-
Posts
7 -
Joined
-
I don't know about everyone else. But, I am sick to death of the Lambda and Behavioral trials, and have been since about the second week they came out. The developers to this game have been claiming for years that they do not endorse "farming". Yet they implement this new Incarnate System, Alpha was great, could play anything level 50 and get work done towards your goal.
Now they have unlocked and introduced additional Incarnate abilities. All of which were masterfully done. But have once again stuck their proverbial foots in their mouths about the old issue of farming. They have only provided two very large missions that are supposed to be completed and or ran dozens upon dozens upon dozens of times + hundreds and thousands more. One must do this repetitious, mind numbing, rigamarole over and over and over again to just unlock the newest incarnates, let alone actually have everything needed to create them, then to get them to an appropriate skill level.
Now, I really don't believe I'm the only one who's noticed the obvious error in this elaborately ignorant scheme. The Alpha Incarnates were unlockable by playing ALL the lvl 50 task forces and/or strike forces. But, the following incarnates are limited to 2 missions. The fix to this seems obvious to me. Stop with the insane limits on which lvl 50 content drops this or that. Merge all the incarnate systems so that the level shift always applies in task forces and strike forces. Then let the drops (shards, threads, salvage) randomly fall where it may. It may in fact take longer to build the incarnate levels up, but it is at least a preferable outcome to the current standard that literally makes me want to pour hand sanitizer into my eyes as REAL entertainment.
Possibly even keep the BAF or Lambda as the mission to do to unlock the new incarnate slots, but that all the task forces and strike forces drops the needed stuff. -
Quote:um guy.......apparently you weren't around in the very first few weeks of AE. the exploits were bad enough for there to have been accounts banned. 1-50 in about 2 hours. and the infamous original "ambush" farm consisted of little custom ritki monkeys that ambushed (999 monkeys) while you stood in an aoe buffer. and you seriously think the sad excuses for AE farms compares to that? wow..... maybe you should stop raging over AE and find a more calming hobby in the game bud.Are you serious?... At the current moment it is being ransacked for its goodies, my friend got from 1-50 in two days doing the same mission in AE without a 50 farming him, I find that quite ridiculous. Unless i'm just going psycho. It still seems quite popular
-
-
Honestly, i dont see how the incarnet system wont break the DR system if every (or most) slots are capable of increasing multiple stats. So by the time you have all 10, youve got about 30+ powers that are augmented by these incarnets. each increasing by 15% up to things like 33%. while 1/3 of the boosts are ignored by DR.
If each slot by teir4 boosts 4+ powers by whatever numbers, then you multiply that x10. whats the end result to the fully built end game characters? Or is everyones rebuttles here based solely off the single slot they have seen? Is there no one else who see the potential problem here?
1.) You have one system thats based entirely to set a cap limit to characters in a way that once they reach the limit, they start to actually deminish instead of just stopping.
2.) Then you introduce a brand new system thats designed to augment and boost player/character abilities in multiple ways for each one.
please explain to me how the incarnet system and DR dont conflict with each other at some point. Because im man enough to say that i just flat out dont understand, and am just speaking my mind openly so i can be corrected.
So you tell me how you dont get a clash from one system that limits, and adding one system that boosts.... i feel like im trying to paint an obvious painting here. -
I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here. And only about 4 patterns for each animal is just sad. An idea for improvement here would be to add more patterns, like house cat patterns. Or add a dog costume, maybe a frog or lizard, or turtle (not ninja turtle). I think an Assassin hampster would be highly entertaining. Or a heroin addicted rabbit with fleas lol....
As for the beast run, the run itself is fundamentally good, would be nice to maybe be able to choose two legged or four legged idle stances. But the primary fault im finding here is the actual jump animation. Its from beast to man beast, and is really only decently designed for those of us who feel a little werewolfie. Other than that, that particular jumping animation just does NOT "mesh" with a real animal in any regard. I just cant make a jungle cat who jumps like a man. I wanna see it jump and pounce like a cat playing with a string. Would love to see a butt wiggle before a pounce maybe.
overall, ill give the animal pack a 7 of 10 based on effort and decent starting foundation. Now lets see if they even attempt at improving it, or if this is just another idea thats blown off.
(Also, i vote we get a new base item that allows us to use the market to buy, sell, or store items. Wouldn't be all that difficult really because the same activation engine runs the vaults in the bases. Just need a specific item that's new programed to interact EXACTLY the same way the interaction programing works on the market employees in the game. Its the same code. This would create two positive things for the player base:
1.) Create an easier and less time consuming job of storing and crafting and selling items in or out of base. ie isntead of constantly waiting for zoning times through muiltple zones to accomplish only 1 goal.
2.) Deminish the world map lag due to an over flow of players in one space at one time. they can each handle their market working in the peace and quiet of their own base. Because the garbage that is AE (which has destroyed any symblance of what the game used to be) is already causing enough bulk and overflow of players in main zones such as atlas or cap au diable. )
And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.
Basically, the devs need to decide whether to keep their new babies, or keep the old mess they keep breaking because there isn't anyone left that was an original programmer for this game. And there wasn't very good notes left by the originals anyway (so I've heard) -
I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here. And only about 4 patterns for each animal is just sad. An idea for improovement here would be to add more patterns, like house cat patterns. Or add a dog costume, maybe a frog or lizard, or turtle (not ninja turtle). I think an Assassin Gerbal would be highly entertaining. Or a heroin addicted rabbit with fleas lol....
As for the beast run, the run itself is fundamentally good, would be nice to maybe be able to choose two legged or four legged idle stances. But the primary fault im finding here is the actual jump animation. Its from beast to man beast, and is really only decently designed for those of us who feel a little werewolfie. Other than that, that particular jumping animation just does NOT "mesh" with a real animal in any regard. I just cant make a jungle cat who jumps like a man. I wanna see it jump and pounce like a cat playing with a string. Would love to see a butt wiggle before a pounce maybe.
overall, ill give the animal pack a 7 of 10 based on effort and decent starting foundation. Now lets see if they even attempt at improoving it, or if this is just another idea thats blown off.
(Also, i vote we get a new base item that allows us to use the market to buy, sell, or store items. Wouldn't be all that difficult really because the same activation engine runs the vaults in the bases. Just need a specific item thats new programed to interact EXACTLY the same way the interaction programiing works on the market employees in the game. Its the same codec. This would creat two positive things for the player base:
1.) Create an easier and less time consuming job of storing and crafting and selling items in or out of base. ie isntead of constantly waiting for zoning times through muiltple zones to accomplish only 1 goal.
2.) Deminish the world map lag due to an over flow of players in one space at one time. they can each handle their market working in the peace and quiet of their own base. Because the garbage that is AE (which has destroyed any symblance of what the game used to be) is already causing enough bulk and overflow of players in main zones such as atlas or cap au diable. )
And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.
Basically, the devs need to decide whether to keep their new babies, or keep the old mess they keep breaking because there isnt anyone left that was an original programmer for this game. And there wasnt very good notes left by the originals anyway (so i've heard) -
I have been playing alot more of the AE lately while waiting for the new game content from Rogue, and ive noticed a few issues with AE in general. And have more importantly heard that others have the very same issues.
1.) Twice now i have had issues when running a large team, the last member couldnt enter the mission with us.
2.) While on the map, as many of us die through the game play, the map fills with glitched red arrows for what i can only assume is where every died.
3.) When exiting the AE mission, the game glitches and puts people inside the green lighted area. Forcing individuals to type /stuck to get out. (while this issues existed before i-17, it was random, and rare) but happens at least 60% of the time now.