Details About Mac Version & Perks


Aisynia

 

Posted

The first time I used the mission transporter power I was in Steel at the tailor. After selecting my mission and clicking the power I arrived in PI right next to my mission door.

While I've only used it once I can say that your experience, JDouble, isn't how it worked for me.

Add me to the list of people who want the recharge for this power lowered a bit.

-MJB


 

Posted

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One hour overpowered ? We dont have the same definition of 'overpowered'

30 mins would have been fair to me. 1 hour long but acceptable. 2 hours (in case it's not affected by the global recharge) isnt appealing anymore.

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yup, overpowered. it allowed me to defeat the stf solo only using brawl..true story


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Posted

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Why would anyone who wants these in game items wait?

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Lack of available funds. I just had to spend $20 on more slots. I'll get this, but it may have to wait.


Dec out.

 

Posted

I have to agree that the 2 hour cool down is ridiculous. I know a lot of people here who's play session is 2 hours. While I'm not going to say it should be like the 5-min O-portal, 30-60 minutes would be sufficient.

The costume set doesn't wholly suit my taste, but pieces of it do. I've been waiting for Metal Wings for forever. I may buy this for the 1 month gametime/items at 1/2 price. I don't know yet.


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Posted

I picked it up tonight and couldn't be happier! Love the new costume pieces (mostly as pieces, not all together for any of my toons), and the mission teleporter will be a nice addition to many of my toons. I also wish the recharge was more like 1 hour, but having it beats not having it...


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Posted

Okay, not that this effects me currently, but I kind of want to get it clarified in my own head (and for future reference).

Between what Lighthouse has stated, and the snippet from Positron about this issue, lets see if I have this jumbled crossword filled in correctly.

With Mac Edition being released, the Updater for CoX has now been modified to register the platform/hardware its being run from (ie: PC or Mac) and boot the proper variation of the game. With this it essentially means that nothing additional needs purchased and any current account can run from either system.

Additionally, for new users to the CoX world, or for those looking to get the new Shinies, they may purchase the "Mac Edition" online to get the Valkyrie Set and Mission Porter (for 19.99), although this is not (correct?) required to initiate Mac Playability? This still just merely remains an additional option to all current users and has no bearing on ability to play from a pre existing account?

From that, is there an alteration or download for a modified Updater we have to be made aware of or is simply available from our PlayNC Account Profile? Or has the updater already been adjusted through itself for this function?


Quote:
Originally Posted by Arcanaville
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Posted

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From that, is there an alteration or download for a modified Updater we have to be made aware of or is simply available from our PlayNC Account Profile? Or has the updater already been adjusted through itself for this function?

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The latter, I think; I got a message from my firewall that the updater had been altered.


Arc #40529 : The Furies of the Earth

 

Posted

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Well we bought it but i'm kinda disappointed that its only good once every 2 hours. Wish it was like the pocket d pass and had a recharge of 30 min or less. But hey its good for those mishs that are way outta the way.

[/ QUOTE ]QFT. Castle needs to change this to something more reasonable or it just isnt worth the cost of the pack. I could care less about the costume options. I bought it for the teleporter and I feel like I just blew $20 on almost nothing. The only good side is I dont have to pay for next month. So I guess thats a plus.


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Posted

It's not something that's going to get you to every single mission. It's not designed for that.

It's designed for the times you have to go from the far corner of Dark Astoria to the far end of IP. Or the times you can't find the mission in the underground tunnels of Faultline/Brickstown.

This isn't to say a lower time wouldn't be nice...but I really don't see it happening.


 

Posted

Maybe someone has mentioned it already, but there are some clipping issues with the Valkyrie gloves and some of the shields. Of the shields I've tried, the kite, heater, round, tribal, cavalier, and tech show the back of the hand poking through. The targe, riot shield, and manhole cover, however, are okay.

The Valkyrie wings also clip into the backsides of female characters when they're standing straight, but there's no clipping on male or huge characters.


