ilconke

Apprentice
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  1. Base Repricing
    1) How will the repricing of bases affect you personally?
    It will cost prestige per month to upkeep what was given for free before.

    2) Will you dismantle your base to gain the additional prestige from the repricing?
    I might try but the expanding of the base to relocate the teleporters until I can buy the cheaper teleporter rooms seems painful at this time. I may just leave it as is since prestige is very slow coming as I run my SG almost entirely by myself.

    3) How long would this process take you if you were to engage in this practice?
    It would probably take me a good solid 8 hours to get everything repositioned after deleting, I would have to go one room at a time and make a copy cheap room in a larger plot size to store the stuff and then delete the old and reposition the new room and then adjust the lighting and colors.

    4) What are the positive and negative concerns regarding repricing?
    Positive: cheaper base for the future. Better for my little sg.
    Negative: Only the 8 hours I'll have to take out of game time to institute it all if I feel the urge. Hopefully the refunds for the higher price items will stay on and not fade out so I can do it when I get the time.

    5) How will this feature affect you long term and short term?
    I should be able to finally afford a raid base and maybe invite people to join a raid with me if I ever get inclined to be crazy, though I don't want any of my base destroyed so scratch that idea.

    Base Salvage Exchange to Invention Salvage
    1) What is the negative effect on your base for this feature implementation?
    If the market is selling anything for cheap when this is implemented there will be an enormous burst of buying on the markets and a lack of purchases for low level characters that might want the low lvl salvages. Luck charm pricing should skyrocket to un-purchasable lvls and so might anything else. I do not believe there will be more salvage added by people either as more and more people will be hoarding the stuff in their bases to help IO out more of their lower characters. I know the idea of transfering salvage to alts for crafting used to be hard but now they have only to put it in base so everyone who wasn't saving all their low lvl salvage will now be saving it. I don't know who would sell salvage on the markets now but I really hope there are people who still will despite my foreseen price skyrockets.

    2) What is the positive effect on your base for this feature implementation?
    I will be able to store more salvage in my base as well. Less holding of it all by my salvage holding alts that I don't play often that I transfer to and fill up and then don't log back on unless I need salvage. This will help keep my alts salvage inventory more empty and not so full. This might also if we're lucky show a very high amount of salvage to some people who have 2 luck charms in their base and 20 Boresights that might cause many people to drop 10 stacks of Boresights and try to get rid of them at lower prices. *replace boresight with whatever people will have a lot of*

    3) How long will it take you to adjust to learning this new system?
    I don't really have to. Its pretty straightforward. Though it will be a hassle to see what I need in base and then goto WW or the BM and try to buy it and then go back to the base again but very slight.

    4) What side effects to this system do you currently see from transitioning the old to new system?
    Hopefully people will be buying everything now with their old salvage because the costs for new items may be lessened by prestige buy they are much higher for salvage based on inf costs at Consignment. It will hurt the little bases that could never afford rare salvage available in the higher lvl ranges. It could make people see those spam emails as enticing with the required cost of buying basic items and start a very bad trend with the spammers. "Come buy *soandso*, its the only way you'll be able to make *soandso* in the game before 50! Great Prices!" (ensuing headaches)

    5) What security concerns do you have regarding this change?
    Other then the security of low lvl characters that see the spam email's and broadcasts, I am not too worried about the bases. I am concerned for the people that haven't been on the forums and don't know that they should buy what they need for their bases now before the salvage costs gets too high for low sg's to afford.
  2. Thank You Thank You Thank You Thank You!!!!
    What a great thing you have done for me!
    Go Posi Go!

    BTW This is really a good thing.
  3. Dual (Energy) Blades would be my choice right there with the hopeful but not mentioned dual pistols.

    And I don't know about Ball and chain but it would be spectacular to have spiked chain. So the set has Villainous potential. I don't feel so good about throwing a round ball at bad guys like dodge ball as I am with hooking perhaps their shirt and luring them in or just thrashing the enemy with 2 hooked ends of a chain while being swung in loops in front of the character to do DoT damage. Maybe even implement the never before seen Toxic with the hooked chains set?? Everyone plus their non subscribed cousin would be hooked... literally!

