use your other powers.

    The Mastermind pets overall are rather complicated, and it's probably a good idea to check the Mastermind guides for more details. I happen to like Masterminds, but they aren't really an ideal starting AT, since you're adding minion control on top of everything else you're trying to learn. On the other hand, if you can figure out Masterminds, most other classes will probably seem simply by comparison. Just be aware that your pets will at least occasionally do everything in their power to get you killed. And that some players dislike Masterminds due to past experiences with ill-behaved pets. (The two main complaints are that pets will run away and find something large and toothy, and kick in in the shins for you. And that pets have a nasty tendency to block doors. Both situations can be largely avoided if you just pay attention to what your minions are doing.)

    Also, just to add to the confusion, some of the Mastermind secondary sets give you "sort of" or "sometimes" pets. These are things that look like pets, and act like pets, but you can't actually order them around. Some of them will follow you, some stay where they're put, and most of them only last a certain amount of time. Some of the main sets *also* have such extra pets. Necromancers, for example, can convert a defeated minion into a ghost, which will follow them around. /Dark Miasma Masterminds can also summon a shadow pet eventually. Demon summoners can summon squads of tiny demons made of living flame, Thugs can summon a gang of street punks, and /Traps users have a number of gadgets that float, zap, shield, and explode their way across the map. Again, the guides section will probably be the fastest way to figure things out. At the very least, be sure to read the descriptions of all the available powers when you make a character. (When you make a new character, or select a new power, you can hold your mouse over a power to see a basic description of what it does, even if your character isn't allowed to actually use that power yet.)

    Quote:
    Alliances: I am currently betraying the PDD for the Resistance and are doing missions for the resistance. Why is it that I can beat the tar out of both factions if I feel like it? I thought I would just breeze past whoever I was aligned with and that they would be friendly but both seem capable of attacking at random. Is this because i am tricking one side, (the PDD) and doing resistance missions or am I just being blonde for the fourth time?
    It's a bit more complicated than that. The PPD are an Evil Supervillain police force. As such, the different departments are encouraged to fight with each other, since in evil villain logic this weeds out the stupid and the incompetent. Also, the "normal" PPD officers deeply resent Powers Division (that's you) because Powers types are all showboats with fancy super powers, and everyone else had to *work* to get the job.

    The Resistance shoot at you because (as far as the average goon knows) you're a cop, and therefore the enemy. Even if you're not. See, the people in charge don't go around announcing that you're actually a traitor working for the Resistance. That way all the spies can't blow your cover by turning you in the first chance they get. And it makes your cover more authentic. And both the PPD and the Resistance are willing to sacrifice common soldiers to get the job done, even if that means ordering their super-powered allies to mow down their own people.

    Quote:
    Lastly: What a great game! Why didn't I pick this up ages ago? Blonde moment again perhaps hehe? Just hoping some of you folks may be able to help here as I have to admit that this is one damn fine game and I really want to be as competent as I can and enjoy teaming up with some of you at some point. Any help appreciated guys and a big ol' thanks in advance to anyone who can help me in my quest to become "not so blonde'.
    Oh and no offense to anyone who is blonde, I just have a sick sense of humor.
    Welcome to the game, and enjoy your stay.
  10. Quote:
    Originally Posted by TheTwoFourThree View Post
    You do not want to slot healing into Summon Demons. This just makes your Ember Demon wait longer to heal as it only fires off a heal when something's health goes bellow the amount it heals.
    Really? I did not know that. Do the other healer pets (Medic and Protector bots) work the same way? And how did you find this out?
  11. I've been looking through the options, and I can't seem to find this. How do you turn off the damage floater numbers? IE, the orange/gray/green numbers that fly up whenever anything attacks? I don't really need them, and they really don't do much of anything. Other than identifying the odd Illusionist that can become invulnerable for a moment, or possibly pointing out that I've missed on an Assassin Strike attempt. And I don't really need those pointed out, it's not that hard to tell.

