Discussion: Find out more about the Paragon Market!
There's one thing, and one thing only I crave from the market.
AE story slots.
If they 'crack' the limit on how many purchasable Architect Entertainment story slots you can get, I will craft shutupandtakemymoney.jpg pixel by pixel in MS Paint in thanks. Oh, and they will take my money. All my money.
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So my question in all this is what is meant by "Tier 9 offers new repeatable rewards."
Does that mean the rewards are offered for a limited time but once purchased are on your account for keeps? Does it mean they are rewards you can purchase more than once for increased effectiveness? Are they rewards that are only good for one character and must be repeatedly purchased for the benefits of said purchase for a different character?
Also, are costume piece purchases account wide unlocks or per toon?
I know these may seem pretty obvious to some but the repeatable rewards thing isn't clear to me at all.
Thanks for your time and consideration.
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Serious question:
Why stop at 48 character slots per server? Is there a serious hardware/server/software concern? Why not just let us go crazy! That said, thanks for the higher character slot cap. [edit: I honestly think the cap should be doubled to 72, and we should be able to filter our character select screen by alignment] |
Bottomline be happy they are increasing the limit from 36 to 48 in the first place. There's nothing that said they -had- to do that for us, and conversely there's nothing that says they might not increase it again sometime.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
Pinnacle & Virtue:
A bunch of Heroes - Alpha Team, Legion of Order.
A bunch of Villains -Black Citadel , Pinnache.
I'm liking the ability to purchase more character slots, but why only 1 more page? Why not let us buy a huge amount of character slots, like the previously suggested 72 slots? With 4 pages, my character list is still going to be dominated by Scrapper Primary/Secondary combinations I want to play. Especially with the new options opened up with the next round of Power Proliferation! I like other ATs too, but Scrapper characters get the priority on space!
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is there a line to be drawn on what gets purchased?
Can we buy mission complete tokens? Can we buy a travel power that lets us sprint but has an attached path aura that drops nickles and dimes as my toon runs away?
http://s305.photobucket.com/albums/n...stumes%202011/
Good advice, if I want to solo. If I want to do the top level task forces or any level 50 team content nowadays, though, I'm along for the ride if I don't have an incarnate with a reactive interface and an ion judgement. It would be more correct IMHO to say that if you want a hard game, go incarnate and limit yourself to running trials and incarnate tf's.
Now don't get me wrong, I'm not doomcrying or complaining (I loves my incarnates, really I do!), but I don't think I'm out of place by pointing out that many of these new additions that we (myself included) love and enjoy might just have the potential to trivialize the vast majority of teaming content. Incarnate powers are turned off when you exemplar, and I'm glad of it, but periodically I like to make my voice heard with regard to a preference for the preservation of some of the game's challenge, and when I see things like team and dual inspirations I can think of all kinds of ways to use them to abuse the current non-incarnate content. They won't be game-breaking, sure. But I do want to leave feedback. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
if you read what it says, it says 10 extra ENHANCEMENT slots for a total of 20 enhancement slots, the purchased 10 slots are account wide
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We're not at the ridiculously easy level yet, but best to give feedback now, right?
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
uhhh, you don't have turn on your incarnate abilities when you are on a team. Simply unslot them. yeah everyone else will keep it on, but it will make things harder for yourself. you could also switch to a build with SOs.
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And it's not THAT big of a problem. Yet.
I'd like it to stay that way, so I said something in a way that I hope isn't taken as complaining.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
I love it, Dual Effect Inspirations, something I once suggested back in the dark ages.
Now about that request to strip all PvP restrictions (from a non-PvP'er even!) because its just silly in light of all of these new THINGS you are giving us in game!
I was responding specifically to dual and team inspirations, which by themselves aren't that big of a deal, but in the larger context of inventions, level shifts and incarnate powers are indicative of a trend I'm beginning to find just the tiniest bit uncomfortable.