    Thats my 2 choices but if you need 1 primary and 1 secondary I would go with the hook and chain (if the power must be ball and chain then I change my opinion to anything dual) and for secondary density control totally. I am imagining that it could be a change in density, perhaps, to that of steel and a total body change to effect this which is totally half a powers coolness. The drasticity of the effect it produces not only on the enemies but also on the character/area.

    I love all the ideas greatly except for: Electric Hammer (still enjoying the elec brute, no need), Force Field (Its for defenders and they have need of originality and strength that shouldn't be done times 2 with double buffs in the case theres a def and tank/scrapper of the same type, wicked boredom on a team of all the same powers, not to mention nothing really all that new to get my vote), and Vibration (if its just like sonics for the same reason). I don't think the time is needed just yet unless story can support their need in Paragon.
  4. Don't forget also that when you play the game it must send you data detailing the sounds going on at the time of the event. Every AoE Heal has a sound effect being loaded into the game and from what I've noticed turning off All sound effects helps reduce lag by about 50%. Ussually its the only thing I need/want to turn off since it provides such a great lag decrease.
  5. ilconke

    Accuracy

    Perhaps the accuracy is accurate but certain enemies have too high a defense at the low lvl's. I noticed arachnos specifically were harder to hit imo. And perhaps shadow maul is doing 2 acc checks per target and using the lesser result to define both percentages in terms of chance to hit. That would always make it the lowest % possible, randomly of course. I am just saying that these are something that could be causing this confusion. I have hero's I used my 4 slots for that are doing better than the villains imo.
  6. ilconke

    I5

    I didn't know where to post this but this seemed the best spot. Its not a bug but it was a fix to adhere to previous situations which don't exist anymore and its what I think could be done to help those poor Inv Tanks(inc. mine). Now my tank isn't unplayable.. just unhelpful per say. He can take dmg pretty good but not quite THAT good : ). And he can taunt good but not quite that good. Thing is his AoE Invincability was reduced to bring to par his resistance with other builds by making its defense lessened by Unyeilding Stance when they were used in conjunction. Now is this still necessary? Its defense is still way lower than it used to be but since you can't go into a mob of enemies without Unyeilding on does it need to be reduced anymore with the combination anymore. If so I would like to also add....

    Can Invincability have a greater AoE Taunt than currently to help taunt. It would have a small duration but a high magnitute without any buffs to Taunt alllowed thus keeping agg on tank and allowing taunt to get the enemies off of teammates instead of being a rapid fire "they're scattering all over" hope they don't get too far away power. I think this wouldn't allow Herding as the mobs would lose interest if not in AoE range but the tank could still hold his Agg. And since we can't sacrifice acc enh's in attacks (at least I can't) for the sake of needing max resistance slots in power maybe give all tanks a +acc for enemies in melee range or make our powers all small AoE to better Punchvoke while reducing taunts recharge. Lotsa suggestions here. Please look at them, I can come up with more but running late for work cause had to powt this after playing my tank all morning as he just needs something to help him hold those darn mobs. I mean with an increased AoE range the only way a tank could herd that way with a slow recharge taunt is "SLOWLY" walking from mob to mob while the enemies in AoE range followed slowly so as not to lose any. It would be VERY difficult and not profitable and would make tanks Hold their agg perfectly. Would be a problem if a tank had to move position fast to get another mob though so maybe give it a 5 second taunt duration? that repeats and replaces the previous casted taunt every second. so that if you jump to 2 groups that (despite dev efforts) are almost right next to each other you won't lose the first group. So you could only hold more than one group if the groups are really close to each other. If the tank trys to run through a mission 5 secs will not hold the enemies. What do you think? And is this the right place to post this...

    Gotta goto Work now. Please tell me what you all think.
  7. Ya know I don't wanna play PvP now with my blaster for this reason. I can fix all the other problems except for defense. OK ok so for some reason this power was prolly causing a problem in the Arena. But as I went to arena the victory score for my blaster was 0-4 my Blaster being the loser even with stealth as it was. Not to mention that number will now factor over to PvE combat. Was this power too beneficial in PvE? I didn't think so. My blaster never fought on Inv setting for same slaughter reasons as always. Can't this be a PvP feature only. As you said some powers will behave differently in PvP than in PvE but why is this such an offense on both scales? It can't be the only survival tool of the blasters? Are minions and Bosses sopposed to have agg to the blasters even more than already.

    I played with a scrapper a few times in my journeys that had Stealth. He used it for the defense. However when fighting with him I noticed that the agg was higher for my blaster when we both had it running. I asked him to turn it off and viola my agg was reduced to the things I singled out. It saved my life being able to have the option to turn it off. As it is on Test I have gotten rid of the stealth pool alltogether due to it being a waste for a blaster to have a cloak power but never be cloaked when it is needed and to have to take another precious power to either go even more invis which isn't EVER needed or to grant an ally invisablility that is greater than my own. If it was a perfect pool it would grant the same bonus that grant invis gives to the user with stealth and throw away invisability altogether with a better bonus power(something that anyone here can claim to use effectively worth the loss of a power other than sneaking to the end of a mission by a scrapper and clearing the Boss objective solo).

    Very frustrating that PvP is affecting PvE so badly. I used to need stealth versus same lvl enemies now I only have Hover and when I was in my 40's I remade my toon just to have Fire shield Hover and stealth with alot of defense in Hover and Stealth so those Mez's wouldn't hit me "Every" time! Eventually I got the Knockout blow and worked around that with stealth to sneak behind them but now not only will the mezzer see me but the rest of the enemies will turn and fire on the now naked blaster, as soon as I hit the #key for the power, that still needs to take out the mezzer before any others attack.

    In my opinion you are fixing PvP. And it is fixing it soo much that now everyone can be afraid to enter it. If everyone should be afraid then fine but nothing seems to work as it was so I am praying when next I go into PvP with my blaster for a "fair" fight I won't be reduced to a Target Sign for all others to see and attack as soon as I do. Why bother then? I will just hide somewhere and snipe where they can't find me then run.

    It was a real problem given all the powers I wanted to take that I had to not take so that I could take that second Cloak Pool power so I could save my a** with Phase Shift when I got it. The third pool power is useless to anyone with the pool imo. Invis in any form is useless if it doesn't permit you to attack. First off you can be seen in the later levels with it on anyway. And secondly why take it when you can just be a little careful where you step and have the same invis by not standing on enemies toes. I wouldn't take stealth as is because they could alreaady see you before this but now theres no middle. Its either cloak or no cloak if you attack and that makes it an invaluable skill even for the measly defensive bonus it grants. As if blasters already didn't need all the defense they could get without status protection before. But now this slap to the hand? Come on! Perhaps you could Please! make it grant the same defensive stealth it had before and then make the defensive %'s different given the different classes that used it. Like Tank and Scrapper %'s the same as they are on Test and Controller and Blaster %'s as they are now on Live.

    Just to add a little more. This hurts controllers with pets now greatly as well in PvE as they can't get their "pet" in the fight now without standing right in the middle or next to the enemies they want to engage. Cloak was a way to get close before they turned and mez'd you to controller goo piles before your "stupid" pet starts even turning to face the enemies. This is only slightly less a problem for Illusion controllers as they have Decoys but think of the other classes. Are they to spawn new pets right in the middle of the enemies now with slower recharges in pets to get the fight started? This hurts bad. Bad bad bad. Ouchie goes my blaster and controller.

    This to be said also on PvP if a controller has cloak it doesn't matter as is if they become unstealthed anymore as if they hit you that first time as a blaster you are dead. There is no pass go, no collect $500 its just dead. So who is this helping? Not Blasters, not controllers, scrappers don't need it, tanks don't need it, defenders don't need it. This only hurts Controllers and Blasters who as we've seen have gotten no love this Issue. Though I have less complaints as far as controllers as you have finally put my controller with 3 pets in her place with everyone else : ). It was fun but thank you for not letting it go on. (I'm being serious btw, Thank you) I fought a controller with 1 pet and got my bum handed to me. No stealth no defense just mez. And death.


