je_saist

Renowned
  • Posts

    4197
  • Joined

  1. Something I think a lot of different players are getting hung up on is the idea that they can only have one incarnate power from a single tree.

    The developers have stated that their intent is that players should be able to gain several different incarnate powers, and thus be able to change up powers depending on the requirements at hand.

    So yes, you can go ahead and make multiple Powers and just change those powers out depending on the situation that you are in.
  2. Quote:
    Originally Posted by Major Deej View Post
    As such, aside from some of the suggestions above, I'd think it'd be better if the molecular acid items were not a requirement to use in the mechanics of the trial. Allow it to be 'available' to speed things along, but don't have them as a mandate to get a mechanics-based portion of the trial accomplished, that way, the league doesn't suffer due to miscommunications, hording, griefing, et al.

    There's no reason the temp powers should be a mandated use item; change the trial's mechanics so that Marauder/portals, etc CAN be brought down using our own powers, and not mechanically locked behind these temp powers. Use them as an OPTION to make things a tad easier/qucker, not a MANDATE to complete the trial.

    This is just another suggestion; YMMV.
    I'm pretty sure the devs said they did not take this path of offering an alternative method because they wanted to require some level of tactical strategy to the Incarnate Content.

    Unfortunately, creating content that requires teamwork and communication between teams does indeed create more opportunities for griefing, miss-communications, hording, and everything else.

    I think another way to put it is this: You cannot have your cake and eat it too. The developers have indicated that they are okay with the Incarnate Content not being something for 'everybody" to play. The developers have indicated they are okay with Incarnate Content being something that players can indeed fail at. The developers have also been very explicit that Incarnate Content is not to be confused with regular content. The developers have made it clear that they are going to try new gameplay methods in Incarnate Content. The developers have also made it clear that the encounter methods that work in regular content probably won't work in Incarnate Content.

    Now, in order to make Incarnate Content the developers have had to make some assumptions about the player-base. In the Lambda Trial, for example:
    • The developers assume that a level 50 player knows to read the NPC radio chat giving instructions about the event.
    • The developers assume that a level 50 player knows what a temporary power is.
    • The developers assume that a level 50 player knows where the temporary power list is at in their power bar.
    • The developers assume that a level 50 player knows that a temporary power can drop even if a player's visible power-tray has all existing slots filled.
    • The developers assume players watching both the cut-scene and reading the NPC text will be able to make the logical conclusion that they should use the molecular acid on the glowing green portals.
    • The developers assume players will be able to figure out that charging Maurader probably isn't the best strategy in the world.
    • The developers assume players will be able to figure out that leaving the portals up for too long will cause too many battlefield additions, which will make the fight near impossible to clean up or complete.
    • The developers assume players will be reading the text on the wall, and thus will be able to identify the training facility and the munitions depot.
    • The developers assume that players will figure out that the munitions crates and acid containers are non-random spawns that will always be in the same locations, and that players will be able to remember where containers and crates are located at on subsequent runs.
    That is a pretty long list of assumptions on the developers part. Is it too many assumptions about the capabilities of the player-base?

    My gut reaction is no. Incarnate Content is supposed to be tough. It's supposed to be challenging. It is supposed to make players think.

    Now, that being said, some improvements could alleviate some of the assumption problems in Lambda Trial.

    For example, flagging players with Pacifiers and Acids with a visible indicator. I really like that idea, although I'm not sure a shivan type glowy would work very well as some power customization options can get really close to the shivan glowy.

    The developers could also have an NPC contact available in the map (say by the hospital door), who repeats the information given out over the radio channel, thus allowing players to go and read what they were supposed to be reading as the event progressed.
  3. Quote:
    Sister Psyche TF at least is one of the longest TFs in the game
    Sis P... longest TF in the game?

    *bursts out laughing*

    Sis P was one of the shortest Freedom Phanlanx TF's to start with. Even P.U.G.'s were already knocking it out in under an hour and half pre-SSK. Teams with scrappers and tanks that knew what to do could easily knock out Sis P's in about an hour.