    I'm not sure if I'm looking in the wrong options, or if there really isn't a way to turn them off. I *have* turned this feature off in any of the other games I play, and I've decided that I really prefer them to be off. So any assistance would be greatly appreciated.
  12. Quote:
    Originally Posted by JeremyM View Post
    So what if the a player trys to "game the system"?
    I'm not sure it's that big a deal. After a certain point, further upgrades to the base start costing millions of prestige. Even the mid-tier items are mostly in the 500,000 range. For the time and effort you'd need to "game" the system for enough to get the largest base and biggest items, you'd probably be better off grinding Purple merits. Sell the results, convert your billions into Prestige. Plus the character doing the grinding there is higher level, and is earning large amounts of Prestige just for running missions in the first place.
  13. There is a workaround, sort of. The problem seems to occur when you zone with active pets. The solution - kill/dismiss your pets before you zone, and summon them again when you get to wherever you're going. It's annoying, but really not a huge drawback. Afterall, the pets used to die anytime you used a door by default.
  14. ShadowsBetween

    Zoning and Pets

    I've seen this. It's been happening for a while. There are only two workarounds I've heard of. The first, as you mention, is to release all the pets when they start to glitch and then resummon. The other, is just to dismiss them before you zone in the first place. They're still getting confused about who "owns" them when you zone.

    There's another bug/glitch (probably not related to this one) that causes them to just "die" instead of playing their Dismissed animations if you use the Dismiss command. Bots and Demons are the only exceptions, since bots still have their rocket boots and the demons still get dragged back where they came from. (Possibly also the basic zombies, but collapsing and exploding into a pile of bones is their default death animation anyway, I think.) Everyone else just keels over dead, complete with "Aaurgh!" sounds and thudding to the floor.
  15. One thing to check is to make sure the resolution is set to Desktop. I had trouble on my system because I had it set to the same resolution as the desktop, but without the added tag. I'm not sure why there's a difference, but there clearly is. It was doing a number of odd things, including basically preventing me from using Alt-Tab to switch from one instance of the program to the second, or back again. (It would, if I hammered the button, but only randomly. I ended up having to use the Windows key to basically page to the taskbar and click the other copy, and even that didn't always work because once in a while they'd switch places in the taskbar.)

    If that doesn't help, then I have no clue, unfortunately.

    *Edited for spelling.*
  16. Just felt like mentioning that whatever this committee is, it doesn't represent me. I don't even know if I might agree with whatever they're doing, because they clearly don't want to tell anyone what that is. That's not paranoia, that's just an observation. To the Secret Cabal: If you don't like people acting paranoid when you tell them that you represent them, take away the source of their paranoia. Tell them what the frell you're doing, and why you think you have the right to claim you represent a community that didn't choose you to be their voice.
  17. The differences are worth noting, but not overly significant. A /Dark Mastermind might use the heal more as a debuff than as a team heal, but I still slot mine with healing IOs. If it's really necessary to use it as a heal, I just have to remember to go hug the person I want to heal, and hope they don't move while I'm casting it. As for the Dark Servant, it works exactly the same as the Defender version, other than the recharge. So most of the same slotting advice applies - adding damage is still pointless, because it basically doesn't do any. The only difference is you might want to make more of an effort to add +recharge, and that you'll probably only want to call it for difficult targets.

    Most of the other shared sets aren't even as different as Dark Miasma. As far as I know, most of the rest just have slightly different values for their base buff/debuff numbers. Again, any other difference in how you'd use them is a factor of simply being a Mastermind, not a difference in the powers themselves. For example, a solo /Pain Mastermind can get more use out of the +regen powers than a solo /Pain Corruptor, because of Bodyguard mode. Any damage you take is spread throughout all your pets, and then the regen goes to work.

