-
Posts
6298 -
Joined
-
-
The Hoozdat Award Person Who is seen, but unknown to most
dead
The Obnoxious Award
Li Sis of GE
The 'I don't see em' Award Person who you think is giginored the most
Malkore
The Bound and Gagged Award Person who is silenced the most in 2.0
Elmist if anyone but Maya is doing the silencing, Malkore if you count Maya's joke silencing.
Mod of the Year
I refuse to vote in this category as I'm one of the people named.
Funniest Triumpher
Tamaki Revolution
Most Loveable Triumpher
Taryn, then Kay (very close second)
Favorite person to put in a Task Force
Leo
Best Player in Triumph
Emerald Fusion by a hair over Ultrabatz -
Quote:We have no way of knowing if that was indeed what was happening. Only the developers or players under a signed NDA know for sure though.Yeah, I was in the i19 beta, and loved the experience, but it did kinda rankle me to know that a second 'elite' group of testers was working on other stuff at the same time.
I highly doubt it as the developers would likely have been far too busy to work on and test both Issue 19 and Issue 20 stuff at the same time. -
-
Quote:Yes, I know that. However it would be easier for the original poster to see, and any regular alignment missions will be erased anyways after a successful morality mission.Alignment tips and Morality tips are separate things. You can have up to three Alignment Tips and still get Morality tips. In fact, if you qualify for multiple Morality missions (such as having multiple bars full), it's possible to get more than one Morality Tip at a time.
-
Open contact window. Click on the Tips tab. Does it still say 10/10? If so, how many tips do you have? If you are at 10/10, and have 3 open tips, dismiss the tips. Unless one of them says "morality mission". They look almost the same.
-
For distance:
target_custom_far
For close:
target_custom_near
Cycle forward (will usually get the closest, but not always):
target_custom_next
Cycle backwards (will usually get the furthest away, but not always):
target_custom_prev
There are advantages and disadvantages with each. However, targetcustomnear will stay on the closest target, even if it is in the process of fading away. Targetcustomnext will go to the next target with a second keystoke/activation of the bind or macro (the command can be used either way), unlike targetcustomnear. -
Even snipers change position/move sometimes. The clones do not. The clones are not turrets. What part of that isn't a bug?
The clones do not move on flat, open terrain. -
/bind <key> "targetcustomnext enemy defeated"
-
They do not move at all. They never try to melee. They stand perfectly still, and might use ranged attacks. Before the patch, I've actually seen the clones move instead of standing still.
-
Last night, I took a Fire/Fire/Fire Tank (fresh mission) in Ramiel's Incarnate arc and found out a very disturbing fact:
Taunt does NOT work on the clones. They will NOT move.
So a basic power (Taunt) and a AT Inherent (Gauntlet) are completely negated. I tried to pull the clones closer to me so that I could fight them and the EB at the same time. They simply would not move at all. They would attack at range or stand stupidly, but not melee.
Additionally, the clones on my mostly generic IO build took long enough to find and kill that trapdoor spawned at least one more clone during the same time frame. -
-
-
By the way, I tried this tonight on a Fire/Fire/Fire Tank (fresh mission), and found out a very disturbing fact:
Taunt does NOT work on the clones. They will NOT move.
So a basic power (Taunt) and a AT Inherent (Gauntlet) are completely negated. I tried to pull the clones closer to me so that I could fight them and the EB at the same time. They simply would not move at all. They would attack at range or stand stupidly, but not melee.
The clones on my mostly generic IO build took long enough to find and kill that trapdoor spawned at least one more clone during the same time frame. -
-
WOOT! Got one! The top clear left-right NA code.
-
Quote:I guess you didn't read Master-Blade's response to the same post above.Now that the hive has a spawn point much like the hollows, there is no longer a reason to spawn at the base other than to restock on EoEs.
I wasn't commenting on the current state of The Hive, but rather the past. The original poster was trying to figure out why she thought there was a beacon in the past. In the past there was a possible way to get from the base to The Hive: rez in the base, then exit the base without using a teleporter. -
Quote:And people are telling me that some of my suggestions are unlikely.Personally, I wish there was a solution so that temporary powers were a welcome training aid but not a despised overkill solution. Something like... if the net benefit from temporary powers carried caps unique to teams.
That has got to be one of the worst ideas I've heard of in a while.
There is a reason why the temp powers are used more on the lower population servers, and by reducing the effects of the powers, you make it harder for the teams to succeed. By making it harder to succeed, you have less players willing to do the tasks. It becomes a viscous cycle that ends with players leaving the smaller servers entirely because no one will do the tasks.Quote:It would be a shame to fustrate the late hours players and smaller population servers by telling them they absolutely have to wait longer to assemble an ideal team or the reverse - to allow primetime/high population server players to just sail through without motivation to shed the training wheels.
The reason Virtue and Freedom do raids on a more regular basis is that they have the population to support that. Placing an ED system on powers (temp or otherwise) will only HURT the lower population servers, not help them. -
Quote:I wish the KoA did not all throw caltrops, but they do.This is no different then the Devs coding Earth thorns to not cast more then one quicksand per mob same with Tsoo and Caltrops. Mobs in this game operate under different rules then the players. Mobs can't slot enhancements, mobs can't use inspirations.
Also I think you're looking at a bug and seeing some sort of Dev conspiracy to make life super unfun for us.
As to the bug, yeah, it could very well be a bug. However it is a bug that they have reinforced with the last two patches. -
Quote:I have serious doubts that the mine layers carpet of bombs, to the point that the server will not send the information to the players so that they can avoid the bombs, is working as intended.The issue with Rularuu was a bug and has since been fixed. However, Apex and Tin Mage are working like intended, so no, they're not cheating. Please stop with that idiotic notion.
I can't see the fact that there are so many bombs that some of the warnings they are about to go off, thereby allowing the players to move away, is working as intended.
I can't see the fact that the mine layers do not lay bombs around Director 11, but instead go to the opposite side of the map, is working as intended.
The stated reasoning that Director 11 is chucking the mines all over the place is completely bunk because the mines will still be placed while the Director is in any way mezzed. Since this goes against the stated reasons for the mines existence, this is also likely "not intended".
That is exactly how I see it. One side has an unfair advantage over the other. It would be like challenging you to a car race where I told you that you have to use a stock Pinto, while I get a Ferrari Enzo. Could you honestly say it was a fair race?Quote:I'm having a lot of trouble understanding what you mean by cheating in this context.
Is it something like this? In a game of chess, each side plays by the same rules, so if say black has an updated set of rules and white is playing with the standard rules, black is cheating?
And in this analogy, the AI is black and the players are white?
If that's what you are talking about, I must admit to never having thought about it that way in my life. -
Nope, there was never a beacon to the Hive. The closest beacon has always been Eden.
However there is one thing that might be causing the confusion: If you die in the Hive, go to the rez rings in your SG base, and then exit via the SG portal (not the teleporters) you will go back to the Hive. -
There are few spots in both the Tin Mage and Apex task forces where some players (not myself, but I've seen too many that seem to have this problem) can't find where the next objective is at.
The list of spots where I think permanent (after initially triggered) waypoints would be the following.
Tin Mage:
- Mission 1 - Director 11 Fight. The outside door waypoint disappears after you've gotten the glowies. I've seen a lot of players get lost on that small map.
- Mission 2 - Portal to Portal Corp. Courtyard. From the mission entrance, there are 4 doors players have to use to get back to the battle if they hospital.
- Mission 2 - Portal Corp. Courtyard. Same reasoning as above.
- Mission 3 - Exit to Neutropolis above ground. It is very easy to get confused and go towards the mission start after rezzing. I've also witnessed players having issues getting to Neutropolis above ground in the first place.
- Mission 1 - Sewer Entrance. If players are beyond the initial encounter in the sewers, the waypoint to the sewers disappears.
- Mission 1 - Sewer Exit. If the players have exited the sewers there is no guide to the end. However this is less of an issue because there is only one path to take.
- Mission 2 - Door to the ground floor. It isn't obvious that you can't just jump/fly down to the battle area.
-
Quote:It is still an insult as that is not what I've ever said. The fact that you grossly misinterpreted what I have stated, is frankly insulting.B) 'You want the game to be a walkthrough' an interpretation of your position based on your continual complaints about these TFs and the Incarnate arc being too hard.
