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Posts
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Hi:
I think it will be fun if we create a team to TFs on Wednesday at 8pm Eastern time, but there is a catch on who can be in the team or teams...
Disregard the part below, I changed my mind, its open to all!
(Your Character has to have in their name the word "Storm" or be storm related such as Hurricane, Gale, Tornado, etc.)
Disregard part above, I changed my mind about this, its open to all!
Please post in this thread if you would be interested.
Lets plan, if you are participating, to congregate in Atlas at the steps behind the courthouse; where we can decide which TF to do.
Hugs
Ps: Lets try to have our first one on November 10 and see how ity goes
Stormy -
Mmm...
I really do not use all the possible buttons MMs could have for pet control. In general drag from the Pet Window the go "Attack" designated target, and "Stay" buttons. Normally I find myself dismissing pets because they get stuck when zoning, but I use the command "/releasepets" and I am done.
In general, I find the buttons don't work anyway and the pets do as they please especially with the stay here, while I explore...
Stormy -
Mmm...
It all depends on your play stile and preferences.
If you are the soloer type, then a Blaster is more likely to ring your bell.
If you prefer to operate in groups, the a Corruptor would be more satisfying.
If you want to be able to do both, you have to decide what role you want to focus on. The Corruptor is great to debuff enemies and therefore sought by groups, makes it easy to get into a group. But if you want to quickly clear maps, for say TF/SFs, where you use your AOEs to great effect; then you want a Blaster. Do consider in TFs you get a lot of chaff mobs, minions gallore all nicely handing hands with each other as they enjoy their picnic at their secret cavern base; they are all nicely clumped for you to go Ba-Ba-BOOM!
For myself, if I want to do both, I would go Blaster. I can take on and defeat EBs solo much faster than a Corruptor with mediocre damage, and debuffs of questionable stacking effect; I have found with my Corruptors they suffer from Defender syndrome... Long battles, where the enemy finally surrenders out of boredom.
Hugs
Stormy -
Quote:I know, its so embarrasing to me....Hi,
and getting the cursor to change to the "Click" mode at the Guards can be a bit tricky as the cursor position is quite location sensitive.
Seriously, the best way to activate it is to hover around the crotch area of the guards. Silly but true I am afraid!
Oh and enjoy Perez but be careful, bad dudes live there!
Stormy -
Mmm...
I feel your pain, I have made an MM for each type; and I can tell you all of them gets eventually stuck when zoning. I can't tell what exactly makes them get stuck, its almost a random thing. It goes hard on me, during TFs where every other mission, has to send you to another zone. I get stuck after using the train, base or Oro portal so its not any one transportation means.
A player suggested to use "/releasepets" that works well, of course you will need to re-summon and buff all your pets each time they get stuck. Because this happens so often, I test to see if the pets are following when I enter a mission or move in a zone; a few times I had my bunns handed to me, because I assumed my pets were with me.
I urge to make a bind such as [bind P "/releasepets"], then each time they get stuck press the letter P. Of course by doing this, the old "P" keyboard mapping will no longer bring up your power menu, but you can still see it by clicking it on your power tray tab.
Hugs
Stormy -
Quote:Shaker:stormy, AT's have the vunerability they do because it makes sense. that is never going to change. sorry to tell you. there should never be "normalization" across the at's.
You are likely to be right about the no change, I still would contend that changes to AT vulnerabilities should be considered because the environment way back when they were defined for each AT has been dramatically changed.
The use of IOs has gone a long way in making the environmental changes not as pre-empting as they would be without them, yet current trends which include mobs now with superior accuracies, greater emphasis in negating defense, insta-on your face-spawns with the use of spam status effects is now eroding the benefit of IOs.
Ironically, in the past TFs I participated in, many a player have commented on the team being heavy melee built, each time I looked it was mostly filled with Scrappers, and Tanker/Brute; in general I'm finding at least 5 out of the 8 players being melee, a single MM, and then variations of ATs for the last 2 slots, often debuffers. If the game was indeed balanced, would we not see a more even distribution of ATs in teams?
It would be an interesting statistic to keep up with team compositions, and see if any class is over-represented and if any class is under represented. It may also be interesteing to see if the over-represented class has a "flavor of the month" trend to it as well...