    With SSK players can now bring in their Primary Tier 8 powers and their Secondary Tier 7 powers. You know, things like Sleet for Cold Dom Defenders, and Burn for Fire Aura Scrappers and Brutes? Those advances have also made Sis P one of the quickest of the Freedom Phalanx Task Forces.
  4. I don't know if this has been brought up... but there is... in fact... a Bacon Cologne: http://uncrate.com/stuff/bacon-cologne/

    http://www.fargginay.com/shop-1.html



  5. Quote:
    Originally Posted by Gemini_2099 View Post
    Because this feature exists in other games.
    Unfortunately, you would be wrong here. No other MMO on the commercial market has the majority of it's gameplay content delivered inside of instanced missions. Most MMO's on the market use the queuing system to gate access / entry from Open-World content into instanced events.

    Case in point would be WarHammer Online. You can join a queue for an Instanced PvP event, but all of your questing takes place in an open-world.

    To the extent of adding a feature that other games have, Paragon Studios has delivered what other games have.

    Unfortunately, what you, and apparently the OP want, goes BEYOND the feature other games offer. No other MMO, that I'm aware of, allows you to queu for one instance, while inside of another instance.

    For sake of clarity, we'll call these improvement "Nested Instancing" and "Nested Instancing Queuing"
    • Nested: You are inside of a pre-existing instance
    • Instancing: You are requesting to go from one instance to another instance
    • Queuing: You are willing to submit your character status to wait on an instance that has not yet been created
    Now, can Paragon Studios be the first game developer, ever, in the MMO market to delver "Nested Instancing" and "Nested Instancing Queuing" to players?

    Actually, there's a very good change Paragon Studios would be the first as no other commercial game available has a need for such tech. Unfortunately, implementing that type of tech is probably going to take more work as it is a considerable step over what other games offer.

    There are some other benefits to developing "Nested Instancing" and "Nested Instancing Queuing". One such benefit would be the ability to go ahead and provisionally join teams from inside an existing mission. That would put an end to the "i'm in a mission, join your task force / mission team when I get clear" types of messages. Players could just click a button to queu for a team and then auto-join when they exit the mission.
  6. phyxion.net/item/driver-sweeper.html

    run driver-sweeper to clear out the stored driver.

    Then try a driver re-install.
  7. Quote:
    Originally Posted by Elfis_Presley View Post
    Need a higher aggro cap to tank the trials. Make it at least 30.
    ... you.. do know that Aggro-Cap is not archtype-independent... right?

    you do know that the Aggro-cap applies to all players... equally... right?

    You do realize that raising the aggro-cap would cause everybody; and that means corrupters, controllers, dominators, defenders, masterminds, v.e.a.t.s, h.e.a.t.s, and blasters as well as tanks, brutes, scrappers, and stalkers; to be able to aggro higher numbers of enemies?

    You do realize that the current aggro-cap, which is 17 enemies, is just one over the maximum number of enemies that can be targeted by any single attack: http://paragonwiki.com/wiki/Limits#Aggro http://paragonwiki.com/wiki/Limits#AoE_target_limits

    So... then... you do realize that raising the aggro cap would also require significant changes to the number of enemies any single attack can hit?

    I'm sorry, you might not like the aggro cap, but it's designed the way it is for a reason, and it isn't likely that the developers would ever consider changing that balance.
  8. Quote:
    Originally Posted by Gemini_2099 View Post
    This issue wouldn't be so bad if it had new (free) costume pieces, some power proliferation, etc thrown in. But all the eggs were put in the Incarnate basket.
    okay.

    Answer me three questions:
    • Question 1: Would you have accepted a longer period of time between this issue release and the last issue release in order for the developers to have added such things?

    • Question 2: Would you have accepted only 1 trial and 1 task force in order to free up the resources to do such things?

    • Question 3: Do you honestly believe that the developers already have all of that other stuff done, and are just sitting on costume parts, proliferated powers, and etc. items, and that all the developers have to do is just throw a simple switch in order to enable these things because all the work was already done and the developers are just jerks who won't let us have things when things are ready?
    My point is fairly simple. The incarnate content being released now is an extension of the incarnate work begun last year in the latter stages of the Going Rogue process. You know, the whole project Matt Miller had to press the pause switch on in order to get Going Rogue out to retail shelfs on time?

    All of the work released now was already in development as of last year, BEFORE Going Rogue shipped.

    All of the stuff you want was not in the development cycle. In addition, the developers were very, very, very explicit that any work not tied to the Going Rogue release and Matt Miller's Incarnate System was not going to enter production cycles until after Going Rogue was released.

    In the past production cycles can easily last 8 to 12 months for existing content, assuming resources are available to work on that content. Production of new content can easily take 18months to 24 months, or in the case or power customization, 28 months to 32months. We don't know what Issue 21 will bring. We don't know what the developers not involved with the incarnate content have been working on. We don't know what the other production cycles are.

