foolishseth

Apprentice
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  1. [ QUOTE ]

    Cuppa has consistently claimed if we have a problem in-game to use petition and wait for a GM, but they NEVER come. Players wait hours for a response before giving up and waiting to deal with email replies.

    [/ QUOTE ]

    In my experience, GMs will respond in-game if you are stuck (can't complete mission, or something similar), and by e-mail otherwise.

    Some stuck petitions I've filed have been answered quickly, and others have not. I've filed two that I can recall that I ended up fixing myself before the GM showed up, but they've helped me greatly in other scenarios. A typical response time I've seen is 15-30 minutes, but sometimes they are much slower.

    The GMs seem to have a history of really not knowing their [censored] when it comes to badges. Probably, it's because the *devs* don't know what's wrong with some of the badges. Now, as to why the GMs can't get their badge-awarding policy straight, yeah that's kinda sad.

    I try really hard not to complain about GMs though, in the same way that, well, that I try not to yell at retail employees. I just feel like stuff probably isn't their fault, even when it seems like it is.

    Also, by and large, I've found the GMs to be extrmely patient and polite (though I'm also convinced they have politeness built into their conversational binds).
  2. Well my thought was maybe it was accidentally released code (text change) with no back-end behind it. Or something. But now that I think about it, the SMG did seem to be doing a hell of a lot of damage. I have the blackwand as well, and I'm pretty sure I'm not getting a bonus on that (not Magic origin though), so maybe this is actual in-game tech. I like it.
  3. On a tangential note, there's also a bug where if you have a villain player's info up, and they leave your targetting range, all of the badges in their info will be shown as the hero equivalents, which is how I know, for instance, that there is a Hero equivalent for Villain, except it's called "Reformed".
  4. I was doing the Renault Strike Force (CoV) yesterday, and throwing all my assorted temp powers on the Eye. One of them was a Stolen SMG, and when I looked through the combat log, each damage message for the SMG (each tic I mean) was accompanied by another damage message claiming to be a bonus due to my origin (Natural in this case).

    I've never heard of temp powers giving damage bonuses associated with origin, so I assume it is some kind of text error. Anybody know what the deal is with this?
  5. From what I understand the badge was broken so nothing counted toward it for a while, and they fixed that (I'm not sure when) however the badge was still broken so that it wasn't being awarded. *That* was fixed in the last patch. So there's a period of time where Longbow you've been killing counted toward the badge.
  6. Kristof Jaeger. Apparently at 33 I've outleveled him, so he must be a 25-30. For some reason I thought he was 30-35.
  7. When I log onto the test server, I get the following badges:

    Villain
    Kaolin Legacy of Earth gladiator
    Night Widow gladiator
    Longbow Spec-Ops gladiator
    Wolf Spider Enforcer gladiator

    So hopefully some of these should be showing up on live soon (or just getting fixed if they're already there).
  8. Quick comment (read about half of guide so far).

    There's a guide for Confuse somewhere in the 'troller guides section. I read that (and a TK guide) when I was getting ready to build my Mind Control Dom.

    Your guide is a little misleading about confuse. Saying you don't get experience for stuff killed by the confused mobs isn't very accurate. The quick of it is that your partial xp gain for a defeated mob is proportional to the ratio of the damage you did to it vs. the total damage done to it before death. This is between you and people not on your team (non-teamed players, other mobs, etc). Confused mobs only count 25% of their damage on that total. So you get more XP than you'd expect.
  9. This might be somewhere else in the thread, but it was going to take me a long time to read all of it (props to devs that actually wade through all of this stuff).

    Two suggestions:

    1. New base item: salvage cabinet. Holds up to 1000 (or different numbers of each salvage item). This provides an easy way for groups to aggregate their salvage.

    2. New base item/feature that requires no power or control and can be placed in your base entrance. There would be at least two (but possibly more) different versions. One would allow you to participate in raids and acquire items of power. The other would reduce prestige cost of items in the base.

    It could scale prestige costs by group size. This might take some trickiness to rescale costs of existing items if group size grows significantly (it should probably be tiered). Alternatively, it could just do a flat reduction on cost of building certain key base features (control, power, worktables). Basically, some way to encheapen the core base building for non-raid/non-iop groups.

    Also, slightly related, based on my experience in Beta, where you could buy them, IOPs need to double their benefit from 1% each to 2% each, still capping at 5 (10%). I seriously question that anyone is going to care that much about IOPs at 1% each.

    Extending the #2 above, other versions of the (one-per-entrance) item ("entrance arch" maybe?) could provide small team-wide buffs instead of encheapening. I'd expect complaints from raid/iop groups though, unless of course IOPs got buffed (as above) and the entrance items provided a smaller buff (and you can only have one of them).

    This would provide a number of ways for bases to feel more useful to small SGs.