Stormbird

Super-Powered
  • Posts

    593
  • Joined

  1. Quote:
    Originally Posted by Turgenev View Post
    Okay, stop right there. Flash works fine with IE8 in 64 bit. I'm running that setup on this box (Google Chrome Beta is my default browser, IE8's still around) and I don't have any issue with Flash sites.
    Really? Using the 64 bit BROWSER, not just Windows 7 (or Vista) 64 bit?

    From Adobe's own site:

    Quote:
    Flash Player support on 64-bit operating systems

    Note: Visit the Adobe Flash Player Help and Support page for help with top issues.

    ISSUE

    Adobe Flash Player is not supported for playback in 64-bit browsers. Flash Player will, however, run in a 32-bit browser, running on a 64-bit operating system.

    Note: a pre-release version of Flash Player 10 for 64-bit Linux is available from Adobe Labs.

    Adobe is working on Flash Player support for 64-bit platforms as part of our ongoing commitment to the cross-platform compatibility of Flash Player. We expect to provide native support for 64-bit platforms in an upcoming release of Flash Player following the release of Flash Player 10.1.

    To participate in pre-release testing of 64-bit Flash Players, visit Adobe Labs.
    (underline mine.)
  2. Quote:
    Originally Posted by BrandX View Post
    I'm curious to how the Longbow are a bunch of self-righteous hypocrites.
    I don't know about hypocrite, but their dialog in the Isles isn't all that heroic (and a bit too black and white, when it's not goofy - see also "Evil isn't cool!") Plus look at how they end up treating Vanguard. "We're taking your turf." What happened to "innocent until proven guilty?" Naked power grab by Libs there.

    Really I expect them to turn around and start attacking heroes half the time.
  3. No. I don't mind Epics, but I have as much interest in a Longbow or PPD AT as I do in a janitor AT.
  4. For the OP - yeah, some don't seem to work, like juggling, or they just shift a little, like sit and ledgesit, which might be part of the way they're built. Mine don't juggle, but they can eat, do a backflip, robotdance, research - most I tried seem to work. It wasn't a HUGE selection though.

    Quote:
    Originally Posted by milehigh77 View Post
    Sorry, I don't much enjoy using my $15 to stand around and pretend to interact with my minions.

    I prefer more engaging activities.

    ITF comes to mind.
    Goodie for you. Ever consider that other people might have stuff that works during RP (or just "bored moment for the heck of it") important to them for THEIR $15/month? Why did you bother posting?
  5. Quote:
    Originally Posted by SpittingTrashcan View Post
    Actually, I was discussing the in-zone minigames, but if you want to talk about the door missions, the case is even worse. Yes, they have a global effect on the zone PvP. They also grant experience, inf, and drops, and last I heard they do so at better than usual rates. So, once again, the inducements are there for very PvEish content - in this case in an instanced area where even the threat of PvP is absent. And this provides further inducement to avoid direct combat with other players while in the shared zone: why waste time on that when there's XP/inf/drops to be made? Not that you ever have to, since the 30 second PvP immunity grace period is frequently more than enough time to get from one door mission to the next.
    Except they changed things so you couldn't just call a contact and zip to the next one as easily within that time period. You HAVE to traverse the zone, talk to the contact, and get to the next mission. The plan being that you would be able to be attacked. (Gee, you're affecting the zone, why would they want you to be able to be attacked. Hmmm.)

    And why are the bonuses higher every 30 minutes? For the exact same reason the shivans and nukes are as good as they are. You have to risk PVP.

    Why not make PVP 100% mandatory? What if nobody IS in the zone? Why have things that are completely unable to be finished by anybody in that fashion? I think they knew how irritating and frustrating that would be well in advance (or that it would just be subverted if there was a badge related to it) and made the decision not to put in that requirement. The risk itself is what leads to the higher reward.
  6. Quote:
    Originally Posted by MrCaptainMan View Post
    Yeah yeah, you know what I mean. I won't bother repeating ST's point, which is what I was referring to.


    Quote:
    It is also a true fact that when you go look for an NPC to tell you what to do here, as you may be accustomed to, you will find a guy who tells you to go do some PvE stuff. This is true of BB, WB, and RV.
    .
    You conveniently forget to mention what the point of that "PVE stuff" does.

    It changes zone wide buffs or debuffs for the players. It directly affects PVP. Go ahead, run one of the missions with someone, and then before they click the last glowie or kill the last group, go outside. Check out your buffs or debuffs (you can't see what happens to the other side, though.) There's a reason the entire zone is told someone has completed a mission.

    So, while you might not be directly fighting another player, you're still PVPing. And you're having an effect on everyone, even people who may not be in the zone yet.

    Oh, and this.

    Quote:
    Farming for that badge was awful. I don't think we finished, and of course my friends rep is definitely back to zero now.

    Getting that badge by straight PvP seems like it would be a nightmare to me
    I can't blame some PVPers for really not liking badgers because of stuff like this (and another thread with "There's a server bug that lets you get THREE heavies credit for one!" That's called an exploit. Did you report it or take advantage of it?) That badge is supposed to be gotten through PVP. not farming. But what do we have? A "gotta get it" pokemon mentality. I see that badge now and I just assume it's farmed, as opposed to what it should be, a sign someone's PVPed enough or is good enough to have earned 400 rep. If PVP's a nightmare to you, what business do you have with that badge?

