Help requested for Lost cure


Electric-Knight

 

Posted

The following has happened to me at least twice. My toon crafts the Lost cure. Then, in my eagerness, I start curing Lost without realizing that I didn't actually GET the mission (Cure Lost) from Monty yet. I cure one Lost, the cure evaporates, and I can't complete the mission. I can't even auto-complete it, because Monty didn't give me that option. Just now, I had to bother Support, who graciously completed it for me. Would someone please either make the mission auto-completable, or put a safety catch on the cure so it can't be clicked before you have the Cure Lost mission? Thanks, all.


 

Posted

don't be so hasty and make sure that you have the mission.


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
don't be so hasty and make sure that you have the mission.
This is not a solution at all. Not everyone knows about the bug -- to just let the bug lie around would be an uncalled-for punishment.

I'm sure the best that can be done for now is to report the issue and hope the devs are able to fix it soon. This could affect a fair amount of people, and probably does. /signed


<[V]>IRTUE Player
Active 50s: Malevolency: (50+3 SS/WP Brute) / Sky-Scar (50+1 Robots/Dark MM) / Venomvein: (50+1 Crab) / Warlocked (50+1 BS/Shield Scrapper) / Some 50s Inactive

 

Posted

it's not a bug. you have to call to get the mission.


 

Posted

I'm in agreement with Sharker. It's not a bug, but an oversight of the player. Not a big deal, we've had to protect players from themselves before and we'll have to do it again (and by "we", I mean the Developers).

I would "counter" suggest that there be one small change. We can increase the number of charges, so that even if the player makes the mistake, they can still complete the mission and only have a face palm as punishment. That would be the easiest and (in my opinion) the best option for this. There's no need to go out of the way to alter the basic workings of the power with unused tech (making inactive until a specific mission is collected) or altering the mission in any way.


 

Posted

Haha, I have actually started to do that once or twice myself... However, I never used up all the charges and I was able to complete the mission (Usually go to select the mission to see how many I need to do and then discover that I forgot to get the actual curing mission).

Honestly, I didn't even recall that there were a limited number of charges.
I always just lose the wand after the mission complete (Which makes me sad... We used to be able to keep it, didn't we?...

I had a friend who it never disappeared for... and she kept accidentally hitting it (it was apparently right next to a keybind)... Every time I hear that noise of that wand, I think of her typos!!

I say... give it unlimited charges and let us keep them forever!


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Electric-Knight View Post
Honestly, I didn't even recall that there were a limited number of charges.
I always just lose the wand after the mission complete (Which makes me sad... We used to be able to keep it, didn't we?...

I had a friend who it never disappeared for... and she kept accidentally hitting it (it was apparently right next to a keybind)... Every time I hear that noise of that wand, I think of her typos!!

I say... give it unlimited charges and let us keep them forever!
It's almost like having a power that one shots ANY npc of a faction and counts as defeating it would somehow be exploitable.


 

Posted

Quote:
Originally Posted by LISAR View Post
It's almost like having a power that one shots ANY npc of a faction and counts as defeating it would somehow be exploitable.
Hmm... you don't get xp for it though, right?

I don't know... I understand the thought, but would it really be something you could use to successfully exploit something? (It very well may be)


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
it's not a bug. you have to call to get the mission.
You're right. It's not a bug. It's an unfortunate design mishap.

Ideally what would happen is that either:
(a) you'd "craft" it, but Montague would have to inspect it before you could use it - you'd get the actual power after that (and you'd have the mission,) or
(b) The mission would segue directly into curing lost (IE, you'd have two things showing in your mission objectives - Craft the cure, then Cure the Lost.)

The mission should not become "non-completeable without GM help." The fact this *is* possible to do is something that should be repeatedly brought to the devs attention so they can find some way to rectify it.


 

Posted

Quote:
Originally Posted by Electric-Knight View Post
Hmm... you don't get xp for it though, right?
You do not. At worst, it would be a "harassment tool," and even then it's got limited charges (and the person doing the harassing would end up finishing the mission they need it for.)


 

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Quote:
Originally Posted by Memphis_Bill View Post
You do not. At worst, it would be a "harassment tool," and even then it's got limited charges (and the person doing the harassing would end up finishing the mission they need it for.)
Unless the lost in question happens to be Slag of Skyway, Gruesome of Galaxy, Blast of Hollows, Ruffcut of Perez, Ant of Atlas, Blubber of Steel or Dastard of Fault.


 

Posted

It should be fixed so that you cannot use the wand until you have the mission OR the mission should begin when you craft the wand. . . .

AND the damed recipe should drop from your list once you craft it, cause it's not like you get to do it again!

