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Posts
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So make it so it is more profitable to have others sit in your mish at the door instead of just setting it for a higher number of people? Gotta think like an evil farmer.
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As long as there's players that are content to let others play the game for them, there's not much point in trying to stop it.
I imagine the time spent forming a full team would cut into the farmer's "profit" anyway. -
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Doesn't that already exist?
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Yes, but make it even more noticable. -
Drop the team member limitation on TF/SFs, but increase xp based on number of team members. Reward teaming instead of forcing it.
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Accuracy is definitely important early on, not just for soloing but when teaming as well, since Gauntlet requires to you to hit your enemies to work. Accuracy TOs are the only Enhancements I bother to slot pre-level 12.
Here's a pic of my typical DO slotting at level 15. Obviously, your power choices may be somewhat difference based on travel power and other preferences.
Once you get into SOs, I think it's still a good idea to use a few Invention Enhancments. Multi-use ones like Acc/Dam can be very handy, and at the right level is usually pretty cheap. Here's the same build at level 22, with Acc/Dam IOs in each attack, plus a Def/End IO in Invincibility.
Again, your build will probably be different, but I hope that helps with some slotting ideas. -
The only real "trick" to the market is patience. I don't have a lot myself, which is why going on vacation actually helps.
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You don't have to farm to get into the market. I purpled out my main character without farming at all. Heck, I made the most Influence last summer barely playing the game.
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Arguing with J_B is like arguing with a conspiracy theorist.
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Arguing with J_B is arguing with a conspiracy theorist. -
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Or to admit that he is wrong.
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Like Dr. House, minus the wit and utterly devoid of humor.
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Like the Fonz, minus the cool. -
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Hey, if we're really lucky, i16 will allow alternate animations for our powers.
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Knowing BaBs, we would have to be astronomically lucky.
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Goodbye "Johnny_Butane", hello "Astronomically_Lucky"! -
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Finally going to re-roll my Eng/Eng blaster Rainbow Boy that i deleted a while ago.
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I have a feeling "rainbow" and similar words are suddenly very popular in character creation. -
Cool. It will be hard to improve on Footstomp. Smashing both fists on the ground, maybe? That would be sweet.
How about a "random" option, in case you like both the old and new animations? -
I'd trade all the alternate animations for a non-glowing Rage.
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im totally friggin excited cause i wanted elec tanks when they gave us dark/dark's
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Same here, I was disappointed that we got Dark instead of Electric, but at least now not only are we getting those sets, we'll be able to alter their colour! -
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I think I'm gonna retract my ban on AE tonight and hitch on a team for the Farm Du Jour. If they don't like us talking about it, heck let's just DO it.
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Breaking the law! Breaking the law!
I wish I could be a cool rebel like you. -
Posting about exploits is against forum rules. While they could have went through and clipped out the offending posts, it was so widespread nuking the whole thread was probably a lot easier.
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A "core change" I wouldn't mind seeing: a more interesting mez system.
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1) Force some standards on AE missions: i.e. missions must spawn like normal mission content. Custom groups must have at least one minion class mob, one lt. class mob and one boss class mob;
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I wouldn't like this one, it would ruin the Hero group you fight in my low-level villain mission, and I'm planning a hero mission where you fight an all-Boss Villain group.
I've wanted to fight teams of villains/heroes in this game for a long time, so I'm happy it's finally possible. -
Justice is my main server, so I definitely hope I can make it.
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Reactive Armor in your Resists + Kinetic Combat in your attacks + the Steadfast Protection Res/Def IO will get you very close to softcapping Smash/Lethal Defense, the most common damage types.
Don't take the Fighting Pool if you don't want to. It's not necessary and can be easily replaced by a small amount of team support. -
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Frak me. Another AE Doom thread?!
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It's not supposed to be.
This thread's supposed to be a discussion on improving the new player experience, which I think needed work before the MA even entered the game. -
Most people love AE because it allows you to create custom missions and enemies.
Arguments about farming and exploits have been around long before the Mission Architect. -
I think it might have helped if the AE building was its own zone, so it felt more like a separate system and less of an intrusion into the regular gameworld.
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I don't think AE needs to be level-gated or moved out of the low-level zones. If you want to head there at level 1, go for it.
My suggestion to expand the tutorial would allow an improved new player experience without impacting veteran players at all. Let new players to level up higher and learn more about the game before throwing them into the chaos of the regular zones. -
I have a different idea I haven't seen suggested in this thread yet (sorry if it has):
Expand the tutorial zone.
Add branching dialogue and contacts so players can learn more about their specific Archetype. Allow more leveling, up to level 5 or maybe even 10 should they choose to hang around there long enough.
Basically the tutorial zones would become the new "lowbie" zones, focused on the new player experience, which experienced players can easily opt out of should they choose (and head straight to the AE building if they want.) -
I tanked Reichsman for literally an hour on Test, but that was when I15 first went up. I assume there's been some big changes since then. I look forward to trying it out in a couple weeks when I'm back from vacation.
This is how new TFs usually go though:
Week 1 - "This is way too hard!"
Week 2 - "We did it in ten minutes!"
Week 3 - "I soloed it!"