For myself as the game keeps evolving into a massive status effect fest and insta "on your face" spawn, I find myself enjoying it less and less my support alts; and as a result I play them even less; when I do play them now, is more likely out of sentimental reasons or I am trying to get some badges for them.
Stormy -
Quote:Ok Penny, lets try...Stormy,
I have said before in a number of your threads, I have no idea what you are talking about here or what game you are playing. I have a number of "support" toons to 50. They are not that helpless or even maxed out with IOs. There are different mobs that can give different toons a headache if they go in unprepared or falsely assuming nothing can hurt them.
What you are talking is extreme examples that the game shouldn't be balanced around. Can my emp def or therm corr solo? Of course. So can my ice tank, stalker, or WS. Can they solo GM's/AV's? No. Sounds evenly balanced to me (I would like to see your evidence that no toon can solo, then I would agree that there is a balance issue).
On a side note, I have a friend that farms the wall in Cim with his controlling toons. I assure you they yell before he wipes them out.
Please try to read my post carefully, seems you are having difficulty, perhaps you are reading too much into it...
I did not say that Support alts are completely helpless, what I did say was the level of vulnerability to damage ability is not leveled or normalized across the ATs.
I tried to explain that AT protections come in two basic flavors, was my explanation in error or too confusing to be understood?
Obviously, if my explanation of protections is wrong or so confusing to be understood; then it follows it can't be used as a basis for the follwoing statement: "Mob Attacks have different degrees of impact on conditional versus unconditional based protected ATs"
For instance a sudden ambush, spawns right on top you, opening with the now standard sleeps/holds/immobilize will go much harder on a conditional protected AT than an unconditional protected AT. Is this statement invalid to you?
So now, trying to expand or clarify...
What I am after is a bit of normalizing, in the protection arena versus damage (the devs made it very clear that the more damage you could do, the less protections you would have, and I agree with the concept if evenly dispensed). Many of the assumptions that went with the set of pros and cons protection wise for each AT were set and based on very old game characteristics, characteristics that are not true today. I listed some of those on my prior post.
Like always, exceptions to anything can be found, I can show you a tank that can outdamage a blaster, is this common? I doubt it. I can show you a Controller that can herd and get away with it, is this common? I doubt it. I can show you a Defender that can do AVs, is that common? I doubt it. In all the cases, I just outlined, it takes a very, very specific build, IO lay out to accomplish these magnificent feats for very specific situations, and these abilities are not even universal; was it not you that spoke about using extremes? In each case, you can find the right Zig and Zag power combos to get an unusual effect, but because you can get these unsual capabilities with say a fire/kin controller, it does not mean you could accomplish it with say an illusion/rad controller; so using your own words, its not a good idea to balance the game around exception; and I could not agree more.
In the case of the herding controller, those who do this, tend to choose very carefully the mission type and especially the mob characteristics they gonna do their thing, its not like they take on anything that shows up. The AV killer Defender, can only do a patsy or two, not just anyone either; and so we go on. As you said, we can not judge an AT by their exception, right? Just because there is a very finite exception, it does not mean the "entire" AT is ok, and well balanced with regards to their damage to protection ratio. Its akin to the often posted replies to someones lament by egomaniac children "I don't have that problem, I am ubber; therefore the problem does not exist"
Now I'm not saying turn an Emp Defender into a Tanker that would be a gross exageration of what I am asking for. On the other hand, the protections that Emp Defender has compared to their damage giving ability is not equivalent to say the ratio of damage a tanker can do given the tanker's protections. That is the normalization I am asking to be addressed. The normalization can go many ways and mixes, that is raise the Defender's damage, or raise their unconditional protections, or a mix both.
I do realize, that leveling the playing field, is not an easy thing. Its going to take some serious thought, and understanding of the various consequences that could come from the balancing that would follow. I do believe its important to understand how the game has changed from say I3 when status effects where initially deployed to now. Yet the basic vulnerabilities allocated to each AT has not changed to reflect the changes in the dynamic of the game.
Consider this on I3, only bosses had status effects; those effects were very short ranged if not mostly melee based. Now tell me, that has not changed, and therefore a relook at status effect protections for non-melee is not to be considered since its not needed?
The above is just a sample thought, when the game was originally balanced where Status Effects were not that common, and they were not spammed; thus the need for support ATs to be able to resist those forms of attacks, given that the nature of Support was to be ranged, was frankly not needed. But we both know, today, that old environment does not exist, even minions now come with status effect attacks, many of their attacks have status effects as a secondary, so the uncommon encounter of status effects by Support Ats is anything but uncommon. The ranges of attacks by minions are actaully quite long, nearly as long as Snipe. I have often sniped a minion, and then wait to take a second shot with my blaster so I can demolish them intheir way in, to see the minions, lts, and boss dash towards me, stop outside of my normal range and pound me with "their" ranged attacks (with Status effects as their secondaries). Fortunately their AI is set to range attack followed by a melee attack, so they pound me at ranged, and instead of staying away and finishing me off while I'm on la la land, or I pop the break free, they close to melee range (otherwise the mortality rate of support ATs would significantly raise). If you fight say a Rikti mentalist, he goes Status effect attack first, then melee, back to status effect, and its a rinse, wash and repeat process.
So all I am suggesting here, is to look at the assumptions of how an AT should be protected, and their associated damage potential based on the present environment.
Stormy -
Mmm...
Once more interesting arguments, and at times a bit heated...
I believe the game must strike a balance at several levels, having mobs or players with auto-hit powers, with "I Win" like buttons just makes the balancing at different angles much more harder to do, and as a consequence some ATs and builds are much more negatively impacted than others. Now is that actually a bad thing? If it in on occassion, and "all" ATs have it as bad, just as often, then the answer is "it is a good thing", if the answer is no, then the answer is "it is a terrible thing".
Now, what do I mean with AT balancing...
The game eventually evolved into very defined, means for protection. That is how a character gets to survive enemie attacks.
The first distinction between protection types, was broken into Unconditional protections such as Resitance and Defense; and Conditional protections such as debuffs and status effects.
Unconditional Protections, are protections that worked all the time, they did not require you having to do anything special besides activating them, their performance was not dependedent on the type of mob that is minion, lt, boss, eb, or AV; if you could withstand 80% smash damage, you would shrug off 80% of it regardless if it was originated by a minion or AV; the main difference was than an AV would hit much harder, so despite stopping 80% of its damage more damage would go through. Same can be said for Defense, but Avs obviously have better Accuracies than minions, but regardless of the mob type, your defense percentage remained the same.
Conditional Protections, are those were an AT depends on their ability to neutralize and enemy before the enemy kills them. There are two forms of Unconditional Protections they are Status Effects and Debuffs. In the case of Status Effects, you are hoping that your "hold/Confuse/Sleep/Disorient" powers neutrilize the mob,or otherwise you are pretty much toast. They are Conditional because the mobs get a chance to resist, the higher in the organization chain the mob is, the less likely it is to be affected by a Status Attack. For instance a Minion in the old days had a 25% chance to avoid being "mezzed", while a LT had a "50%", Boss had a "75%" and so on. These percentages were based on a MAG 3 potency single application, obviously the more applications you lay on, the better your chances to nullify them. Of course, you need to survive or be able to get the chance to apply your status effects more than once. Thus the catch, and why the Protection is considered Condtional. Now Debuffing, normally these can not be resisted, although more mobs are being developed and fielded that are more resistant or less susceptive to debffs. The issue with debuffs is that they are small and takes many applications to ge tythe job done. The question is can the debuffer last long enough to get the job done? For instance a Dark Defender, their ACC Debuff is like 5%, so bringing a minion's ACC from 50% to say 25%, would take about 5 hits, if the duration of the debuff would last long enough; my experience is that you may be lucky enough to layer 3 debuffs, before the first one wears out.
The next rule of thumb that was evolved, made some sense, was that those ATs with unconditional protections would do less damage than those with Conditional protections for obvious reasons. That is why a Blaster is rendered basically protectionless; but on the other hand they are allegedly a powderkeg of damage. Personally I believe the Defender and Corruptor got shortchanged in this department, they have laughable protections and their damage is also quite mediocre instead of the very good they should be, heck my tankers do more damage than my defenders.
Never the less, returning to my explanation...
