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Posts
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Joined
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If you want to really feel like a blaster, bringing down the pain and taking some serious beatings. Go Fire/Fire. You can dish out a huge amount of damage, although you will take some serious damage to. As for scrappers try something with regeneration as a secondary, to me, they are the easiest to play and can solo or team very well.
One other thing I will mention is get in a good supergroup, a nice active one with people to team with. Teaming with the same group of people lets you get to know what they are like and how they play. Which makes taking down enemies quicker and missions become easier and you can ramp up the difficulty and that's when you realise that the 20s are long gone and here comes the 40s.
It took me over a year to hit 50 on my first character, and it wasn't the character I started playing with first. One of the great things about all those slots is that you can build loads of characters and see what you like. -
ooo good point I forgot about them I was thinking of the trick or treat enemies.
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I could give you a list of the map entities that are availabile in the game if you like. Although I do have 616 on record and I don't think that is all of them.
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Default sort order is most recent to the top. I use nixTimestamps as time entries so they are very accurate.
Good idea on putting the arcId onto the end of the sorts. It won't add much to the sorts as they tend to get optimised by MySQL anyway and it does prevent issues where names or timestamps are frighteningly close.
It's just as well the dataObject framework is robust
CoG_arc_table ooo underscores in names how very 90sI tend to use camel case and prefix all the MA tables with ma. So maMission and maMissionComment, etc. Using MVC style system.
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Just to keep track of requests for the site.
From me - FAQs or MA stuff to put into a help section. Not a guide as such, they go in the guides section
Editing and Deletion of comments posted.
Author responses to comments.
Sort By Level Range - Done.
Restyle so site can be seen by people who don't own the huge monitors that I do
Enlarge the comment box for clarity.
Preview comment before submission.
Sort by ratings - Done ( although this is by overall rating )
Order by arc within author id
Review addition
Secret things of a text nature
Edit: addtion of this
Search boxes should be include/exclude/don't care instead of include/don't care.
Did I miss anything? probably did. -
Drop down or radio is probably preferable but I can see what you mean. If you don't want AVs you can't search for missions without only with. Good spot.
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Does anyone know if there is a list of what maps are unlockable and what packs they are in?
I am after the frostfire map, but the packs are a little rich for me to just buy them all. -
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when I see a granite tank
[/ QUOTE ]Fixed that for you.
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You implying all granite tanks are from PL/farming?
[/ QUOTE ]No, I'm implying they're useless compared to other tanks in the majority of the game.
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As much as it pains me i have to agree with this stone armour is a badly thought out power set all the armours pre teir 9 pale in comparison to granite even the one that gives def to psy pales in comparison to granite because there are so few mobs that do purely psy damage that its far easier to run granite and just heal back any psy damage.
all stones pre granite armours need buffing and granite needs nerfing its sad but true
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In a sense i kinda agree Granite shouldnt be a toggle it should be on par with other defensive sets and used once every 3-6 minutes draining the stone brute/tanker of all end and health as such a feat would hurt anyone .
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That would be the death knoll of the stone tanker. Granite is massively restrictive compared to any of the other tanker uber powers. If it was a click instead of a toggle than I, for one, would want no damage reduction, no speed reduction and no recharge reduction. Why should you be double penalised for it? Also there is the fact that with all the other stone armours on not only do you run out of endurance very quickly but your survivability is a joke compared to granite.
I think a compromise would be, buff all the stone armours so they give a better level of protection and then remove all penalties from granite, before finally making granite a clicky. Then you can hear the thuds as most stone tankers drop granite and moan about how it is now a weak version of inv. -
If memory serves, yes they are available, since they are only characters from other enemy groups. They may need purchasing with tickets as a complete group, but you could probably put one together based on the existing open groups. No idea if they would pop out of the ground, my guess would be nope.
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And the chances of getting into Devs choice seem remote unless you are part of the cult they have in the States, as so many arcs that nobody plays most of them.
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That is something that has been lurking in my mind for a while. Although I have yet to finish one arc yet, I'm a bit like a kid in a candy store. -
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Simple way to stop extreme PLing. Make trainer visits mandatory before you can start earning xp towards your next level. Done.
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A slight tweak that will prevent this from punishing people like me that can't be bothered to get slots before SO's, Make it you can only hold 1 or 2 levels in the bank, so to speak, before you stop getting xp. Then people don't have to run off the second the ding happens.
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Not really a satisfactory answer IMO - and if anything like this is done, then the band would need to be larger...
I've had characters ding 5 or 6 levels without training whilst playing normal arcs solo before... I had one of my 50s ding 50 still trained to 44 (iirc) just because I couldn't decide which power to take and my character was playing without any problems so I didn't fret about it. (It was serveral weeks after dinging 50 before I eventually trained).
Maybe edge cases, but so what? This wouldn't really stop PLing or farming but could annoy/irritate some non-PL/farming players.