    (And yes, I know we're about to get the usual self serving "I farmed and met the specific numerical requirements even though I hate pvp, I earned it" crap. No.)
  7. Idle question - what are the oldest, not dev or player choice, finished arcs out there that are still playable? And have they been updated at all recently?
  8. Quote:
    Originally Posted by LISAR View Post
    The best way to alleviate hording is to encourage spending by giving more options not penalizing. Which is why there are so many ideas of "new" uses for inf that doesn't eject it back into the economy.
    /signed, /sealed, /this and /agree.
  9. Wow. Tokyo's ideas are probably the worst I've heard for this. And he - she - it - whatever is actually defending it like a good idea?

    Ugh. Seriously, did you really think this through, or just assume everyone's rich and plays 24/7?
  10. Quote:
    Originally Posted by Eiko-chan View Post
    I, personally, am tired of ideas being shot down as "removing the only challenge left in this game".
    Fortunately not everybody is you. Some people actually DO want to have something other than a +levels AV be a threat. Most of the game is a cakewalk as it is. I was glad to see the Rogue Vanguard ops come in and actually be a threat, and I think we need more challenging mobs with more variation through more of the game. Arachnos, about halfway through, get to be a challenge for anything that relies on control. Scrapyarders can shred masterminds. It makes me feel good to know I've beaten them with the odds stacked against me by more than just "+x heroes/villains so I'm outnumbered."

    There are too few mobs that make people have to stop and think for a moment, and they disappear way too fast.
  11. Not going to get the "kill and break anything." More zones, zones that aren't decorated in Classic Garbage Dump, would be nice. I don't roll villains much any more because I'm tired of the same thing over and over again with almost no variety. At least hero side you can vary your contacts - a lot. Take faultline one time, skip it the next, take Striga one time, take Croatoa the next, go through Talos or IP - a lot more variety.
  12. Quote:
    Originally Posted by Cien_Fuegos View Post
    i agree that some recipes need to cost more than common recipes but not everything. wondering if devs are working on a way to put in a market limit or at least lower to a point where you dont spend whole month farming influence to buy a io
    What about the other side, what about the recipes that only seem to sell below vendor or don't sell at all? Should they just be auto-bought with a guaranteed bottom price at a certain point? I know I have some characters I don't play a lot that I can look at the market and see recipes I've had for sale for a month.

    And no I don't think either one is a good idea.
  13. Depends on when you hit it. And flat is kind of boring to me, really. I think the big example of this sort of mission is Atta - a really big mission that actually stayed challenging despite leveling during it.

    I'd like to see it more often, really, especially when we're in a "Defeat the boss" mission. Why would n't they throw their weak guards in first to weaken you and keep their strong guards closer?
  14. It might be neat, but I think it would be really hard to do in a way most people could enjoy it. That's what would be toughest to do about the idea.
  15. How about "Combine the lists and give the EU players free transfers afterward?" (I'm NA.) It's one thing here, if someone absolutely refuses to try another of our 11 servers. You guys are in a completely different boat with a lot less choice.
  16. Quote:
    Originally Posted by Forbin_Project View Post
    While I wish I could move a solo SG between servers, I have to consider the possible ways this could be abused. I can see the angry posts already where an SL, for whatever reason, kicked all the members of an SG then left the server with everything the SG members accumulated.

    So I'm sorry, as much as I'd like it I have to say /unsigned
    /this

    You might need to have other restrictions, like it would have to be solo for a month or something, and with all the 'stuff' getting moved at the same time I think it might also be seen as questionable.
  17. With this, the first post, saying "I don't want to hear facts that are inconvenient to me," and the third post, with "I know it is weak and I know those that think it should not be improved are simply flat out wrong," the OP obviously doesn't want a discussion. "I'm right, if you disagree with me you're stupid" is not a strong argument for anything.

    So with his list:
    No to dropping ROTP for anything. The devs won't do it anyway because they won't change the basic design of a power, a rez will always be a rez. An armor will always be an armor.
    Yes to getting Burn looked at again.
    Consume might use a tweak, but it's not broken.
    Fiery Embrace is OK as is.
  18. Quote:
    Originally Posted by Nethergoat View Post
    PMs are quite a bit more 'formal' and less useful for conveying off the cuff opinions about individual posts than the rep system was.

    The rep system did what it was designed for much better than any other forum system.
    Yes, the rep system certainly did provide an outlet for rude comments to be left in anonymity with no outlet for response or discussion. It did so very well. So I'm very glad it's gone. I'd be even more glad if they got rid of the pointless dots too.
  19. Stormbird

    In-game Spam?

    Quote:
    Originally Posted by je_saist View Post
    Surprisingly for me, on an avatar that I hadn't converted the options on, I only had 2 spam emails after about 24 days offline time.

    A much better improvement from the 50-60 that I was averging pre-I16 changes for characters offline on average of 5 to 6 days.
    It was different per character for me. I went on a server I had not played on for a while, two characters there. One had something like 86, the other completely empty.