The game's mobs have been slowly evolved to provide more and more challenge to essentially the Tankers and other melee classes, the non-melee classes as is has plenty of challenges since their Conditional protections are increasingly becoming less and less effective as well, think of ITF if one mob roars, that's it for the Controller's ability to survive, as each day goes by, I find more and more arbitrary mobs with the ability to ignore status effects.
Eventually the Conditional protections became much more unreliable than they did at the begining, and truly the only protection a non-melee could go after for some semblance of safety was Defense. With the introduction of IOs, it was possible for support ATs to not be "glass jawed" by design.
Unfortunately the melee community did not receive the ability of support ATs being truly survivable that well at all, and of course the cries to nurf Defense to return the support class to be limited to support of melee quickly became much louder.
The devs always wanting to increase challenge in the game, were all too quick to oblige, and now mobs with auto-hit attacks, better to-hit buffing, higher perception, higher defense debuff are being both created and evolved, and of course more spam status effects were also added.
So support ATs are really suffering the much greater brunt of this changes, but now the Scrappers and Stalkers are now joining the family of the "Lesser God", because in the relentless pursuit in increasing challenge, mostly at the expense of the Support ATs, the Defense Based Scrappers and Stalkers are now saddly getting a taste of the Support ATs misery.
So all this go back to my statment of balance. It is not right that added challenge, affects specific ATs much more than others, while no equivalent discomfort or challenge is added to the other ATs. I do recognize that balanced challenge development is in fact very hard, on the other hand, hard does not imply impossible, it implies more cognitive work.
I believe that some of the later challenge content needs to be reversed or revised, and a wholistic review of conditional versus unconditional protections be frankly performed; as well as resistance versus defense needs to be revised. There are much more defense debuffing powers than resistance debuffing for instance; there are much more defense nulling and overcoming powers out there than resistance nulling. And we wonder why are Tankers calling for challenge?
It seems to me, the game has evolved so much, in general for the better, that old balance notions really need to be reconsidered. For instance, in the "old" days mobs either had ranged or melee attacks, not both. In the almost older days, only very few mobs had status effect attacks and often they wer limited to melee attacks; today all mobs have ranged attacks with significantly capable status effects at the minion level to boot! In the old days, range was protection; but frankly that is far from the truth today! In the old days, melee players had no ranged attacks, today that is not true anymore.
I find often that the ranges of many mobs are greater than my controllers' status effects; I am finding more and more mobs highly resistance to holds, and their ranged attacks having a greater range than my holds for instance. If a hold is supposed to be my main conditional form of protection, and mobs are now much more apt to simply shrug it off at the minion level, should I not be compensated with some level of unconditional protection? Which after IOs it became Defense, incidentally, but now we are seeing that Defense as an Uncondtional protection quickly being eroded away and anti-defense attacks being used much more frequently as well.
Game is still fun, and has many strengths and weaknesses, but perhaps a re-look at how protections are parsed out and AT inherent damage should be re-looked at.
Hugs
Stormy -
Quote:Second, when it comes to ticket and TF random rolls, the devs actually weighted it towards things more of us do want. So yes, those are weighted, but generally in our favor.
That's doubly ridiculous.
Ha ha ha, I can't wait to get my next pacing of the turtle or trap of the hunter....
Stormy -
Quote:I don't think, you understand, what I was trying to convey...No, it hasn't. I'm pretty sure this has been stated in other threads where you have discussed this. Temp powers are in a separate drop pool from IO recipes. Each drop pool has it's own drop check. You can get both an IO recipe and a temp power recipe from defeating the same mob.
Using your own words... "Temp powers are in a separate drop pool from IO recipes"
got it, never doubted it...
Now when you defeat a mob, there has to be a roll to decide if you win something or it all was for nothing.
If the roll goes, ding, ding, you won something. Don't a means or roll has to be done to determine what exactly had been won? Does this not strike you as a logical thing to do?
Before the temps, there had to be a roll to decide if you got an enhancement, and inspiration, or a recipe. If you won a recipe, then another roll would had to be made to determine if you got a costume piece or very common recipe, or common recipe, or rare recipe or a purple, similarly if you had won say an inspiration, it would stand to reason, that a roll would be needed to determine if it a tier 1 or 2 or 3 inspiration has been won.