    Edit: I wanted to add that ppl think the 10 second suppression is effective story based. That when you fire you should be seen, to that I say "You always were seen" But now you may have never had it on because now they are not shooting blindly" It shuts cloak "OFF" for 10 seconds. To speak of a favorite movie of mine. Predator. When he engages someone his Stealth does not do this.. " Oh S*** my cloak is now 100% gone? I am standing here with a gun in my hand and a dead body!!.... It goes like this. "Haha your looking right at me and even if you shoot I still took 1 of you out and you won't hit 50-80% of the time bein if I move my location. So why is it taken away completely. Why not have it reactivate if we move or leave it how it was. Still stealthed but they saw us? It was perfectly fine. Add to it don't make it NOTHING. I know ppl should be seen while cloaked if they fire, I know other enemies will be able to know the location. But that doesn't mean you turned the power OFF.

    I am trying to uderstand how a power everyone loved is under fire from its own users via illegitimate claims that movies made the Hero/Villain 100% visible when he fired? The enemies of that person could shoot at the Hero/Villain but only when it was a villain would the shots always hit as they will now. And I didn't realize I was to be made a villain. Aren't I the Hero? Aren't I sopposed to be able to snipe and run and get away safely suffering Mild wounds to none at all if done well? Not shoot and have every enemy say "There he is I see him Perfectly now, Attack til dead" Why bother with the less visabble stealth animation when you are taking it all away? Is that a tease to make us think they can't see us? It is gone show it that way. They see us, it turns back on in 10 secs, and they continue to follow us as they always have when you turn cloak back on after it is knocked off (meaning it reactivates for no reason now as they will be 100% able to see you for a duration nomatter what like always unless you don't return fire in which case they are getting vengeance for there fallen foe with another dead body) and they continue firing whereas you fire back from the new further back location without any cloak or defense.

    So controllers can now get pets out and cloak and do nothing to fight and still be 100% cloaked the whole fight without taking any damage. Why bother now they might as well take Invis and get pets out and be 100% Invis so their pets can hold you. A blaster cannot take out a pet yet alone take out the pet holding them and then take out the controller that was invis'd the whole fight.
  8. ok I tried this to make my Kheld switch Trays with a Macro.

    /macro Activate "powexec_name White Dwarf$$ next_tray$$ next_alt_tray"

    But for some reason I cannot switch both trays as I would want so as not to get confused with my powers that can and can't be used. Whats with the Next_alt_tray command that doesn't work. I was trying this just before servers went down but I didn't try doing it with just the 2 for changing trays without the Powexec. Is it too many things to allow the third next_alt_tray? I tried it also with and without the _'s and spaces instead and I think without spaces but nothing would get the alt tray to switch. Whats the command to switch the alt tray if there is one? Pls and thank you for the help with this problem. I intend to make it a bind after I make sure it works as a macro. But so far thats the problem. Thanks for help if you can help.
  9. Thanks for asking this Statesman : )

    Things I been hoping for in SG greatly.
    1: Sorting fixed (no doubt needs no posting but what the heck)
    2: Main Creator rank and more ranks for others.
    3: Succession of Main Rank to a named player that may not be online atm. I would make my main the leader as I have an alt of mine as the leader since the name was unavailable upon release but shortly after became available and I never got to make my alt the new leader.
    4: Color/Logo change after creation
    5: Custom Costumes would be pretty cool and give ppl reasons to join a particular SG based on theme without wasting a costume slot. And would make SuperGroup mode more useful than just to change costume style every once in a while.
    6: Displayed Ranks or even better rank symbols that could be worn on costume to show what the SG thinks of a particular player, as would prove a players worth in the SG to others, perhaps only the higher ranks would get these custom symbols of appreciation for dedication and good standing.
    7: Above all increase cap or remove the cap for SG's. I hate writing emails to players over 100 days not on and telling them they've been dropped due to lack of room. Ppl I remember and hope will one day return.

    .................................................. .
    Ilconke lvl 42 Eng/Eng on Pinnacle