 

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I just used the mission TP for the first time. I was in cap and used it for a mish in Nerva. It took me to Nerva but right next to the ferry, while my mission is up in the far corner of the map......?Is this working as intented?

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There are least WERE some caveats in the mission teleporter.

(1) The mission must be selected (by clicking the "select task") button. If it's just targetted (you've clicked on it, but haven't clicked select task), it doesn't work. If you have no selected mission, it'll go to the mission in the first slot.

(2) At least as of when it was tested, if you use the power, it goes off and the recharge period time starts. What happens depends on the type of mission.

door mission - you teleport to the door of the mission
completed door mission - you teleport to the door of the now-completed mission
train mission - you teleport into the mission
everything else (hunt, go speak to someone or click on something) - you flicker out and back in where you were, wasting the use of the power

So nope, no using the power to cut short the trip to Wincott.


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Posted

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everything else (hunt, go speak to someone or click on something) - you flicker out and back in where you were, wasting the use of the power

[/ QUOTE ]Actually, I tried this a little bit ago, and it just gives you an error message saying it must be a door mission. No wasted power.


 

Posted

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everything else (hunt, go speak to someone or click on something) - you flicker out and back in where you were, wasting the use of the power

[/ QUOTE ]Actually, I tried this a little bit ago, and it just gives you an error message saying it must be a door mission. No wasted power.

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Excellent! They fixed it!


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Posted

Am I the only one that feels 2 hours is a bit excessive a cooldown for the Mission Transporter power?


To this 4/4 beat, I'm in time with you. To this 4/4 beat, I would die for you. Your lovesick melody is going to get the best of me tonight, but you won't get to me 'cause I won't sing.

 

Posted

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It's not something that's going to get you to every single mission. It's not designed for that.

It's designed for the times you have to go from the far corner of Dark Astoria to the far end of IP. Or the times you can't find the mission in the underground tunnels of Faultline/Brickstown.

This isn't to say a lower time wouldn't be nice...but I really don't see it happening.

[/ QUOTE ]Well thats not how it was originally advertised to us. My thinking on this was that it would be a perk that can be used to to tp you to every mission. I was thinking it would have like a 5 minute recharge or something. That in itself would make it worth the money spent I am willing to live with a longer recharge than that but not more than 30 minutes. They need to address this ASAP.


Bump and Grind Bane/SoA
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Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

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[ QUOTE ]
It's not something that's going to get you to every single mission. It's not designed for that.

It's designed for the times you have to go from the far corner of Dark Astoria to the far end of IP. Or the times you can't find the mission in the underground tunnels of Faultline/Brickstown.

This isn't to say a lower time wouldn't be nice...but I really don't see it happening.

[/ QUOTE ]Well thats not how it was originally advertised to us. My thinking on this was that it would be a perk that can be used to to tp you to every mission. I was thinking it would have like a 5 minute recharge or something. That in itself would make it worth the money spent I am willing to live with a longer recharge than that but not more than 30 minutes. They need to address this ASAP.

[/ QUOTE ]
Agreed. 2 hours is way too much for a power like this. Even 30 minutes would be kinda pushing it, but it would be acceptable. 2 hours renders it a basically useless power.


To this 4/4 beat, I'm in time with you. To this 4/4 beat, I would die for you. Your lovesick melody is going to get the best of me tonight, but you won't get to me 'cause I won't sing.

 

Posted

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Well thats not how it was originally advertised to us.

[/ QUOTE ]It was advertised as a power that teleports you to the mission door. That's what we got.

A five minute cooldown would be insanely overpowered. That's up every single mission. If you can't see the problem with that...well, then I wouldn't really be that surprised. But most people would.

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Agreed. 2 hours is way too much for a power like this. Even 30 minutes would be kinda pushing it, but it would be acceptable. 2 hours renders it a basically useless power.

[/ QUOTE ]...how does that make it useless? Just because you can't use it for every single mission doesn't make the times you can use it be very nice. Like bypassing the 2-mile trip to the far corner of IP.