If they wanted to stop PLing they could place a cap on levels gained per mission - but even then, all that happens is people hit the cap, out & reset. That's what you'd get with mandatory trainer visits anyway...
Atlas and Cap would still be busy for PL/farming as the trainer is nice and close to the AE building.
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Personally I don't think there ever will be a suitable, or acceptable fix for farming and powerleveling. I don't understand it myself as with a lot of games it is the journey not the destination that is the fun. While there is someone that wants to go "WOOT! I did 50 levels in 2 hours" there will be powerleveling, and while there is something worth collecting there will be farms. To me the farming started getting really bad when inventions where added. (I said as much at the time as well). The only way to eliminate farms and powerlevels completely would be to make every character start at level 50, with infinite inf, and prestige. Which would rather spoil the game. -
It should be a little more stable for logons now. We added a cookie backup for the login. Not ideal, but it works.
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Good spot, thanks for the info.
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That's the same reason it wasn't included in the original designs. Although it does seem to be a popular request. So I am considering adding it.
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I tend to use the toolbar I wrote to resize. Although there was some discussion between me and Emo about sizings. We decided that most gamers had bigger monitors so we could get away with the larger size... we were wrong
and that zoom makes the site nasty
Will have to look at a restyle to fit more usability and less menu -
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Simple way to stop extreme PLing. Make trainer visits mandatory before you can start earning xp towards your next level. Done.
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A slight tweak that will prevent this from punishing people like me that can't be bothered to get slots before SO's, Make it you can only hold 1 or 2 levels in the bank, so to speak, before you stop getting xp. Then people don't have to run off the second the ding happens. -
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IMO it would be a good idea to allow reviewers to edit their reviews and for authors to comment against reviews.
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It would imo too.now we just need to get it written
Seriously though it is on the cards to be able to edit your comments. There is also a bit of discussion between me and emo about allowing longer reviews as well as comments. We are also looking at replying to comments/reviews.
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Oh, and one other thing: will it be possible at some point to view/sort arcs by rating in the overview screen? In that case, I hope 0 gets treated as "no rating" instead of just "abysmally bad", because when I add a comment (as I just did), I obviously wouldn't wan't to rate my own arc, but I wouldn't want to bring down my average either by not doing so
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ooooo-ooo a bug, you aren't supposed to be able to comment on your own arcs. Although the sort idea is not a bad idea. I like to shy away from ratings though as they are very easy to corrupt.
I am going to have to get Emo to restyle a bit as not everyone uses the huge resolutions that we do. I tried the site on another machine and realised just how much goes off screen. -
It seems to be back at the moment. So update your stuff quick before it goes again
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Although it seems something has gone wrong with the login process. At present it is 50/50 if it will let you login.
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I wonder if this problem is back - just tried 5 times to login and it's not logging in just bouncing back to the home page...
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Unfortunately this is a host problem. They have a know fault listed and are apparently working on it. There's nothing I can do about itI will have to work on a cookie system so people can stay logged in regardless of session stuff.
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Actually there's some very good ideas there, just not practical at the moment.
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1.)a mission map creator, similar to that of the bas creator.
for outside missions, a wall line drawer so you can point out what area you want to use for your mission.
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I would love to build my own map. I spent ages playing with base editors and getting sg bases juuust right. Downside is, it doesn't work properly. People crash when entering bases, the bases rearrange themselves, things are valid one second and not the next. Although one thing that would be nice is to be able to plug together the tileset pieces that are used to create normal missions, but again you are wandering back into the realms of the base editor crashes.
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2.) plan enemy path's, one where you can say here is an enemy and he is saying X thing and walks with X emote.
i want to create 2 enemy's walking the hallway, talking with each other like you would on the street explaining something.
3.)plan the spawns, i want to say where and what is spawning.
also, if i want an item to be guarded, the game should generate the correct amount.(currently, even saying 1 still spawns 2 enemy's, i did not ask for that)
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These pretty much go together, I think having so much control over the spawn placings would be sailing towards massive farms. The coding that would be needed to prevent people turning placeable spawns into farms would be amazing. Would be damn nice to be able to design in such specific detail though.
As I see it the problem with the mission editor is that the idiots and farmers will spoil it for the rest. Personally I would like the same degree of control in the MA as I get when building an unreal map. Bot pathing can be great fun to do especially if you want some weirdness happening. Unfortunately that would open up a whole vista of farms and exploits that are not worth the effort of plugging. So what we have now is MA 1.0 I am guessing, but it is probably a reasonable bet, that when all the bugs in the MA settle down there will be more features and addons coming that will improve the MA experience. -
ah. I knew that one for the forums, I thought it had a different meaning for arcs. Since a lot of the reviews I have seen have tl;dr at the beginning.
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I may has missed something but what does TL;DR mean?
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Just checked out City of Guides and I dont see any way to edit the review I posted to include "Solo on Tenatious"
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We haven't added it yet -
damnedest thing. It is working ok now. Turned out to be a host problem not a code one. They seemed to lose session data.