    The other example would be the various Revive Ally powers, which simply don't work on your pets. If you're planning to team a lot, they can still be useful. But with the ability to convert Inspirations, such powers really aren't essential. (In fact, the last time I teamed with someone who had taken all the /Rad powers that need a defeated team mate, he had to keep begging people to stay down long enough for him to actually use them.)

    Anything else of note has probably been covered in those ancient guides, and hasn't really changed. Bots still throw forcefields and knockback pulses at everything in sight. The Arsonist is still suicidal, and Enforcers still have a weak version of three of the Leadership powers that will stack with any defense provided by the player character. About the only major thing that has changed is that the Buff Pet powers cost more endurance, and have an AoE effect. So you'll want to throw in a single Endurance Reduction, rather than recharge.
  18. More details please. Which hair, and for which body type? And for that matter, which head types? Does the hair look wrong on all the different versions of the same hair? (IE, Standard, Masks With Hair, and any of the other variant heads that can use the hair in question.) Are you using additional scaling for the head? (IE, did you give the hero a great big noggin for the classic The Leader look?)

    Can you get screenshots of the problem costume pieces, so that anyone that wants to try to reproduce the problem knows what they are looking for?
  19. Quote:
    Originally Posted by Driver 8 View Post

    • Pets die when dismissed. Poor guys! I just wanted you to go wait for me in the coffee shop! I didn't mean to make you feel so rejected that you became suicidal!
    • Appearance changes whenever you go through a door. I could've sworn my arsonist was a redhead five minutes ago... Seriously, why let us name them when their faces keep changing?
    • All gendered pets are male. I love a girl in uniform. But seriously, is there even a reason for this?
    • Mercs medic is suicidal. Is it because I made a dismiss macro? Is that why he wants to die?
    • Thugs arsonist has a deathwish. I don't think it's anything I said. I think he's just a little dim.
    The pets dying when dismissed is new, and seems to affect everything but robots and demons. At one point, Thugs and Mercs would run "off the page" and fade out, zombies would collapse and vanish in a spray of bones and darkness, and the Ninjas would hurl down smoke bombs and "ninja vanish." Now, they mostly just keel over dead. Including a short ragdoll and a persistent corpse, and the "Aaughh!" defeated sound effect. Robots do still fly away with their rocket boots, and the demons get dragged back into the abyss, but all the other pets just drop dead.

    The random appearance changes when zoning/summoning is an attempt to add a little variety. Since we can't currently choose their appearance, they added that little bit of code so that Masterminds wouldn't be standing in a sea of obvious clones. However, there is again a relatively recent glitch. If you zone with your pets, the ones with specific types can end up with the wrong names. IE, your Arsonist and generic thugs might swap names. This is only really an issue for the sets where the pets are actually different - bots, zombies, and ninjas aren't visibly affected, because all the pets within a tier are identical. The only workaround I know of is to be sure to dismiss the pets before you zone.

    The deranged AI of some of the pets is a long-standing flaw in their scripting, and fixing it might not be possible. However, I'd love it if they removed melee attacks entirely from the Arsonist and Medic (replace Brawl with *any* equally weak ranged attack, please.) But that would only help if they fixed the "I must PUNCH you!" glitch, which is most visible with Protector bots. If all their ranged attacks are on cooldown, Protectors will close to melee range. Except, they have no melee attacks, at all.

