reiella

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  1. Quote:
    Originally Posted by Nihilii View Post
    Hmm, interesting numbers about incarnate XP here. I stopped tracking it after the first few times, but I used to get ~15% per BAF and ~40% per Lambda (on Judgement/Interface ; Lore/Destiny would be slower obviously). On my newest incarnates it seems like it takes forever.
    As an update for myself, it does appear my 2% runs were an anomaly, getting 6-7% now which is expected rate for BAF.

    May even go so far as to blame it on poor eyesight at this point.
  2. reiella

    Ready Check

    To be honest, we shouldn't need one, but it feels like we do. Just something simple to make sure people are at their keyboards.

    Primarily guess it would help prevent league afk splats, and maybe for some of the odd parts of tfs.
  3. Quote:
    Originally Posted by je_saist View Post
    Advertisers also got burnt on Planetside. S.O.E. and their advertising "partners" vastly underestimated the intelligence of the player-base which very quickly had passed around instructions on how to block advertisements.
    I wouldn't suppose that it was necessarily the blockage case, but more so the advertising wasn't well suited to the frame.

    In-game branding is still profitable for instance.

    As folks mention here, it also benefits the same as real world advertising in not being the only ad you see. Just turns off them.

    Pizza Delivery companies and beverage products I could see doing well with the ingame advertising.

    Nike shoes, not so much. Although I will credit Nike for being one of the few companies to pursue game advertising early on, in this game they just struggled to fit.
  4. Quote:
    Originally Posted by FlashToo View Post
    Oooooh crap, you're right! How will we get our Isolator badges now?
    Well, I imagine the ouroborus arc to tutorial would still exist.
  5. Quote:
    Originally Posted by Liz Bathory View Post
    I was one that was 'allowed' by the system to get in. This isn't helping anyone.

    It is not only that some are kicked... the team locks aren't working also. They are locked and on entrance all are unlocked. (It may even have a connection with each other)...

    Note, and schedule for fix please!
    Team locks don't work in the way you expect. That is actually intended behavior. The purpose of team locks is to prevent the league leader from moving folks. It has been the case since the LFG system was introduced [including the unlock when you zone into the league instance].
  6. Quote:
    Originally Posted by Furio View Post
    It would depend on how you ran your BAFs typically in the past. If you more often split into 3 teams, and had one team doing adds (and you were usually on that team) yeah, you're likely getting less ixp. If you were usually on one of the AV teams, you should be getting a bit more.

    Now, if you regularly mixed the teams, it should be about the same.
    I'm getting less ixp than when I was on an add team or an av team, or even a cluster-team with the helipads.

    [ edit ]
    It may just be an oddity of the character in question or the two runs I've done with her so far [on BAF, Lam appears to be working better than before].
  7. Quote:
    Originally Posted by Schismatrix View Post
    *meh* Not worth bothering.

    "Incarnate XP being divided equally across the entire league is a nerf!"

    Some posters i take what they post with a grain of salt; other posters require a whole bottle of hot sauce.
    Eh, in Lambda I tend to agree. But my runs with BAF have shown a problem to me. Not sure why it's occuring, but I'm getting significantly less iXP per run than before. 2% per run is a bit harsh. Especially when I'm getting around 7 to 11% with Lam [which I do understand gives more ixp typically, but not that much more]. Haven't done KIR with that character so I dunno if it's unique to baf or 3party groups, but I think there's something off going on with the iXP share.
  8. Quote:
    Originally Posted by Biowraith View Post
    Hrm, I wonder what exactly the conditions are for that (ridiculous) auto-fail. My second live Keyes run started with 15, but by the final stage we'd lost a few and only had 11. It still let us play through to completion.

    (I'm not 100% sure if we had 11 at the start of the final stage, or if that last player dropped during the final stage)
    I had a group of 8 for KIR before. So I dunno. I suspect there may have been the 0 players not in the hospital. Or it could be the old trial autofail got turned on in KIR.
  9. Quote:
    Originally Posted by Golden Girl View Post
    Here's what the devs say:



    So the second waves of Trials will be quite epic - which is suitable for the Coming Storm
    I am really concerned about the outcome of the second wave of trials personally.

    You introduce a new currency for the 2nd wave of trials, but in doing so you greatly reduce the attractiveness of the 1st wave. This makes more difficult for folks trying to get into the current tier to catch up.

    Or you maintain the same currency, and you're facing a similar situation as with KIR now. Why pursue the admittedly harder trials for the same rewards? Made more difficult by the matter of having more options within the first wave at that time. I suppose you could change the scale of rewards [2nd wave, grants some multiplier more of the rewards, and the abilities cost some multiplier more], but I'd see that as resulting in the same trouble as just using new currencies in that if the reward difference is generally worthwhile, fewer people will opt for tier 1.

    I can see adding incarnate shard recipes to the 'older' abilities as a means, but I'd struggle to see it as an effective one given the 'death' of TFs after iTrials got introduced.
  10. Quote:
    Originally Posted by FredrikSvanberg View Post
    The zone-wide auto-damage attack does not stun.
    I was thinking they were referring to Time Stop. Which I can see as annoying if you're missing the queues [which I believe happens if you're in the hospital].
  11. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I personally like BAF much more than Lambda or Keyes because it's easy to stay organized- I don't really like Lambda because of Sabatoge. The whole idea of scraps, brutes, and tanks who know exactly what they're doing blowing up crates and then running off to the next one while the Empathy defender who doesn't have the trial memorized is dying every 3 feet... Just doesn't appeal to me. Not to mention Marauder tromping around all over the place.
    As a sidenote, my SO'd Grav/FF [non-shifted at all] has managed to survive the warehouse [without using pff, although she does have stealth]. But, I will say I do have the crate locations pretty well remembered now.
  12. Quote:
    Originally Posted by Bad_Influence View Post
    I don't reallythink getting caught in the cutscene with a league possessing 19 out of the 20 temp powers is reason to kick anyone. By the time you zone back in the door and catch up to teammates, the objectives will long have been over. Ive been caught in it twice running back from the hospital, both times i assumed the "at ease" emote and waited it out.

    The more important issue to me is people not opening that damn door behind Marauder. DONT OPEN THAT DOOR, he runs nowhere and potential problem solved! WHY do people feel this insatiable need to open that door?!

    People who refuse to hosp deserve an instant kick.
    Because it's the path into the facility. Sure, you can jump over or fly, but presuming people don't freaking cutscene bomb it's not a big deal.
  13. Quote:
    Originally Posted by Aura_Familia View Post
    Honestly, I'd recommend he avoid Keyes until he's done both BAF and lambda for some time.

    Even on farm status (which honestly from what's I've seen it's ALREADY on farm status--the issue isn't that Keyes is hard. It's not.) it's still the MOST chaotic raiding encounter ever conceived for this game. It is NOT for folks who like to take things slow or in a paced manner.

    For someone like that I would NEVER recommend them doing Keyes. Luckily there are two other slower paced trials.
    A fair point, I'd contest that Lam [especially since I just had this nice lovely stream of multiple failures to complete Lam] can be pretty chaotic. The warehouse level, if folks aren't properly organized can result in pretty bad fail. And if you don't get enough acids, it makes the last phase suck dingo kidneys. I am actually really amazed managed to see two Lams complete fail like that though in short order.

    I personally really like the three reactor setup because it's an escalating bit of complication. The basic idea remains the same behind each reactor, just different wrinkles. But it faces a great bit of difficulty because in this game, folks don't actually like to stay together. As you said, it's not that Keyes is really hard, it's just chaotic, but I contest now it's more chaotic than folks feel Lam is because it's newer. We got a lot of people who really like going off on their own [let's be honest, the game encourages that pretty much everywhere else ] and makes it's difficult for people who are trying to stay with the group.