    We do know that the Incarnate Content project started last year, before anything else, was the project that was ready for production release. It was the project that had already cleared internal Q&A, and was deemed ready for public testing, and then public release. That is all the player base knows.

    Oh, and if this sounds familiar. It probably is because this beat down has happened before: http://boards.cityofheroes.com/showp...77&postcount=5
  9. short version: no.

    MIDS is built using the crapware development framework / API known as .NET

    While there is a multi-platform .NET implementation, specifically Attachmate Mono, binary programs making dynamic linked .NET calls generally will not run on Attachmate Mono.

    Various legal issues surrounding .NET make it extremely unlikely that support for .NET will ever be in reverse-engineered projects such as WINE that have open-licenses.

    It is possible that commercial entities using restrictive licenses, such as Transgaming, may be able to implement a .NET compatibility layer that is less likely to be subject to the legal landmines.
  10. Quote:
    Originally Posted by GuyPerfect View Post
    Then you're screwed. GetLogicalProcessorInformation() absolutely must have SP3 or newer.
    He may not be screwed. Enough people raise enough hell, and NCSoft might actually get the clue to use something other than .NET.

    If they do that, then in theory, City of Heroes should still be able to launch against any existing installation that will run City of Heroes right now, since the game executable itself is not (as far as I am aware) undergoing any changes.
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    ... and why are we complaining to NCSoft for players not having the OS up to date - including many, many security patches? And on an OS that's not sold/really supported by MS any longer anyway?
    Fairly good question in it's own right.

    However, as demonstrated, there may be several valid reasons that players may not be able to provide a system that is up-to-date with any one vendor's packages. In addition, Microsoft still sells and supports Windows Xp due to the existing user-base, granted all of the official license sales at this point are for systems in emerging markets or low-end entry netbooks where current Microsoft software is just too bulky in terms of performance and storage to be used.

    There are also other considerations to be made here, considerations I've pointed out a couple times already. NCSoft, by using a crapware API effectively places themselves, and their own customers, at the mercy of a single software vendor.

    In this case here the user has been punished with having access to the game cut off by a non-available software update, access that would not have been cut off if NCSoft had used any other development-framework or API to make their new launcher (e.g. Java, QT, Ruby on Rails).

    That sword can also cut the other way. Since .NET is a closed source API / development-framework, NCSoft is reliant upon Microsoft to patch up any existing holes or security issues. NCSoft is also reliant upon Microsoft to back-port those changes across pre-existing installations. From a security standpoint, that's a bleeding nightmare. Again, if NCSoft had used pretty much any other development-framework / API available that does what .NET can do, NCSoft could roll out security updates in their own packages by pulling from upstream source as that upstream source is patched.

    As a software publisher, NCSoft should be well acquainted with the idea that any software security has to be managed internally, rather than depending on the user or another vendor to provide that security.

    So, regardless of the underlying problem experienced by the original poster, NCSoft still fails for an exceedingly poor choice in tools used to build their launcher.
  12. Quote:
    Originally Posted by Sharker Quint l View Post
    I'm just gonna /unsign this idea. While i do agree that respecs need to be simplified, all your idea is going to do is to make things a lot harder. Both player and defv wise.
    yeah. I'm with Sharker on this. It sounds like a lot of trouble that won't do anything.

    There's also already several posts on the subject of what a UI update for respecs could contain and the restrictions that any new system would have.
  13. Quote:
    Originally Posted by GuyPerfect View Post
    I just verified that this will not run on XP SP1 for the same reason.

    Paragon Studios wins 1 Fail Point.
    correction: NCSoft wins 5 Fail Points.

    And everybody wonders why I get torqued off at major companies (like NCSoft) using Crapware like Microsoft .NET. All it does is hurt customers.
  14. Quote:
    Originally Posted by Zombie Man View Post
    A transcript would be really easy if you limited it to clauses with information.
    I dunno. trying to separate the "real" information from the vague hints would be difficult at best.

    I did find Protean's comment on the Primal's firing first to be interesting, since it was not clear from the video whether or not it was canon fact or it was Cole Propaganda. The commentary surrounding the line that the primal's fired first may have indicated that Protean was giving the Cole version of what happened.