When the temp powers were introduced, somehow a roll has to be made to determine now if you got a costume piece, " A TEMP POWER", a very common recipe, common recipe, rare recipe or purple. The fact that a roll to choose from 6 choices, when before it was only 5, should be obvious to anyone that somehow all the percentage ranges for the other 5 choices besides temp powers had to be reduced to make room for the chance to win a temp power instead. That is what I am talking about.
Stormy -
Mmm, great comments...
Perhaps my complaint in mobs and their powers, is when they are really over the top. i am of the belief, that mobs should have access to the powers we have, it bothers me as it is done with the longbow when they cross-match AT sets; the whole idea of a Tanker-Blaster strikes me as kindergarden mentality.
With regards to mobs that buff or debuff, they should not be any better than a player that specializes in such activities. What is the best ACC debuff a defender can have? Whatever that value, should also be the top value for any mob that debuffs ACC, same goes with any other debuffs. When it goes to buffs, once more, I believe the mobs should be able to get the most powerful power that a player could have, not more. But to arbitrarely say, they get 100% this and that, is plainly wrong. To simply give mobs auto-hit is wrong! I don't believe players should have auto-hit either on their adversaries.
Now with regards to resistance, I am told the issue with the eminators was not the debuff of my defenses, but the extraordinary buffing of my opponents ACC; which rendered my defense null.
As Bill said, I would like for resistance to get loving as defense has received, I fully support it; with the proviso that all ATs can benefit from it equally as defense has been set to. Tankers and other melee gets plenty of loving on the unconditional protection area as is, giving them more is nice, but would that not result with the mobs hitting even harder, which would affect orders of magnitude more the support classes who have dismal unconditional protections in the form of resistances. Given that mobs are now equipped with ultra-long range status effects that get spammed like no tomorrow and ranged attacks that very much in league with snipe ranges, it would only make sense, since range is no longer a defense at all, that perhaps support classes could get some resitance to damage and status effect as well.
Would be nice if the game could have shades of grey, not be so binary. In the case of status effect, give support classes Boss mob level resistances. Strong enough to resist the stray attack, but not nearly enough to resist a conserted attack.
Stormy -
Mmm... So many
Pleasant memories:
1. Frosfire. loved slidding on ice, that was such a new an awesome experience.
2. Tyrant, that final room you fight him and free Stateman, the room is simply awesome.
3. Oranbenga, the first time you descend into those underground caverns with piramids.
4. Mr. Phelps thread, made me feel really villanous!
Unpleasant memories:
1. Cake room, so utterly annoying.
2. Red Respec, the vines at tree.
3. Dr. Q, 4 computer simultaneous click, beyond annoying!
4. Fire Baze Zuly, stupid travel ruined the whole feel!
Stormy -
Quote:I think you are preaching to the choir about tactics, which is nothing new to us. I have to wonder, what were the circumstances you claim to do so well? Were you alone, did you had a group of buff bots and healers in tow?, where you fighgting DE at -1/+0/No/No.That's funny.
My DM/SR brute got annihilated by a DE mob simply because I hadn't fought them in a while and had forgotten about the Quartz dropping LTs.
After I remembered about them and started killing the Quartz as soon as I could target it, I haven't been killed by them since. The only time I EVER die to a DE mob anymore is if I don't notice a Quartz that got dropped, which I consider to be my own fault because they have the name floating over it all the time.
My wife's DB/SR had similar problems until I reminded her about the Quartzes, after that it was smooth sailing for her too.
The to-hit was left as high as it is simply because Elude still exists. Sure, you can't make it permanent anymore, but you can still get your defense well over 100% for a couple minutes at a time. Seems like the devs left the to-hit as high as it is so SR doesn't have a way to simply ignore something that was intended to make things difficult for them (and other defense based characters). A 50% to-hit buff will still be floored by Elude, a 100% to-hit buff won't be.
They threw us a bone by making sure that Quartz are easy to kill, and easy to spot. And if you actually pay attention to what your enemy is doing, you can kill the Quartz before it really starts buffing them. I know that when that Guardian raises his hand in the air, I should get ready to kill a Quartz, and anyone not blindly mashing buttons while staring off into space should be able to tell the exact same thing. Try backing your camera off if you find that they are dropping them outside your field of view.