All my toons have it, even the Praetorians, it makes no sense at all.


 

Posted

Quote:
Originally Posted by Mr_Right View Post
I would "counter" suggest that there be one small change. We can increase the number of charges, so that even if the player makes the mistake, they can still complete the mission and only have a face palm as punishment. That would be the easiest and (in my opinion) the best option for this. There's no need to go out of the way to alter the basic workings of the power with unused tech (making inactive until a specific mission is collected) or altering the mission in any way.
The temp power comes with 50 charges. You only need to complete 20 charges to complete the mission. The power already has an excellent surplus of charges.

The only thing that needs to be changed is to make the mission droppable. Of course if the mission gets auto completed the player shouldn't be eligible to get the badge that comes with it since they never actually "cured" any of the Lost.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
The only thing that needs to be changed is to make the mission droppable. Of course if the mission gets auto completed the player shouldn't be eligible to get the badge that comes with it since they never actually "cured" any of the Lost.
Eh, I wouldn't agree. If it was "completed", then the Lost were cured. Apart from autocompleting, I would like to see the recharge on the wand dropped next to nothing. So many groups of Lost standing around, and you fire one shot off and they scatter. It was cute the first dozen times or so, but now...


 

Posted

Quote:
Originally Posted by PennyPA View Post
Eh, I wouldn't agree. If it was "completed", then the Lost were cured. Apart from autocompleting, I would like to see the recharge on the wand dropped next to nothing. So many groups of Lost standing around, and you fire one shot off and they scatter. It was cute the first dozen times or so, but now...
That only happens if you're level is too high for the NPCs you're fighting, like every other time you pick on something too low for you.


 

Posted

Quote:
Originally Posted by Mr_Right View Post
That only happens if you're level is too high for the NPCs you're fighting, like every other time you pick on something too low for you.
After 75 months, I know that, but thanks anyways. Still isn't cute after bringing a gold side toons over and they finally getting to a level to run this mission. My point is that it would be nice if the recharge was short to nothing so you can get more shots off before they scatter too far.


 

Posted

Quote:
Originally Posted by PennyPA View Post
After 75 months, I know that, but thanks anyways. Still isn't cute after bringing a gold side toons over and they finally getting to a level to run this mission. My point is that it would be nice if the recharge was short to nothing so you can get more shots off before they scatter too far.
Oh I got your point. I'm just suggesting it's not needed. Preatorian character? Lost go up to level 30. Large groups scattering far and wide? Pick on smaller groups that aren't in a Hazard Zone.


 

Posted

Just make the wand convert attack an AOE, so you can take save a group all at once. Either that or increase the recharge of the wand. It feels like a big waste of time waiting around for the wand to recharge after you have run the mish a bunch of times.


 

Posted

Quote:
Originally Posted by PennyPA View Post
Eh, I wouldn't agree. If it was "completed", then the Lost were cured. Apart from autocompleting, I would like to see the recharge on the wand dropped next to nothing
/this.

There's really no reason for the recharge to be *that long.* I don't even care about the "scattering" (usually they're chasing whoever you converted anyway.) You don't get XP. There's no real reason to have you just stand around waiting... just let me get the mission over with.


 

Posted

Quote:
Originally Posted by Mr_Right View Post
Oh I got your point. I'm just suggesting it's not needed. Preatorian character? Lost go up to level 30. Large groups scattering far and wide? Pick on smaller groups that aren't in a Hazard Zone.
Not needed? LOL! Too funny. Many suggestions are not "needed", but nice to see implemented.

And don't tell me what groups I can and can not "pick on".


 

Posted

Quote:
Originally Posted by PennyPA View Post
Not needed? LOL! Too funny. Many suggestions are not "needed", but nice to see implemented.

And don't tell me what groups I can and can not "pick on".
I'm not telling you who you can and can't pick on. I'm giving you alternatives. You said you were having issues with large groups scattering. I suggested smaller spawns who can't / won't scatter because they're the appropriate level for you.

And yes, a shorter recharge time would be nice. It currently recharges in 12 seconds, but only feels long because you're not doing anything else beyond waiting for it to recharge (at least I am). I would probably be perfectly happy if they dropped it to just 10 seconds, possibly 8. Though I wonder... how does it compare to the Infected Serum?


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
The temp power comes with 50 charges. You only need to complete 20 charges to complete the mission. The power already has an excellent surplus of charges.
...
Hahaha... Okay, so it starts with 50 charges...

Good grief, how can anyone use up 30 of those without realizing they haven't taken the actual mission...

Yeah, I meant to check and see how many charges the wand began with, because, like I had said, I thought it was unlimited, hehe.


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan