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Posts
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The ONLY way this could work would be to have an approved list of available music, which has previously been downloaded to our local machines via a patch.
Then you could tag which music to play during the mission (or maybe tie it to various events/clickies/etc), that way the only thing added to the AE files would be the tag info.
It would never work for you to upload you're own music selections (copywrite issues and all) and it would need to be on our local machines already to keep the AE file size at a decent level.
But, with all that in mind, sure. I'd be doubtful it'll ever happen (someone would have to find the time to assemble/approve/publish/etc the music files), but it would be kinda nice. -
Regardless of the "tanks don't do squat for damage", "tanks are just meatshields", "tanks are a low damage AT" naysayers out there, the truth is that tanks do very respectable damage.
As much as a Scrapper or Blaster or Brute (with big fury)? No, of course not. But very respectable damage. [Of course I also believe that Controllers do just fine even pre-32, assuming you've built them correctly].
As to your issues:
1) Tanks are more of a late-bloomer than Scrappers and Blasters. Until you get SO's and sufficient slotting in place, they can feel a bit lackluster. I personally think it's more due to the endurance problems that most tanks have pre-stamina than anything else.
2) Obviously, if you want to do "good" damage you have to concentrate (at least a little) on your offensive powers and not just your defenses.
3) If you were REALLY missing 50% of the time (rather than it just seeming like it), then you need to either look at how you've got your attacks slotted or stop fighting those ultra-purple-con mobs until the character is matured some.
I love Tanks, in fact I'll usually build a Tank (as a Scranker) over a Scrapper when the powersets mesh. I've got Tanks of almost every combination. Trust me, Tanks are plenty powerful.
(On a side note, I hadn't played with my War Mace tank since before the last round of tweaks that Castle gave them. All I can say now is WOW, he was OK before, but now he's just BRUTAL). -
Forum Troll needs food, badly...
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I have trouble believing that there's any current game out that has a minimum spec requirement of 3 gigs ram.
Current operating systems come in two types 32-bit and 64-bit. XP and Vista are usually 32 bit (unless you specifically get the 64 bit versions). I think Windows 7 is 64 bit only, but I don't know that for certain...
Anyway, 32-bit operating systems can only access 3 gigs of ram total (regardless of how much might be actually on your computer). I've got 4 gigs on my XP machine, just due to the way the memory sticks are built, but only 3 gigs of it can be used.
If you've actually found a game out there that lists 3 gigs as a minimum spec, I'd love to hear which one it is.
Short answer: I'd seriously doubt that you'll have any troubles with 2 gigs of ram, other than maybe running just a bit slow, on any currently released game. -
Hmm, good question.
I'm pretty sure that for the pseudo-pets (ie rain powers and such), it boosts them for the duration of the power boost itself (same effect as build-up/aim has).
For 'real' pets, I'm not certain, but I don't think it affects them at all. -
Quote:I'll keep this in mind. I've just seen the term used a lot on these forums and thought that it was the proper term to use. I really don't much care for it myself to be honest, I was just trying to "be correct".
As far as not getting the badges I can understand, and I guess it could be mind numbing. It's all new to me and nothing seems mind numbing... yet.
I guess my real disappointment is not that people don't show up for the events, I can understand that they are busy with other things or not interested in that particular badge for the hero they are currently playing. I guess my disappointment is when people that do show up refuse when offered a team. I suppose that some of these people have a thing about blind invites, I do myself under most circumstances (and always refuse them immediately), but I will generally except them anyway if I'm at an event, assuming that it is someone else at the same event making the request. I know that there is not always time to send a tell to ask first and it is much easier to simply click on my hero and click "invite to team".
Yep, events are the only time I'll blindly accept a blind invite
I have gotten hit a few times where the blind invite wasn't actually from anyone at the event but it's rare.
Best One:
I jump into the giant pile o Rikti, invite pops up, accept and keep fighting, a few minutes later the team starts yelling at me to hurry up and get over to the Hollows so they can continue farming FrostFire...
I apologize, explaining that I thought it was an event invite, and exit the team.
Whooo Howdy, then the nasty tells start. My ignore list grows a bit at this point...
(I mean REALLY? you're not just sending out blind invites; you're sending out blind invites to a FF FARM? And you get upset, and nasty about it, when folks don't want to?) -
For Zombie Apocalypse/Rikti Invasion events, I will almost always join in if I happen to be in the zone when the event starts. Even with characters that already have the badges. I find these mass chaos events fun.
Supernatural Activity (ie Banners), I usually skip as it's just too much of a pain to try and coordinate multiple teams with any effectiveness. It seems like either you can't get enough folks together to take things down, or else everyone just does thier own thing and end up wiping out one or two of the banners (and/or the GM) before everyone gets in place, resulting in missed badges/rewards for the event. I will join in if someone else is already setting up the teams as I'm passing through though.
GM's (any) - If I'm in the zone when the call goes out, I'll join in. But I'm not making an effort to travel to a zone just because a GM's there.
Steel Canyon Fires - I normally pass by unless someone is specifically calling for assistance. Being able to use just one, slow-recharging, power is annoying. If I'm on a Storm or Ice powered character I might do a little fire-fighting now and then.
Troll Raves - these I fight whenever I've got someone in level range in the area. Again, mass chaos events are fun
Overall, I base what I do with events on if I'm having fun with them or not. I've got my "badge collector" character that I keep current with every badge possible (although he's still missing a few...MoSTF and such), and I like to get badges on my other characters, but I won't go out of my way just for badges... -
All the interruptible powers work that way.
Try using Aid Other/Aid Self in the middle of combat or while running around. You won't have an endurance bar very long.
With proper Interrupt Reduction slotting, the interruptible powers are quite usable in mid-combat situations, but they do require just a bit more attention than the non-interruptibles.
Sniper shots in general are rather lack-luster while on teams. They do great while solo or for pulling purposes though.
Heck, my AR Sniper Shot (slotted with extra range and perma-boost range power) can hit mobs from further away than my computer's draw distance....(I can't even see the mob, just a tiny little targetting reticle, but I can hit 'em and take a big chunk of hit points away). -
Hmm, I guess somebody is siphoning off all of my purple luck.
I've gotten a total of 2 (count 'em 2) purples EVER.
(Well, I guess 3 if you count the one contagious confusion proc that I BOUGHT from WW). -
This is what I've always thought the receipes should do (which is pretty much the same as your suggestion):
1) Make the receipe just a receipe - only one exists per IO.
2) When crafting, allow the resulting IO level to be chosen via slider - 10 to 50.
3) Have the required salvage change depending on the IO level chosen
(I think this might be the only real sticking point, implemenation-wise)
4) Fix the drop tables so there's only one entry of each receipe.
No need for level ranges and such, just make a "Pool A" (mobs),
"Pool B" (missions), "Pool C" (TFs), and maybe a "Pool D" (special)
(changing the pool designations isn't necessary, but I think it would make a bit more sense than the current pool setups do)
This, I think, would make the supply of receipes at least slightly larger and more accessible to under-50 toons (as about the only receipes that can be found for many of them are max-level, if even then).
It would also make some of the smaller, currently low-level locked, IO sets more attractive. For instance, I'd love to use the "Far Strike" set in some of my ranged guys, but I'm totally unwilling to lock in with level 20 IOs.
It would also make the interface at WW/BM a lot smaller and more streamlined. Require less database work, and (hopefully) be generally 'better' -
A couple of things to remember:
1) You're playing on a trial account. This is supposed to be just a chance for you to evaluate the game and see if you like it enough to subscribe for real.
2) You're playing on a trial account. The big "This is a trial" window isn't permanent...it's only there as long as you are on a trial account.
3) There is no difference in the client software between trial and real accounts. (just limitations coded in to the account-type itself). You will not need to uninstall or reinstall or patch anything (except normal game patches) when you go from a trial to a full sub.
4) You won't lose your characters if you UPGRADE the trial account to a full account. If you create a new full account, then it's a different account and you will lose the stuff that you've created on the trial account.
5) Remember: UPGRADE is good, Create New is (usually) bad (unless you specifically want to)
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Overall, your machine is at the very, very low end for the game; and it sounds like you're running off of a dial-up internet connection as well. You should be playable, but you're definately not going to see all the "squee-factor" that this game has to offer.
EDIT: oh and as a quick indication as to whether or not this is a "good" game, just take a look at the registration dates of the forumites. It's a rare game that continously holds people for 5+ years. -
It's a rather skippable power.
However, that said, once it's slotted up correctly, it is a nice backup defense power.
Although it doesn't take accuracy on it's own, any multi-aspect IO that has accuracy will improve CC's chance of hitting. (note that it has to pass both a chance to hit and a chance to occur check)
Also anything that lowers the mobs defense (hello rad infection) also helps.
Slot it up with a couple of Acc/Hold IO's, some Endurance Reduction, and (optionally) the Lockdown proc and it's a very nice power.