It is common knowledge that when fighting Nemesis on a defense based character you should kill LTs last, because they will pop Vengeance as soon as they die. 3-4 Vegeances on a spawn of Nemesis and your defenses are nonexistent, no different than a Quartz.
So, if the common wisdom is to kill Nemesis LTs last, it makes just as much sense to kill DE emanators FIRST.
I found in a group of 8 players, with a mission set at +2 difficulty, the eminators were being spawned like candy in a state fair. I saw no less than 2 quartz, 2 mushrooms, and 2 tree of lives all simultaneously casted and doing there thing. With so much buffing in their side, the so obvious go kill quarts, became not so easy to do.
Incidentally, if I am soloing, DE are no threat to my MA/SR; they just can not lay it so thick to become truly dangerous, not even mildly dangerous, at best they are a minor annoyance at +0/x1/Y/Y difficulty.
Stormy -
Mmm...
As a rule, if I can't look good while adventuring, why bother adventuring at all...
In most cases, capes does not look good while in combat, nor when traveling, save when flying; they look rather dorky while hovering and oh my jump is just plain dumb.
Considering I have 5 slots, eventually, to have different costumes, I do reserve slot 4 for a cape version of my character.
My first slot is my Civilian look, after all many costumes are not unlocked at the begining.
My second slot, is my version of the swim suit edition, great to get guys to invite me into teams.
My third slot is my actual super costume, by now I have unlocked all the critical costume pieces, and I can design an exotic costume to wear while adventuring.
My fourth slot is my formal wear, an outfit I would wear to formal functions, I wish they would have true long dresses, but have to do with the pencil skirt. yet I always accent with a long cape to give my outfit an air of formality.
My fifth and last slot, is my SG uniform. (usually through the use of halloween salvage)
Maybe this can help you with your decision
Hugs
Sue.. Aka Stormfront
Ps: Was wondering the cape mission, why is the museum is not at the courthouse, it is there during the TF -
Mmm..I feel very dumb atm...
Are you talking about having a new "neutral" power, a zeroth level tray with 6 slots; and by placing enhancements in these slots they would act in a universal like effect manner?
Further more, the first 2 slots only universally enhance tier-1 powers, while the second two, enhances tier-2 powers and finally the last 2 slots enhances tier-3 powers?
If so, I kinda like the idea, I have problems with some IO sets being great in the damage but rather weak in Accuracy such as Kinetic Combat, by placing ACC in the 1st,3rd, and 5th slots of the Universal Neutral Power, I could seriously rebalance an unbalanced IO set. The reason I would have to place ACC in 3 of the 6 slots would be because my Kinetic Combats would be placed in tier1/2/3 melee powers.
Am I thinking this right, or did I came up with a weird suggestion?
Hugs
Stormy -
Mmm...
Please forgive me, but I don't understand what you are proposing, can you elaborate more?
Hugs
Stormy -
With regards to Task Force Commander, Guess if you just do the red side banks' geography markers, I think you get the equivalent accolade,
so yes, I magine you could by-pass the 6 blue TFs to get it, interesting.
The other accolades are solo accomplishable, thanks to Oro.
Interesting point.
I would say this...
The only reason I do TFs was for the Task Force Commander Accolade, and the merits. I did TFs for the merits, otherwise I would not do those horribly retarded stories, with repetitive missions, and carbon copied maps, with the only change being I was sent to a different far zone with the farthest possible door spawn point.
Today thank to the Alignment system, I can do my 11 tips in 2 days within an hour of play easily between both days, and get my 1 A-Merit, then its rinse-wash-and repeat for 2 more days and now I got 2 A-Merits. I can trade the 2 A-Merits for a very rare recipe, such as a Numina Regen/Recov which costs at a vendor 250 merits. So that would mean that a single A-Merit would be worth 125 merits. Which the 125 merits is roughly like doing 3 to 4 TFs.
Now all things considred, once all my 36 Alts are totally super IOd, I will have no more use for Merits, and thus I will achieve a certain freedom to play without care. I can do any missionthread with any friend, regardless of being blue or red side, I can PUG team on either side and get to make new friends, all of this with out the concern that I am doing something that is taking too long and yields miserable merits and will take forever to get m next alt built-up.
