Help requested for Lost cure
don't be so hasty and make sure that you have the mission.
don't be so hasty and make sure that you have the mission.
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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
it's not a bug. you have to call to get the mission.
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.
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!
and round up everyone that knows more than they do"-Dylan
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.
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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)
and round up everyone that knows more than they do"-Dylan
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.
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.
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.
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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...
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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.
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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.
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
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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.
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.
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And don't tell me what groups I can and can not "pick on".
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". |
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?
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.
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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.
and round up everyone that knows more than they do"-Dylan
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.