I wanted the Incarnate Trials for the Alpha Strike to MATCH the strength of the Incarnate Abilities of the Alpha Slot. They do not. The Alpha abilities
The way your post reads is as a series of insults, in a very condescending manner.Quote:"If your idea of feeling more powerful is being able to walk all over the opposition, go wipe swarms of grays in Perez." is not an insult. It's an example how how you can feel powerful if you like.
The game demonstratively cheats. For instance, the Aspect of Rularuu shoots and debuffs through his "Only Affects Self" Personal Force Field, even though the developers could not repeat it at the time, I was able to record it actually happening. Likewise the developers are trying to make a hard challenge for the players, but in doing so they have given the NPCs and the encounters an advantage that players can't counter.Quote:On top of that, the game can't cheat. The rules are defined by the developers, and that ends that discussion. You might not like the rules as constructed and modified on occasion, but you don't get to define them.
An example in the Tin Mage TF are the invisible and intangible mine layers that continue to lay proximity bombs away from the AV, even if the AV is held or controlled. The mine layers are supposed to represent the AV tossing mines around. If that were the case, then the mine layers need to stop throwing mines away from the Director and stop while he is incapable of launching any attack.
Having one set of rules for the NPCs and another for the players is cheating.
It isn't that you are disputing what I'm saying. It is HOW you are doing so. You are implying or stating things I've never said and attributing those statements to me. The fact that you can't see that you are launching personal attacks means that I have nothing further to say to you.Quote:This last complaint completely demonstrates you have no understanding of the term 'ad hominem'. You seem to think disputing your argument is a personal attack. It is not. I hold no particular opinion as to you personally. I just consider your arguments to be bunk.
There is a reason why Jack Emmert (Statesman) isn't well thought of by the players. This game has succeeded despite his effort to make single-solution "winning scenarios" a part of this game. The fact that the other game is, in part, failing miserably due to the same ideals is testimony enough. The best game masters (either pen & paper or electronic games) adapt to the unexpected. The current trend to make sure the players "do the right thing" as opposed to come up with creative solutions is a huge step back in terms of user-friendliness.Quote:To expand a bit further: the encounters I enjoy on this TF are the ones that admit no solution via preparation. The only thing that works is doing the right thing, right then and there, and doing that works 100% of the time for everyone regardless of preparation. That seems supremely fair to me. -
Quote:Check this thread:i searched the boards and couldn't find this answer, so is there any issues with vigilantes getting villain-side badges? i remember that some of the explores might not have been working, but this might have been cleared up in the last patch. i will eventually be flipping completely to villian, but was wondering what i can/can't get now.
Going Rogue Badges
With some badges you have to switch fully to the other side to get them.
Heroes/Vigilantes:
- Isolator
- Multidimensional
- Received the Stalwart Medallion
- Earned the Statesman Star
- Awarded the Freedom Cross
- Button Man Gunner
- Fire Thorn Caster
- Nebula Elite Buckshot
- Arachnophobic
- Wrangler
- Poltergeist
- Sandblasted
- Shark Hunter
- Lost Savior
- City Official
- Law Enforcer
- Commuter
- Shop Keeper
- Dimensional Explorer
- Intern
- Police Chief
- Security Chief
- Traveler
- Entrepreneur
- Scientist
- Heroic
- Received the Atlas Medallion*
- Conspiracy Theorist*
- Portal Jockey*
- Freedom Phalanx Reserve Member*
- Archmage*
- Vanguard*
- Geas of the Kind Ones*
- Task Force Commander*
Villains/Rogues:
- Night Widow
- Wolf Spider Tac Ops
- Wailer Queen
- Wolf Spider Enforcer
- Thorn Robber
- Thorn Thief
- Thorn Usurper
- Oppressor
- Destroyer
- Dead-eye
- Interrogator
- Breakneck
- Uppercut
- Pilot
- Crey Employee
- Arachnos Official
- Arachnos Agent
- Smuggler
- Demagogue
- Black Ops
- Brood Leader
- Crey Scientist
- Web Weaver
- Profiteer
- Villainous
- Marshal*
- Headline Stealer*
- Born in Battle*
- High Pain Threshold*
- Demonic*
- Megalomaniac*
- Force of Nature*
- Invader*
* A note on Accolades: When they fully switch sides, characters will receive the corresponding accolade badge and power to any they already own.