As of now, all 36 of my alts are already fully IOd to the max and are all ubber, but 9 of them are still missing the major power yielding accolades, it will happen in a few weeks. So far Task Force Commander has been the long pole in the tent, but could go red side and just to geography badges...
Incidentally, with the inception of A-Merits and tips, the number of TF teams forming has noticeable plumeted!
Stormy -
Quote:Valid suggestion, but why not be able to accumulate what you need as you adventure? Why not be able to craft mostly with what you earn? Why must one have to be primarely dependent on the WW?wait, what is wrong with going to the market in steel and just hopping the fence to the university to craft? why run all the way back to your base? and you can run AE missions to get tickets to buy the certain uncommon and rare salvage that you need. notice i did not say farm for tickets. you can run the devs choice and honerable mention and choose which type of rewards you want whether it's regular dev created content rewards or tickets.
The practice in my VG, is before we sell our salvage, we make sure that our salvage bins are filled first (which is all too easy, since storage is so little), same goes with inspirations but we only store second and third tier inspirations.
Ultimately its nearly impossible to go out there and beat the day-lights out of CoT, Freaks and what not to have the just right amount of each salvage for the massive waves of crafting we go thru; but this becomes impractical when storage is just so limited. I also would rather treat WW as a supplement to my activities and not the other way around.
I do actually, do as you suggest with AE, find it as an excellent source of tickets to purchase rare salvage, and thus avoid having to pay millions for some salvage. Frankly I wish you get very common (white) salvage thru AE as well. I also have when strapped for influence, cash my tickets for rare salvage and then sell it for quite a treasure. I view this case as a more specialized form of hunting to get salvage as well...
Also I like the privacy and peacefulness of my SG's base, can't stand going to WW or the University and having to endure obnoxious players that seems to have to be running their special effects, almost as if they are hoping to distract you at the critical movement and hoping it costs you big. Sadly Steel, with WW being so convenient to both the vault and the university its like a magnet for obnoxious players with all kinds of speacial effects to go to.
Hugs Stormy -
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Wow, this is an awesome thread, I have actually learned a lot...
Being relatively new to base construction, this had a lot of great infro, such as pressing c while in edit mode to get chat box up!
I am still trying to figure out how you work with doorways, specifically how you get them to look like the rest of your base.
I do have an addition, wish list, to your list.
Have bases recognize alignment such as Hero/Vigilante and Villain/Rogue; as a result allow bases to have teleporters to go both red and blue sides respectivelly, but if you are "blueish" base only Vigilantes could use the red side teleporters at base, same on reddish side with Rogues using blue side teleproters.
Hugs
Stormy -
Hi:
I am relatively new to base building, so I have a question on doorways...
I know I can go to a room, and set it up with wall types, and finishes. There is even a button I can click to make the entire base have the same finish as a given room.
But when i press the button, it does not configure the doorways.
Is there a way to configure a doorway, so it will look like the room it connects to or from?
Can you place items on the doorway, if so, how?
Hugs
Stormy
Ps: Vaults, are they restricted to be personal only, or can they be set up for others to use as well? -
Mmm...
Since I am new to base development, I never really gave much thought to a hoarding issue.
But if you see my breakdown of how my base is set up, I have 12 salvage storage bins, if you consider the different numbers of salvage in the game at the moment, and evenly split them among the 12 storage bins, you end up with 3 salvage of each kind.
Now, if you have a fairly active SG with players crafting, and periodically checking to put salvage back into the bins; the larger the SG the less practical for flow purposes is 3 salvage per type becomes. I imagine as Penny said, if she is an SG of 1, then there is more than ample storage for any of her crafting needs, then add mule alts, email, WW, and vaults then storage could even be seen as excessive. But I seriously doubt that a base of 3 salvage is adequate for any SGs larger than say 10 active folks, or 3 very aggressive altoholics. Also the use of mule accounts for a large base, is not practical either, frankly I am not giving my id and password to anyone so they can get to my mule for salvage, using email, the limit is 20 and I have better use for it than storage of salvage; lol, I normally use it to store awakens, breakfrees and lucks...