 

Posted

[u]Mission Door TPer Recharge is Too Long[u]

Ouroboros Portal; earnable in-game; level 25 minimum; connecting 5-6 zones; 5 minute recharge, can be shortened by global recharge.

Base Portal; 24 month Veteran Reward; level 3 minimum; theoretically connecting up to 24 zones; 30 minute recharge, can be shortened by global recharge.

Pocket D TPer; GvE purchasable; level 3 minimum; connecting 4-5 zones; 30 minute recharge can be shortened by global recharge.

Summon Teammates; earnable in-game level 20-25 Mayhem/Safeguard; tps teammates in zone to caster; lasts 24 hour in-game time; 5 minute recharge, can be shortened by global recharge.

Assemble the Team; 42 month Veteran Reward; level 1 minimum; TPs teammates in zone to caster; 30 minute recharge which can not be shortened by global recharge.

Mission Teleporter; Mac Edition purchasable; level ? minimum; TP directly to mission door; 120 minute recharge which (can or can not) be shortened by global recharge.

====

Clearly this new power is an outlier compared to similar powers. The other purchasable power, the Pocket D TPer can sometimes refresh in less than 15 minutes while this purchasable power, while more useful since it goes to your final destination, instead of a hub, is 120 minutes.

The Base Portal can be a hub to 24 zones and recharge in 15 minutes.

If the Mission Door TPer's recharge is reducible with global recharge, I could possible see letting it stand at 120 minutes, since so many players go for recharge. But it's much more fairer if it were on a 60 minute irreducible timer.


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Posted

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Well thats not how it was originally advertised to us.

[/ QUOTE ]It was advertised as a power that teleports you to the mission door. That's what we got.

A five minute cooldown would be insanely overpowered. That's up every single mission. If you can't see the problem with that...well, then I wouldn't really be that surprised. But most people would.

[ QUOTE ]
Agreed. 2 hours is way too much for a power like this. Even 30 minutes would be kinda pushing it, but it would be acceptable. 2 hours renders it a basically useless power.

[/ QUOTE ]...how does that make it useless? Just because you can't use it for every single mission doesn't make the times you can use it be very nice. Like bypassing the 2-mile trip to the far corner of IP.

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By the time you're doing missions in IP, you have a travel power most likely decked out with at least SOs. You save MAYBE a couple of minutes every 2 HOURS using this power. That, to me, is useless.


To this 4/4 beat, I'm in time with you. To this 4/4 beat, I would die for you. Your lovesick melody is going to get the best of me tonight, but you won't get to me 'cause I won't sing.

 

Posted

And Zombie_Man once again shows how to make competent, well thought-out feedback.

I'm almost certain the power is unaffected by recharge bonuses. It certainly didn't seem to come back any faster on my 'troller with perma-hasten.

While I think it's likely to stay at 2 hours, given the increased benefits over any of those powers, such as being able to teleport to anywhere in the Shard, for example...1 hour is at least a reasonable request.

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By the time you're doing missions in IP, you have a travel power most likely decked out with at least SOs. You save MAYBE a couple of minutes every 2 HOURS using this power. That, to me, is useless.

[/ QUOTE ]Plus the travel time from wherever you started to your transportation mode of choice to get to IP. Plus even more travel time if the initial start was from, say, Dark Astoria or Crey's Folly which has no direct route to IP. Plus some possible zoning...

There's more potential here than just a couple minutes.


 

Posted

People are actually complaining about the recharge time on the mission teleporter? Seriously?

Travel time in this game is already ridiculously easy. Between travel powers, O Portals, Pocket D TP etc. A 2 hour recharge time is appropriate. I admit surprise that it's more than an hour, but anyone who thought this was going to be less than 30 minutes was deluding themselves.


 

Posted

Ok, so excuse the dumbness of me, but I want to make sure I understand this... cheaper to buy the set because of one month of free game time as $20<$25...

How does the one month free work for those of us that are automatically billed each month for playing? Would it just not bill me for the next month? Or would I not really get that perk? Otherwise, I WANNA BUY IT NOW! lol



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