    There are no female pets because some players are idiots. I don't have a link to the post, but supposedly a Dev has stated that female pets will never happen, because "someone would make a pimp character." The fact that people do exactly the same thing with the male pets (thugs enslaved by a female dominatrix pops up a lot) seems to be irrelevant. I'd guess you can blame the ESRB for this one. As is, we're probably lucky to have a lot of female character costumes - I know of at least one game where the ESRB forced the developer to *remove* costume options in an expansion, or face being upgraded to a Mature rating. And most of the "censored" costumes were far less revealing that a lot of the ones we get.
  20. Quote:
    Originally Posted by Terminal Velocity View Post
    Your wrong about defense, it's being attacked, not being hit.
    As I said, I know almost nothing about the "defensive" powersets. Most of the characters I actually play are Controllers, Masterminds, and Dominators. I've tried looking through some of the guides, but quite a few of them are out of date, or only describe the defensive powers in relation to the melee powers. (IE, this power is redundant with Dark Melee, or power X and power Y work to cancel each other out, so don't take Y.)
  21. I've been noticing that lots and lots of Kinetic Melee characters are KM/Willpower. Is there some reason for this, or is Willpower just so good that no one uses anything else? I haven't made a KM character at all yet. I was considering KM/Energy Armor, simply because the powers look alike and it would fit the theme of the character. I freely admit I know almost nothing about the melee defense sets, other than that I've been told Brutes can gain Fury faster with a Resist set than defense. Apparently it has something to do with getting hit more often.
  22. Quote:
    Originally Posted by all_hell View Post
    I have more names than characters.

    I don't make a new toon until I have a name. I have several toons created who are waiting on me to give them some time.

    How can you decide to make a toon without having a name?
    As I said, I have a particular costume/powerset/backstory picked out. In the past, I've simply made the character despite not having a decent name, and then changed it later. The problem is, that of the money I've spent on Store items, I've spent more on name changes than on new character slots. So I'm not allowing myself to do that anymore. (Especially since some of the most troublesome characters actually ended up getting renamed several times.) In most any other MMO, it wouldn't matter - aliens and elves can both do just fine with a random "fantasy" name like Veralee.
  23. I'm curious what people use for inspiration for their character names. I've been kind of stuck since Going Rogue went live - there is a particular powerset/costume I'd like to use, but I can't think of a name that fits the character/costume/backstory. And frankly it's becoming a bit of a problem, like some horrible kind of writer's block or just flat out obsession. I haven't been able to make any other characters, because I keep fixating on that one. And it's reaching the point that thinking about the Character That Refuses To Be Named leaves me feeling physically ill. And I'm not asking people to name the character for me - a friend already suggested several names, some of which were probably fairly good. I rejected them all because of some vague sense that if I don't pick the name, the character isn't really mine somehow. To the extent that any character in this game "belongs" to the player.

    What I'm looking for, I guess, is how other people get past being blocked on a name. Either because they've got the perfect costume/powerset and can't think of one, or their perfect name turns out to be taken.
  24. I'd need to think about it, but I tend to build for concept first, then for solo utility. My Plant/Thermal skipped Power of the Pheonix, and will probably still do so - it has zero use to me personally most of the time. And if I'm in a team where it's actually *needed* then we've already screwed up beyond all belief. I don't take things like Hasten or Leadership or Recall Friend unless they actually fit the character in question. (In fact several of my characters already have all four Fitness powers simply because I didn't have anything better to spend the fourth slot on for that character.) I'm not a min/maxer - I understand in a vague sort of why the defense softcap is desirable, but I have less than zero interest in figuring out how to hit it.
  25. I don't PVP, but for some reason I feel like adding a bit more details. First, there haven't been any real changes to PVP since I 13. (They added PVP IO sets, and then mucked around with the rules governing how they drop to try to reduce AFK farming of them. If you get one and don't need it, there's a handful that sell for 2 *billion* each on the market.)

    The devs have also done several "free server transfer" events, and my understanding is that many of the PVP players took advantage of this to move their PVP characters to the most populated servers. The result is that PVP on Freedom and Virtue is fairly active, and virtually dead everywhere else. Otherwise, all the changes that everyone disliked with I13 are still in effect.

    As far as PVP improvements, it appears that whatever the "master plan" behind the I13 changes was, it is not only not working, but has probably been abandoned. Given that the percentage of the playerbase that PVPs dropped from "an amount small enough that the devs don't mind making them *all* angry" to a fraction of that amount, it seems possible that their datamining is showing that such a small number of players use PVP that The Powers That Be have decided it's not worth spending any more time or effort on fixing it at all.