For myself a reason I require more than 3 salvage of any kind is that often after a respec, I have dozens of recipes I am going to craft, often many are sets of 5, so at least I need 5 of each kind of salvage alone, don't mind that many recipes do have common salvage as well. Sure I can go back and forth between my base and WW, but why?
In a way, the upping the storage from 30 to a 100 is closer to a quality of life improvement than a hoarde thing. By going to a 100, we will be able to store 10 of each kind of salvage. Now one could debate is 10 of each kind of salvage hoarding?
Hugs
Stormy -
Giggles...
Farming in Atlas? Ha ha ha ha
Folks doing repetitive missions, till their eyes begin to bleed, bothers you? I don't see how.
You talk about lag in Atlas, frankly last I looked in Atlas, especially at AE, the place is mostly deserted. And its been a long time since I seen in broadcast anyone asking to join them in an AE team, if those occur they are very rare nowdays. If you have lag, its likely the cheap old server you are on or your computer.
Getting rich from doing AE missions? You got to be kidding me!
Getting incredible exp from doing AE missions? Really? I thought the devs placed a thousand and one nurf measures...
Now, I do use AE as a training leveling grounds fo rmy lowbies, that is level 2 to 14 only. The reason is to get a travel power, with out the incredibly stupid travel missions one gets stuck with between levels 1 and 14.
I also have a secondary use for AE, I will do a few easy missions to collect tickets, which I redeem for rare salvage, to avoid the over priced asking prices of players at WW for them.
Frankly, if I can get a friend to sidekick me in a level 50 mission, I will get much faster experience, level 50 recipe drops to include chances for purples, level 50 enhancements, and tier 3 inspirations. For my life, I can't really think why I would want to focus in AE at all.
It is also interesting to determine, what is your definition of "farming", since there are many out there.
I actually do farm missions, but what I consider farming is likely very different from what others do consider. I repeat the same mission over and over, so I don't find myself traveling from one end of Perigrine Island to the other. Since I farm with melee ATs, I go the +0/x8/no/no mission difficulty settings. So far as i can tell, I am using the tools the developers game me in their own free accord. I am focusing in quick area kills of many mobs, in order to play the percentage chance in getting a recipe drop, a good one. The 2% chance improvement in getting a recipe from a boss, is not worth the extra 5 minutes to take him down, when I can defeat 8 LTs in that amount time, statistically a much better chance to get a drop, a good one.
Pragmatically, the only thing I am doing different from most players just doing missions, is that I am doing the same mission over and over, thus eliminating dumb retarded travel.
Now there are a few perks, of choosing your mission, but if you are smart you should be choosy; the original CoH game, way back then, actually suggests for you to do so as well. It is said, there are mobs more succeptible to your powers than others, and mobs you are more susceptible than others as well; the game developers clearly indicate you should focus on those mobs you are best suited for, they also indicate that there are drops better suited to you from some mobs than others, they also suggest you focus on those; for example if you are magic based, they suggest you get magic based contacts, so you fight magic based mobs, so you get magic based drops.
So if I am going to do missions, why should I not focus on the type of mobs who drops what I need? Why should I not focus on the mobs I am best against?
Finally, the maps themselves, there are maps that lend themselves for you to get ambushed, face multiple linked together mob groups, and what not. But if you are trying to outfit yourself with nice IOs, would it not make sense to fight on maps that have no ambushes, and the mobs are reasonably spaced apart? Is that so wrong?
It has always been my belief that "farming" is a direct consequence of an un-checked market price system, when things are too hard to get, and you have need of them, you need to have the influence to acquire them. Since WW is as a rule, over-priced and at times skalping high, players have to earn a lot of influence to afford the items they want and thus intelligent players find ways to optimize their time invested in getting that needd influence.
Frankly, I can' see what folks have against people soloing or farming, besides that they are not there to serve the objecting player's personal interests.
Hugs
Stormy -
I did, seriously....
Found all kinds of decorative suggestions, suggestions with alphabetizing the contents within storage, but not one focusing on the size of the bin and the limit of storage devices per plot size...
Since you seem to be knowledgeable on this, seriously, can you help me by placing a thread for me to follow, that speicifically addresses bin size and quantity limits?
Stormy