The mobs run in, get a single hit off, and then tend to stand there choking while you deal with them.
My Mind Control/Radiation controller loves it...the (very) few mobs I haven't already locked down soon get that way if they try to close with me.
Personally, the only thing I really don't like about it is that it's one of the few remaining toggle powers (along with most/all of the ice set) that doesn't have it's sound effects fade out after a little while..... -
If you want to do the run/jump/flip...run/jump/flip...bunny-hop style of movement, then Sprint+Hurdle+NinjaRun is actually faster than Sprint+Swift+NinjaRun.
If, however, you don't want to be bunny-hopping everywhere (personally I hate it),
then Sprint (default slot) + Swift (default slot) + NinjaRun puts you pretty much at the same speed as capped flight.
Currently, I'm running my lvl 28 scrapper with:
Sprint (SO run)+Swift (SO run)+Quickness (SO run)+NinjaRun and he's running at ~54 mph.
Now, he's got Quickness which helps, but he's also not at the level 50 point yet either (so I figure those are about a wash by time the lvl 50 scaling and lvl 50 IO's are considered in).
Overall though, if you really want to spend extra slots, slots in Sprint will give you a bigger boost than slots in Swift. -
I'm pretty certain that within the first week of the game going live there was a thread
out here saying "All the good character names are taken already !!!!".
Well, nearly 6 years later and it still isn't true . . .
Just be a bit more creative.
Are many of the obvious or one-word names taken? Sure.
It has been nearly 6 years after all.
But, with surprisingly little effort many good names can still be acquired. -
It's an interesting idea, but I think you'd do much, much better to take the toon to level 10 and freeze him there.
1) You'll be able to use some of the lowbie IO sets to best frankenslot the toon and not have to mess about with trying to acquire lowbie SO's.
2) Perez is a lvl 7 to lvl 14 zone. At level 8 you'll be OK near the Atlas/Galaxy doors,
but you'll be in pretty nasty purple territory if you wander just a bit too far away.
While a good team can handle +6's, handling +6's with hazard zone sized spawns (and the plethora of boss/lts that tends to spawn) with a level 8 team is a bit more problematic. -
Well if you look at the URL for the announcements/invitations she posted:
"http://i281.photobucket.com/albums/kk218/NCNiviene/City%20Of/InvitationJustice.jpg"
They both point to a photobucket account under "NCNiviene", so I'd say it's probably just an alternate ID that Niv's using for event coordination or something. -
2 Years?
There have been way too many changes over the past two years to go into detail here.
I would suggest that you visit paragonwiki and read up on issues 10+ as that's what you've missed.
Highlights are:
Issue 10 - Invasion
- revamp of rikti crash site into the rikti war zone
- vanguard
Issue 11 - Stitch in Time
- ouroboros
- weapon customization for weapon-based powersets
- dual blades
- willpower
Issue 12 - Midnight Hour
- midnighter club
- cimeroa zone
Issue 13 - Power and Responsibility
- day jobs
- multiple builds
- merit rewards
- shields
- pain domination
Issue 14 - Architect
- mission architect
- pvp io's
Issue 15 - Anniversary
- 5th column returns
- new tf's
- lots of quality of life stuff
Issue 16 - Power Spectrum
- power color customization (wave 1 more to follow)
- new difficulty controls and settings
- super sidekicking
- ingame email filtering to help stop rmt spam
And tons of other things in each issue: new costumes, costume change emotes, power proliferation, etc
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To try and specifically answer a few of your questions listed:
Server populations are not drastically different than they've ever been.
If you are the kind of person who teamed easily and well before, then you'll be just fine.
If you're the kind of person who always whines about not finding teams, then you'll be in the same boat you were.
Many/Most of the initial architect exploits have been closed. Yes, people still run AE missions, and there is a ton of great content there. It's not the huge "lets do nothing but run AE farms" anymore (but they do still exist, in non-exploit ways, if that's your thing)
You access the AE stuff in the AE buildings (there's one in pretty much every zone). There's also a (very minor) tutorial you can go through at level 5 ? (not sure exactly when it opens, but early on).
One of the biggest change to MM's that you missed is a change to make the pet upgrade powers AoE's and affect all your pets at once. The endurance cost was drastically increased to compensate, so most MM's switched from recharges to end reducers in the upgrade powers.
And, yes, MM's still rock.
Pets, in general, have had some tweaks done on them and had thier internal power timers limited so that applying things like speed boost to them doesn't make them attack faster (but they also can't get thier attack speeds debuffed either)
Overall, there's just wayyyyyyy too much to go over. The game has evolved quite a bit in the past couple of years, and is set for a major revamp when Going Rogue comes out SOON (tm).
Visit the wiki and read up...or just play and have fun and figure things out as you go.
Welcome Back -
BTW Hazard, that wasn't a question. That was a *poorly* veiled insult to the devs.
Also, this section is for Players asking questions that OTHER PLAYERS can help with.
Do you really think we can answer detailed questions on how the database engine is
coded?
As a "good programmer" myself, I'd have to say that *maybe*, *if I could get
ahold of the actual code*, then I *might*, just *might* be able to improve some of the
areas that are, shall we say, working at less than maximum efficiency.
Then again, maybe not. For all I know (or you or anyone else who hasn't actually seen
the code), things might be as efficiently written as it's ever going to get . . . -
Let's see:
+Regen, -Regen,
+Recharge/Speed, -Recharge/Speed,
+Recovery, -Recovery,
+ToHit, -ToHit,
+Damage, -Damage
and Nothing - just damage from the explosion
(I think that's all of the variations)
The actual effect chosen appears to be completely random. My Defense-based toons
do seem to get good effects more often than bad ones (which if the debuffs do really
require a hit roll and the buffs don't would make sense), but I always give it a shot. -
Personally, I like the thigh-high stiletto heel boots to go with the metal-skin outfit.
Glove-wise, I usually like to use one of the "bracer" or wrist-band options. The hooked gloves (the opera-type with the single finger hook across the back of the wrist) also look pretty good with the metal-skin. -
How about, instead of hunks of lead, each "bullet" is actually a package of nano-bots
bundled into a delivery method?
Bingo, instant "healing bullet", "debuff bullet", "buff bullet", and plain old "arresting bullet" -
And the Warshade Mires . . .
But the list is rather small.
And the list of powers that you'd actually want to slot up for the to-hit aspect
is even smaller (imo). -
You need approximately 60% flight speed enhancement in Fly, plus the bonus from Swift
in order to hit the flight speed cap at level 50.
So, Fly with 2 Level 49 SO's or better + Swift (unslotted for flight) will hit 58.9 mph (flight speed cap at level 50 is 58.6 mph).
The problem you are seeing is that the flight speed cap SCALES up as you level.
Below level 50, the cap is lower than 58.6 (and at the early levels below 20, it's REALLY slow).
For reference: (with you at level 50 - anything above 58.6 mph is capped at 58.6)
51.7 mph - Fly - 1 even level SO in base slot (no Swift)
52.3 mph - Fly - 1 level 50 common IO in base slot (no Swift)
58.2 mph - Fly - 2 even level SO in fly (no Swift)
61.5 mph - Fly - 2 level 50 common IO in fly (no Swift)
53.6 mph - Fly + Swift - 1 even level SO in base fly - Swift unslotted
55.4 mph - Fly + Swift - 1 level 50 common IO in base fly - Swift unslotted
56.2 mph - Fly + Swift - 1 level 50 common IO in base fly - 1 level 50 common IO in Swift
60.1 mph - Fly + Swift - 2 even level SO in Fly - Swift unslotted
63.4 mph - Fly + Swift - 2 level 50 common IO in Fly - Swift unslotted
61.4 mph - Fly + Swift - 2 level 35 common IO in Fly - Swift unslotted **
** This is the configuration I use (2 level 35 common IO's in Fly - placed in at level 32)
with Swift slotted with a single run-speed IO (rather than flight speed)
That way, after level 32, I can just forget about messing with changing enhancements, since I'm capped (unless I'm putting in special IO's of course). -
Quote:Obviously I'm guessing here as there's not enough details to be certain in the OP, but ...No! We want the ability to play at lower levels even in open zones. Heck, if I could exemplar myself I'd do it.
What actually needs to be done is to fix the bug which caused the team to stay at level 8 when the mission was dropped.
Given that he said he called Wincott and yet stayed at level 8, I'd guess that he was
working on the first of the two linked "raid the outcast base" missions that Wincott has.
He dropped the first mission and was automatically enrolled into the second (meaning he
didn't even need to both calling Wincott as well).
If I had to lay money on it, I'd say that's what happened more than there being a bug with
the SSK feature. -
Quote:VERY understandable. Just look at my sigmy altoholism is causing me to take the scenic route at every opportunity though lol.
Heck, it took me 2 YEARS before I had my first lvl 50.
By that time, I had filled 4 of the servers with toons.
(of course, back then we only had 8 slots per server rather than the 36 we can have now)