    And well vertical space is frustrating to 'stay together' on.

    Quote:
    Originally Posted by StratoNexus View Post
    Not sure how the last stage will hit you. It is crazy. So much stuff is going on, it may be way over your line. Good luck and have fun.
    I would suggest with the last phase, not really caring about entanglement too much. It has an impact, yes, but it's really not worth worrying about. If you are a healer type, the last phase can be very frustrating since you have a very important job that the other players don't often help you achieve.
  14. Quote:
    Originally Posted by Exodus_V View Post
    Ok I re-ran the Keyes with the same SG mates...this time it was a non master run and the out come was the same we won...however this time it was so much more fun...no random deaths for me...had zero problems figuring out when and where i was suppossed to be...basically had a great time...so ill come back for moar!

    Also noted that it seems the BAF has better rewards for me but thats non scientific...only ran 2 Keyes and 2 BAFS compared.
    Well I'd say on a base level KIR has worse rewards. It takes about twice as long as a BAF to complete and it rewards the same pool.
  15. Quote:
    Originally Posted by Mr. DJ View Post
    I'd be confused if someone told me they ran the wrong way o.O It's like, how do you botch running forward?

    I guess I'm spoiled because I've yet to fail any Trials.
    The two instances that I've seen that the person just ran into the cutscene because they saw other people doing it on previous runs. They didn't realize that the trial failed if Marauder ran out of the complex. So can certainly understand running the wrong way .

    Quote:
    Originally Posted by Zombie Man View Post
    <Votes to kick the Tanker/Scrapper/Brute who runs up to Nightstar or Siege who *is already being successfully pulled* and then slows them down with a Taunt, cause, you know, THEY HAVE RANGED ATTACKS AND WILL **STOP** TO ATTACK YOU!!!>
    Heh, I can see that happening depending on the area with Siege. Since the pull for Siege -> Courts can result in de-aggro. And well, more specifically with Siege, folks get restless and try to grab the adds.

    Not saying it's not annoying , just saying I can understand that a bit more .
  16. Quote:
    Originally Posted by halfflat View Post
    In the random chaos of a trial with many characters running about doing all sorts of things that may or may not be on task, it is easy to feel uncomfortable even without having a particularly bad response to the stresses in it. On one hand, it is hard to know if one is meeting one's responsibilities: when things go well or go poorly, it is based more on some sort of group average ability than the efforts of any one individual. On the the other hand, this same issue makes it hard to judge how well everyone else in the team is doing or not doing. For me, it seems that these trials (and some 8-player TFs, too) encourage either strict micromanagement by leaders, or a sort of hazy follow the crowd and look out for yourself approach, neither of which are terribly satisfying to me.

    Recently I ended up as leader of a Lambda trial league (post trial attrition, and I was left with the star.) So I wanted to try something different. I recall, before acquiring all the incarnate level bonuses, how demoralising the collection phase was. Typically everyone would power ahead, leaving squishies behind, who in turn would spend most of the time legging it back from the hospital and being reminded of how useless they are in that phase as all the items were collected regardless. This time, after checking that everyone in the league didn't object, I wanted to try making the collection phase a clear-all.

    The idea was: each team sticks together; any foe encountered on the way to a collectible is defeated, as a group; no team member needs to go to the hospital. Could this be done, and still meet the objectives?

    It turns out, yes! We had a mix of Lambda trial veterans and newbies, and this was the first time any of us had tried this approach, and certainly the first time I'd ever tried leading one, and we ended up with all the pacification grenades (though it was very close) and nine of the acids. We defeated Marauder handily. Some league-members said afterwards that this was the first time they had felt useful in the collection phase, and the first time they didn't spend half the time back and forthing from the hospital. I think everyone had a good time.

    We didn't get all the possible merits. But we did have some massive fights against nigh-overpowering foes, which we won! There was no frantic running away, or scrambling chaos. It felt ... heroic.

    I want to recommend this approach to others who run Lambda. I don't know if a similar aesthetic can be brought to bear on Keyes.
    Kinda interesting, I was on one of those type runs before... And we actually would have failed if not for two melee deciding to ignore the league leader when we had 1 minute left and only 3 grenades/3 acids collected. Of course, it didn't help that the acid team still spent 3/4 of their time in the hospital.

    As a sidenote however, staying together a group is extremely important with Keyes. The zone-wide AE is there to encourage that you stay together. There are a few times where you can split up productively [early parts of the collection phases for each reactor, and to try to power up some terminals before AM shows up], but largely you want to move as a team in KIR.


    Quote:
    Originally Posted by SuperOz View Post
    That experience is a negative one. And it's stinging enough that I'll want to avoid it until I have a resistance built up again.
    I'd honestly suggest waiting until KIR is on farm status server-wide like BAF and Lambda are now. Your first few jumps in are going to be high stress incidents.

    In more general terms, I will assume you know a few techniques that help mitigate the attacks. Yogic breathing works, it's just something you have to do before the attack sets in.
  17. Quote:
    Originally Posted by Mr. DJ View Post
    I laughed when someone called me a leecher because I was doing a emote in the cut scene. Nevermind the fact the other team only had 1 crate to go before I even got in position

    It's one thing if people are just out there for the whole duration for the vast majority if not the entire gathering phase, it's another when you're pretty much inside for the whole thing and obviously the other team didn't need help. People think too high and mighty of themselves sometimes.
    It's all fun and games until someone accidentally runs the wrong way.

    Have had that happen too many times, now I don't personally blame folks for it, it's an accident, I just prefer that they don't get into that situation in the first place.
  18. Should have votekicked him when he did the "I'm waiting out here so I don't die" bit.

    That said, I've seen dance accidents happen, and I tend to let it slide if the person doesn't know better, but the prior comment just makes them not worth the effort imo.

    Perhaps if it was I'm waiting out here because I always LD on those maps, I'd be sympathetic.
  19. Panic attacks suck. My personal advice would have been to log out and take your own breather. Especially with the league iTrials one person doesn't make or break the encounter [potentially unlike some other encounters in this game or other games]. All in all, it's ok. Not a big deal.

    In general, with any complex encounter, I'd suggest doing research before engaging.
  20. Quote:
    Originally Posted by Blast_Chamber View Post
    forgive me if this was answered already....

    When you are first hit with Disintegration, can you activate your self destruct and beat Antimatter to the punch or does that count as a death due to the DoT and award him the HP boost?
    That will heal anti-matter.

    The way it works, you get hit with disintegrate. If you die while under the effects of disintegrate, Anti-Matter heals.

    Quote:
    Originally Posted by srmalloy View Post
    Not to mention designing the pivotal character(s) you have to defeat so that they're functionally immune to debuffs and controls, so the only thing that is effective against them is a massive influx of damage, handicapping characters that rely on that debuff or control instead of outright damage.
    To be fair, the campaign against Controls has been in effect for a very long time in this game. I hated when the purple triangles were first introduced... But frankly, there aren't many good options there without really thoroughly changing how the control playsets work. Still not happy about it, but not much that's really feasible to be done about it. At least the trials have multiple facets.

    With debuffs, I believe it's a simple matter that debuffs face a similar effect of being too effective.
  21. Quote:
    Originally Posted by MajorDecoy View Post
    Right, because throughout history, only intelligent people have been breeding and that's how our culture has developed. Intelligent people like Newton, Turing, Da Vinci, have always had children.
    At least they finally apologized for what they did to Turing.
  22. Quote:
    Originally Posted by StormSurvivor View Post
    I'm liking this trial more than the other two, myself. I had a question, but didn't feel it was worthy of its own thread.

    Did anyone take note of how much of a difference Alpha and Beta entanglement makes? It's an interesting mechanic that I'd like to counter by splitting up, but convincing a league to do that is going to be difficult if it makes next to no difference.
    8Damage/tick/person in range with opposite charge. At worst 12 people [unlikely] or 92 dmg/tick. Can hurt, but with the melee pit, it's usually more important to surround AntiMatter in your dogpiling than necessarily all stacking up on the tank.

    But, ya, really not too important to worry about Entanglement.
  23. Quote:
    Originally Posted by Dollymistress View Post
    This is the only viable tactic for PuGs and newbies to the trial. Just forget all the wacky stuff going on with the huge green AoE, disintegration, red/blue orbs and terminals healing him - all you have to do is KILL HIM WITH FIRE.

    It has worked on my successful runs. The downside is it puts smaller leagues at a disadvantage since they just don't have the total DPS to pull it off.

    24 muppets with no clue what's going on can still pummel AM into submission, regardless of his silly games

    Sadly, this still leaves the problem that after one or two runs, most players just cannot be bothered with Keyes when they can run a BAF or Lambda instead.

    If I was in charge I'd remove the blue/red entanglement and add 5 minutes to the timer in the last phase. A lot of new leagues were juuuuust barely failing becuase the timer ran out, then everyone swore to never do the thing again. To go through all the effort of the three reactors, then lose at the end due to the time limit is too much for some people.
    The entanglement components aren't that important. I think more damage is done by folks trying to mess with those than not. They do 8 damage every tick per person. Not a whole lot when the most overlap you'll get is 12 [so it would really suck for stalkers :/]. I personally think it's more relevant for the person getting hit with disintegrate so they can get out of the death pit if you have it light on auto-heals. Even though, I think they're better off with the group with stuff like Rebirth and whatnot going off. Long as people are able to heal them.

    Personally, given that entanglement is the only mechanic that attempts to move it from dogpile, and it's not that big of a deal. I see that dogpiling is a perfectly valid tactic for AM. The parts that matter are Oblit and Disintegrate and his AE nuke [although I'll be honest, I don't even know how badly that one hits].

    With smaller leagues, it's easier to avoid the trivial Entanglement, but you are far more vulnerable to having targets die to Disintegration, which is Very Bad. My small league attempts so far have both failed with Antimatter getting stuck in the Reactors though, so don't have a fair grasp of those dynamics yet.

    5 minute timer would be way too short imo, that lends itself to the failing if you aren't steamrolling it. I like the 15-20 minute that the other trials use for their AV step. It allows for mistakes to happen, and suboptimal teams to be resolved and progressed. Still ends up taking less time than a STF when you only have 1 ranged dps and ghost widow feels mean .

    KIR is longer than LAM though, and I really don't see much way to speed it up, you can get some better speed by clearing some terminals before Am shows up, but that doesn't really add up to much, the reactors take time :x.
  24. Incarnate Trials aren't available to Freemium players.

    You need VIP status for Incarnate Trials. Which means you have access to the 12 slots/server and MMs.

    Also, I disagree with your opinion regarding MMs in the iTrials.
  25. Quote:
    Originally Posted by Nyx View Post
    I all but but gave up until fighting Antimatter. My Grav/FF who is great, was useless. Pulses killed my Hp easy, and even in PFF the Vicks of doom could Critical 1 shot me with ranged lazer eyes taking off what ever the pulses would not take.

    Even popping purples like House pops pills I generally had no place on the trial.

    Well..except people assumed I was doing something because now with AOE buffs I could actually hit a group of people with bubbles where as before Id prolly die just targeting one person.
    Actually /FF have a fairly unique ability in KIR. The terminals don't need the warworks defeated to work. They need them out of range of the terminal. Force Bubble and repulsion work to move the warworks out of the way without really being able to affect AM.

    Pulses are Health % based, so it's less so that the pulse kills you directly, it's the other incidental damage kills you quickly, it still sucks.

    Control playsets in general are going to get frustrated with the final phase because it's pretty much single target convergence. However, in the first three phases, don't undersell your forcefield contributions. Everyone complains about Vicky, and you're helping keep them from getting insta-gibbed by her.