    I kind of which I had gotten involved because one of the questions that was covered, I don't think was covered to my liking... that being fighting in the game's past. One of the features I've been looking forward to since Ouroborus was the ability to play along on missions that covered events only told through plaques and location badges... E.G. seeing the fights of Atlas; trying to prevent the attack on the secret base in Terra Volta; or even taking part in the destruction of Hero Corps.
  15. Quote:
    Originally Posted by JakHammer View Post
    I have seen off hand references to the 'new Soft Cap' defense needed for some of the new content, where some or all opponents have significant to-hit buffs, but a search failed to locate any meaningful discussion.

    So what are the relevant 'new Soft Cap' numbers vs which opponents?
    60% defense.

    It is intentionally set high enough so that you will not be passively hitting it without team-mates.

    Granted, there are some power-set combinations, such as Katana / SR, that can still drive a Melee-Softcap over this amount. Ice Armor is also capable of driving Smashing / Lethal soft-cap with a combination of IO buffs and a high enough recharge on Energy Absorbtion.


    Quote:
    With the 'new Soft Cap' in mind, I have only a Granite tank and stay in Granite almost all the time. Two defense powers that will stack with Granite are Manuevers, which I already use, and Stealth.

    In the great thread In your personal opinion... which I am trying to fully understand, one poster mentioned that some regard a Tanker using Manuevers as a 'failed build'. Why? It seems great to me and also buffs my team mates.

    I have never used Stealth itself on any toon, just Steamy Mist on my Storm Def., but I have been invisible on my Granite tank from Group Invisibility several times and it did not seem to affect my aggro holding abilities. It just made the initial grab a little more difficult.

    1) Do Stealth effects actually lower your Threat rating and/or aggro maintenance. I don't see any mention in MIDS or Red Tomax. Did I miss it?
    Stealth type powers such as the pool power Stealth and Cloak of Darkness generally do not lower threat. Some quasi-stealth powers, such as Super Speed do.

    What stealth effects do is decrease the distance at which enemies notice you. This is why enabling stealth can make taking initial aggro harder. Enemies are "more likely" to notice other team-mates. With some armor sets, such as Dark Armor, you can generate repeatable instances when running Cloak of Darkness and/or one of the mez effects where enemies that move outside of the taunt aura and recover from stun or fear will perform a perception check, and attack team-mates.

    In a practical effect then, Stealth powers can influence aggro management that does not show up purely in "numbers"

    Quote:
    2) If the only effect of Stealth is to slow aggro acquisition somewhat, would Stealth, as a defense boost vs extreme foes, be so very bad? If running solo, would Stealth be viable then?
    Stealth, as a defense boost, is pretty minimal. Even if you ED cap it for defense you won't be seeing much. Stealth only has around a 2% base, and with the Schedule B enhancements you'll have problems breaking 3% defense even with the Nerve Global Enhancement.

    Now, that being said, if you are at 42% defense, an ED capped Stealth will get you really close to 45%.

    You'd need to be around 57% defense with an ED capped Stealth to approach the "incarnate stealth cap"

    You may be able to get there with the Nerve Global Enhancement and focusing on Smashing / Lethal IO buffs over more useful buffs to granite such as Recharge and Movement speeds.
  16. je_saist

    Laptop Question

    Quote:
    Originally Posted by SirFrederick View Post
    I'm on a lappy, an Acer Aspire 5551G, with an ATI Radeon HD 5650, and Ultra Mode runs just fine on max settings. Modern laptops are pretty decent, graphically.
    ... I seriously doubt that.

    The Mobile 5650 has a shader throughput of 3,600 MTexels.

    Given that the starting point for Ultra-Mode support in 1440*900 is around 10,000 Mtexels on AMD hardware, there is no physical way you are running Ultra Mode on Maximum settings.

    A list of graphics cards known to be compatible with Ultra Mode is located as a Sticky in the technical support forum: http://boards.cityofheroes.com/showthread.php?t=251721
  17. Quote:
    Originally Posted by The White Angel View Post
    Hmm forgot about the recharge penalty... So I'd need to pick a set with good recharge I suppose?
    Most melee sets are fairly well balanced for recharge versus type of attack.

    Quote:
    That Ice Melee combo you suggested sounds good, especially in a tight room where the enemies are packed.
    Correction: Dark Melee with Arctic Mastery:

    http://paragonwiki.com/wiki/Dark_Melee

    http://paragonwiki.com/wiki/Arctic_Mastery

    Quote:
    My only concern would be if I could still dish out enough damage with a few ST attacks? I think IM has a relatively good recharge rate as well, so DPS would be good... I think lol[/FONT]
    As a tank, DPS is largely not going to be a concern.

    Yes, you [I]can DO[/I] damage as a tank, but you'd need to take a set other than Stone Armor... or be prepared to invest a chunk of change into expensive IO's.
  18. Quote:
    Originally Posted by The White Angel View Post
    Hiya, just thought about making a Stone Armor tanker (never gotten one past lvl 8 due to my impatience with it). I'm willing to give it more of a try though, but wondering as to what secondary would be the best? Was going for sort of an Earth god theme, so I'd prefer to stray away from battle axe,war mace, dual blades, and energy melee. Was thinking about Ice Melee, although with granite armor's -dmg I was afraid my damage may be to low, Fiery Melee seemed like a good option also. Anyway if you guys could give me any good suggestions as to what would be the best in terms of decent damage, I'd greatly appreciate it
    Well, two things here: First Stone's most powerful armor, [B[Granite][/B], has both a 60% recharge penalty and a 30% damage penalty. So no matter what set you take, you are going to lose damage compared to the same slotting on other Defensive Oriented sets.

    Second: most of the Tank attack sets are equalized in terms of total damage per activation time per target. Set's like Energy Melee and Super Strength will give you greater single target damage compared to sets like Fire Melee. Some power sets, such as Ice Melee, trade off outright damage for greater soft-controls, although Ice received a buff to it's Tier 9 Frozen Aura attack bringing damage in line with other sets.

    Now me, personally, I've taken Dark Melee, Mace, and Fire Melee with Stone Armor. I prefer Mace since it gives a nice balance between Single Target and Mob Attacks.

    That being said, hitting Dark Melee's Soul Drain and then popping Arctic Mastery's
    Ice Storm
    will deliver one hell of an AOE attack.
  19. Quote:
    Originally Posted by brophog02 View Post
    Why? His "Batman" is a complete joke. He has a weak will, no inner strength, and couldn't solve a mystery if the answer were tatooed to his forehead. Worse yet, they took two actual leading men and attempted to make them subservient to him, only to make it crystal clear how pathetic Bale is in the part.

    He grunts a lot. Last I knew, that wasn't Batman. A good Batman has to make you believe he is a superhero, not by lifting cars over his head but by having such an inner drive that he can seemingly accomplish anything. Instead, this version of the franchise pounds it into your head over and over again that he's just a dude in a funny suit with a couple of fancy kicks. He has neither the inner strength, the intelligence, nor the crime solving capabilities to play any version of Batman.
    I have but one counter to this.



    The thing is, Batman goes beyond what you describe. You have, and I'm going to be very blunt, a bloody limited view of what Batman Is.

    So far the Nolan Franchise has dealt with a real batman in a real world. It has treated the franchise as something that could happen "now".

    That does not make Christian Bale's Batman any less of a Batman than the Adam West Batman, the George Clooney Batman, the Val Kilmer Batman, the Michael Keaton Batman, or any of the comic or cartoon versions of Batman.

    It makes the Christian Bale Batman DIFFERENT.

    Is that Wrong? No

    Are you wrong in what you think? Well, it's your opinion. I just don't agree with it.
  20. Quote:
    Originally Posted by Cowman View Post
    This was my gripe with Nolan keeping it so isolated and stuck in "realism". If they'd slipped in slightly more fantastical things with each movie, then it'd be a natural progression for when he moved up to the Justice League.

    And I actually thought that was what they were doing; moving from the visually "safe" villain of Ra's al Ghul to the more fantastical Joker and Two-Face. Of course then Nolan informed us that we could kiss any hopes of seeing villains like Poison Ivy goodbye since they were just too silly for his grown-up Bat movies.
    Then Rocksteady Studios said: Screw that, we'll do Ultra-Gritty Batman AND have all that supernatural stuff!
  21. Well... if Nolan stays involved for the less realistic version, I have hopes...

    but I'll miss Christian Bale and the ultra-gritty version we have right now.

    I think 2013 would be too soon if the next film retained the hyper-gritty version of Begins and Dark Knight... but keep in mind that in the past we've have multiple incarnations of Batman hit theaters in a short time.

    e.g. Batman Returns followed by Batman: Mask of the Phantasm.

    So it's not inconceivable that a completely different Batman movie could do well so quickly on the heels of Dark Knight Rises

    That being said, I think, and I may be wrong about this, so what, that there is probably room for the hyper-gritty Batman and the Justice-League Batman to live side by side in Theaters.
  22. Quote:
    Originally Posted by Aett_Thorn View Post
    Carp Armor/Carp Melee!
    Now that's one halibut of a power-set.
  23. It wouldn't work.

    The problem is that there is no direct correlation between what the player does and what the enemy does. All of the player's actions are contained in a bubble, as are all of the enemy animations.

    Basically, what this means is that when you punch an enemy, you punch a bubble.

    This also makes 1 to 1 attacks pretty much impossible to pull off. Things like...

    Quote:
    Gut Buster
    A kicking attack straight into your opponents gut. For moderate smashing damage
    What happens when you make an ultra-small character and kick a normal sized enemy? You'd probably kick them in the balls.

    What happens when you make an ultra-small character and kick a giant sized enemy? You'd probably just kick them in the shins.

    What happens when you make an ultra-huge character and kick a normal sized enemy? You'd probably smack their chest in.

    What happens when you make an ultra-huge character and kick a small sized enemy? You'd either crush their head with the kick or not even hit them at all.

    No longer a gut buster is it. It's just a generic kick that changes placement based on the size of the player and the enemy.

    Quote:
    Eye Poke
    A quick poke into your opponents eyes for minor lethal damage. Eye Poke blinds your foe and reduces their accuracy.
    Okay, again, Ultra Small Character? Aiming upwards towards the head... from below the belt? Isn't that going to look a little... you know... X-rated?

    Or ultra-huge character? Hitting nothing?

    * * *

    Now, you aren't the first person to bring this type of question up, and in relation to this power set. Case in point:

    http://boards.cityofheroes.com/showp...14&postcount=6

    Quote:
    The case in point here is the Martial Arts Animation. A significant number of players request a "proper street fighting / dirty fighting" variation of the Martial Arts set. The reality is, the game's engine does not handle model to model interaction. In the interests of computational performance and network performance, all interactions are based on a bubble. All objects animate within their bubble without regard to what animations outside that bubble are doing.

    The reality is, a dirty fighting animation set that does stuff like kicks to the shin, punches to the groin, shoulder impacts, or the like, will never work without a completely new system to determine attack placement against target scaling. Such a system would send the base processing requirements on an arc associated more with Space Shuttles than computer games, neverminding network bandwidth requirements. There are very good reasons that most network oriented games try to limit the number of models than have an effect on one another.
    The bubble limitation also prevents other possible things players can do. Case in point:

    http://boards.cityofheroes.com/showp...32&postcount=7

    Quote:
    Mouse driven interaction isn't a solution either. Currently in the game objects that can be interacted with by the mouse, such as glowing boxes, computer panels, train doors, and the like have a three dimensional depth and are surrounded in a bubble. Why? Network latency. In terms of processing time and network transmission, it is much easier and much less performance expensive to create a bubble effect that can be clicked on and simply change the object rendered inside of that bubble effect.

    The bubble effect on objects effectively makes mouse-driving mini-games impossible. Mouse driven effects are only given full precision for certain portions of the User-interface that are localized on the user's client and don't require transmission back to the server. E.G. selecting a text field in the Auction House Interface, interacting with the options menu, or clicking in the text box. None of those mouse movements or clicks have to be transmitted back to the server, although they can create events that ARE transmitted back to the server. There IS a difference.
    Alternate animations aren't a solution either, at least not for this problem. Unfortunately, 1 to 1 attacks that account for the player's size and the enemies side aren't possible without massive upgrades to the processing engines, the animation engines, and network engines. Without those 1 to 1 interactions, you just wind up with a series of generic punches and kicks delivered from a distance... which is what the current sets already offer.
  24. je_saist

    Debt @ lvl 50?

    Quote:
    Originally Posted by Verene View Post
    Related question - I was gone for several months and missed the i19 launch. My first death with a level 50 after returning gave me debt. Am I remembering wrong that level 50's used to continue earning patrol exp? Could have sworn they did before but it wouldn't be the first thing I've 'misremembered' since my return.
    Level 50's still continue to earn Patrol EXP, but any earned Patrol EXP will go to removing stored debt, rather than advancing the character or providing an influence bonus.

    So yes, if you log out with debt on a level 50, Patrol EXP will remove that debt.