    I guess it depends on if they were seen by a spammer and put on a list or not.
  20. Quote:
    Originally Posted by docbuzzard View Post
    The Cysts present in Cimerora missions and the ITF are nothing like the ones you get for having a Kheldian on your team. The Cim ones don't keep spawning enemies, they have a set population.
    And neither one is difficult to take down if you... I don't know, aren't asleep at the keyboard. In which case you're out of range of them anyway.

    The point being, they're just not that big a deal. Never have been, no matter how they spawn. Sure, the first one you see is "OMG, what's that and what do we do?" After one, two at the most, you just take them out and move on. Jaegers are a bigger threat, especially in a big group, with the death explosion. (Yes, I know cysts blow up too, but they don't' follow you. And the nictus in all of them die off quickly even if you don't do anything.)
  21. Quote:
    Also the whole void hunter thing is really old and they need to just get rid of it or make it only apply to HEAT arcs. I cant tell you how many tfs have been ruined because we had cysts to spawn right next to the final AV at the end. I simply cant risk griefing my team with a cyst just because I played a HEAT. True enough cysts can be easily taken down IF YOU SEE THEM ahead of time. Most of the time the team doesnt until its too late.
    Oh, please, why is this even an argument? Do you avoid Cimerora too? You know, where Cysts are in every other paper mission, part of the ITF and everything?

    And Void hunters got nerfed a long time ago. They're barely more of a threat to the Kheldians any more, and nothing but extra XP for the rest of the team. Yeah, that's "griefing" them.
  22. In a related note, now that Earth can have crystal graphics, do you think it'll make any difference to people choosing between Earth and Ice? Since one of the complaints about Earth was how invasive its graphics were.

    (I happen to like them both, so it doesn't bother me. But i think they get overshadowed by the Fire/Kin farming builds.)
  23. I think that's from them changing it from /h to /hc. But I see people asking for stuff on it sometimes.
  24. "Stories and lore."

    I don't see "Farming and PLing" in that description. Also, have you read the patch notes? The ones that tell you straight out what have been changed in this patch?

    Quote:
    Mission Architect
    Experience rewards for custom mobs in Mission Architect have been changed.
    Enemies created using the Standard setting will reward 75% of normal experience.
    Enemies created using the Hard and Extreme setting will reward 100% of normal experience.
    The total amount of experience an enemy is worth is split evenly between their two power set choices. Their primary set adds an amount to the experience, and then the secondary set adds an amount.
    The specifics numbers for individual sets are as followed:
    Standard: 37.5%
    Hard/Extreme: 50%
    If a mob is created that has a standard primary and a hard secondary, it will be worth 87.5% of the normal experience (37.5% + 50%)
    A mob created with a hard primary and a hard secondary will be worth 100% experience (50% + 50%)
    Custom villain groups will suffer an experience penalty if they do not have at least one minion, lieutenant, and boss within them.
    If one rank is missing, there will be a 50% experience penalty applied to all enemies in the group.
    If two ranks are missing, there will be a 75% experience penalty applied to all enemies in the group.
    Players will still receive full experience for an enemy in their own unique groups if they are spawned in the "Fight a Boss" objective. This only applies to the specific enemy spawned in this manner and not the group spawned along with them.
    Players can now select any powers for custom mobs to have. However, if the minimal amounts of powers required for them to be considered standard difficulty are removed on either power set, the mob will be worth 0 experience.
    As an example, a standard minion with Broadsword has Slash and Throwing Knives. If either of those two powers are removed, that minion will be worth 0 experience, even if a secondary power set has all powers selected.
    This will not cause any custom mobs currently on live to be worth zero experience.

    New Enemy Groups
    Rogue Isles Villain (1-54) - Players can now use the villains you fight at the end of Safeguard missions in Mission Architect.
    Paragon Hero (1-54) - The heroes that are fought at the end of Mayhem missions are now usable in Mission Architect.
    Anti-Matter's Robots (40-54) - Anti-Matter and his minions are now available to use within Mission Architect.
    Arcs containing Bosses have a warning flag again.
    Custom Critters – As with player characters, Claws and Stone Armor are now mutually exclusive at critter creation due to animation issues
    Custom Critters - Kinetics - Transference should now correctly drain endurance from players.
    Defender: Oil Slick Arrow no longer cons friendly and can again be targeted by player in a MA mission.
    Fixed a crash that sometimes occurred when editing a published mission.
    Fixed the waypoints for players to exit the map in the Carnival - Commercial map in Mission Architect and also to allow for escorts to be completed on it.
    Freakshow Sonic Bombs, and Hamidon’s Mitochondria Electrolytes and Antibodies have been pulled from the Mission Architect due to exploits with these mobs.
    Removed the option to select location for ambushes - it wasn’t doing anything.
    Removed a number of enemies from multiple enemy groups within Mission Architect that only had the Quantum Gun as a viable attack power.
  25. Sounds like they could be interesting, and the Leader's not just a "Give heroes masterminds" which is nice to see.

    I'd probably play 'em.