-
Posts
93 -
Joined
-
-
Yea, leveling pacts + accounts can be free (so if someone gets banned for RMT it's only a minor setback) would have been a goldmine of people who charge real life money to PL characters, as there is absolutely no risk on the receiving end (as it stands right now, the only way this works is to hand over your login and password to whoever you want to PL you, which is obviously a bad idea).
-
I'm not sure I can speak to this in general, but there's a perception that the recent nerfs to ambushes in AE is an attempt to get people to stop farming, which implies that the devs do not want people to be farming, which implies that farming is not the "right" way to play, at least in the dev's eyes.
-
-
My understanding is that free/premium players cannot interact with the SG registry at all. That means no creating SGs, creating a base for an SG, converting inf to prestige, or paying rent. Did I miss a memo somewhere and free players can convert influence to prestige now?
-
Quote:From my understanding, this is what origin does:Yeah, I wasn't aware Origin really had any affect on anything ever in this game. Hardly anyone even really pays attention to the thing, so I really don't think it'd be worth dev time to come up with a change token for it.
Maybe if Origin actually did something useful in this game.
-Everyone gets a weak ranged attack at level 1 based on their orign
-SO/DO enhancements require certain origin(s)
-Some dialog draws upon your origin.
It came up in a separate discussion that making origin changeable would take so much rewriting and restructuring of code, that it simply would not be worth it for what minor effect origins end up having on the game. -
Quote:If the entire point of the set is supposed to be the ammo swap thing...then I think this is something you'd have to live with.However I cannot express how annoying it is to switch out to base ammo every time I want to debuff a hard foe and then immediately switch back to incendiary. If I don't do both I lose out on a significant amount of damage, especially teamwise.
To all the other suggestions offered, /signed -
Quote:This, exactly this.Semantic bickering over kill/defeat aside, stealth defeat-all missions need to go. They're a throwback to the bad old days and a maddening waste of time. If someone wants to defeat everybody in the joint for the thrills or the expeez, there's nothing stopping them, but when I take a mission that's billed as, for example, "3 bioweapons labs to destroy", I decline to be pleased when I have sought out and destroyed those labs, then discover that the mission still won't end until I've personally punched out every giant mushroom, rock monster, and uppity rose bush in the entire giant sprawling blue friggin' cave by myself.
Like I said, I wouldn't mind if the game at least let us know ahead of time that I'd have to defeat everyone on the map to complete the mission, but if all it tells me is "Destroy 12 rage synthesizers" and I stealth/speed/fly past enemies who aren't right near them, I see no reason why I should suddenly have to murder/arrest every single person in the base to get a mission completion.
I have nothing against people who would like to defeat everyone anyway, but there's no reason to force us to do so in so many of these missions! -
Maybe there could be an option togglable from control-generating base items that can turn base defenses to "training mode" making them attack anyone in the base.
-
Look, justification that you're not actually killing them is a side issue here, after all, we're in no way obligated to "defeat" every single gang member we come across while traveling across the zone. My issue is that there's plenty of missions where defeating everyone present isn't necessary in the context. Given that there are missions where once I defeat the boss, or retrieve/destroy whatever object they're guarding, the mission ends even if there's a ton of enemies left. It's inconsistent at best to have some missions require you to defeat everyone present after the stated objective is completed while other missions will just end the mission once you've completed the stated objective.
-
If I'm tossing fire and shooting arrows into people who slump to the ground once "defeated," I find it hard to believe they're still alive. And I don't buy into guilt by association, just because someone's a member of a gang doesn't override the fact that they were standing around, minding their own business in a warehouse.
-
I'm not sure how complex it would be to do so, but I'd like to see the devs look over a lot of the missions with a "kill all enemies" requirement and evaluate if that requirement is really necessary.
Sure, there are some cases when the context of the mission justifies it, but I often feel frustrated when the task (and initial mission objective) I'm given is "Destroy something that these guys are guarding," and then once I've done the task I'm suddenly hit with "kill all enemies."
It makes my supposedly 'heroic' character seem like a bloodthirsty psychopath. I can understand justifying killing the people who get in my way to the objective, but if there's some skulls minding their own business in a side room that's not on path to my objective, why force me to kill them?
Hell, I wouldn't even mind so much if the mission would tell me upfront that I'd have to kill everyone so I can judge if killing everyone fits with what my character would do in the given context, but when it's sprung on us by surprise...it just annoys me. -
Quote:I think that first option just means "Let the heroes access the Patron Power Pools without needing to go villain(and back)"These are pretty much the logical conclusions. The advantage of the third is that it means everyone gets something and no-one loses anything. The second doesn't quite work with the current PPP. The first, I'm a little confused about. Could you explain what you mean?
-
-
So, make the vorpal blades go snicker-snap?
-
/signed, I don't see how this would take much work either, just a matter of adding a detail slot to capes.
-
The game has a lot of missions that are inexplicably placed in higher level areas yea. you get used to it.
As far as the AI goes, the only partner I only had a problem with was Flamboux who didn't seem to want to do a damn thing. -
-
Plain white walls. Just a blank, white, wall texture. The color sliders could be used to make whatever color we want but please, just give us walls that don't have any sort of pattern on them, we dont always want a pattern!
-
This would be easier to swallow if the option wasn't there. As it stands, you can still right click someone and select to start a pact with them, only to get an error message that "All leveling pacts are suspended." If it was taken away, and not broken, they should remove the option from the menu.
-
So this is one of the AE nerfs that I heard people complaining about the other day?
-
If the suggestion, in short, is that "If a set contains a given weapon, it should have every weapon" then /signed
-
Quote:Again...isn't the point that the trial is mostly FOR people with inferior builds?You're right that the the trial is tedious and boring. Personally, I'd prefer to have just one big wave of sky raiders, followed by an AV. If people fail, tough luck. Maybe next time, they'll think twice before claiming that builds don't matter and teamwork and tactics are the panacea to every challenge.
-
So the general formula is (toHit - Defense) * accuracy ?
-