We're not at the ridiculously easy level yet, but best to give feedback now, right? |
You are in complete control of those. And as you stated team and dual insp aren't that big of a deal, especially since you have to pay REAL WORLD money for them.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Only if I solo. If I'm on a team I'd have to convince EVERYONE to turn off their incarnate abilities, else I'm just watching them play.
And it's not THAT big of a problem. Yet. I'd like it to stay that way, so I said something in a way that I hope isn't taken as complaining. |
As you've figured out you can't really control what difficulty a team decides to run at. That's the whole point of teaming, the team as a whole decides what they plan to do. If everyone on the team decides to go get nukes to make a tf they are about to run easier there's not really much you can do about that . . . except quit and go find another team, or solo.
Difficulty is a personal choice. I'd loathe the day when ONE person can decide how difficult an encounter will be for 7 other people.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
20 more enhancement slots (in two trays) for a total of 30?!
Thank you $deity!!!
This alone excites me because it will allow me to respec some characters whom I decided to go in a whole different direction with.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
I've mentioned that I wouldn't mind having to pay on an individual basis for costume slots per character. But frankly if I can drop a fixed chuck of money to have them all unlocked on my main account and be done with it I'm all for it. I know that I'll probably want costumes #6-10 on more characters down the line eventually.
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Except each of the three things you list can be un-slotted, and you can have a 3rd build with SOs.
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But I've already said as much. You do give me an idea, however, for a new super team:
The SO Lounge. Come on in, sit down, deactivate your godly aspects and take your inventions off. Have a drink for now, but get ready: we're kickin' butt old school, tonight!
You know what? The idea has potential.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
But I'm still worried about the 'uberness' being built in to the characters automatically, and with little extra effort.
I now mention the automatic fitness pool. Although, it is handy. And the bank travel powers, rendering those pools nigh on obsolete.
But yes, Enhancements, more of them, that's sweet.
I'll exit now, I don't think this is the thread to debate the strength of characters, carry on with the celebrations of extra costume slots!
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I've mentioned that I wouldn't mind having to pay on an individual basis for costume slots per character. But frankly if I can drop a fixed chuck of money to have them all unlocked on my main account and be done with it I'm all for it. I know that I'll probably want costumes #6-10 on more characters down the line eventually.
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By watching them play, I mean just that: you run in to make use of the character you've put hours into building, but whatever choices you've made are irrelevant because another player likes easy mode. I could run in completely unslotted and do just as well.
Unless I want to solo.
Difficulty is a personal choice. I'd loathe the day when ONE person can decide how difficult an encounter will be for 7 other people. |
EDIT- and before this gets out of hand, let me reiterate - I don't believe we're at that point yet. I'm just voicing concerns in what I hope is a constructive manner about FUTURE content.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Just to get the happy out of the way first: YAAAAAAAY! 30 enhancement slots! That's gonna make crafting badges much less painful and reduce trips to the auction house. Much pleased.
Knew about the costume slots but it's still nice to see it officially announced and confirmed account-wide.
The extra 12 character slots David kind of gave away this morning as coming down the pipeline but I didn't expect it quite so soon. This is a REALLY nice bonus for those of us with Altitis. I know I'll be making a mad grab for character names on the VIP server when it goes live (So I can finally get long-coveted names like Phage and Magenta *Crosses fingers*) and having the ability to purchase extra slots there will just make that server all that much nicer.
Now for the one thing that I noticed that I haven't seen anyone comment on. I know it's probably just a typo or accidental omission on a beta slide but, Time Manipulation lists the power set as being for Defenders, Corruptors and Masterminds, but fails to mention Controllers. I assume this was a mistake in that shot? The biggest draw of the set for me is to reroll my space/time manipulator Mister Eternal as a Grav/Time troller so he'll be an ACTUAL space/time manipulator instead of Grav/Kin. I know I'm probably just worried for nothing, but at least if we can get Redname confirmation sooner rather than later we can avoid some crazy tinfoil-hatter going nuts with it.
Now for the one thing that I noticed that I haven't seen anyone comment on. I know it's probably just a typo or accidental omission on a beta slide but, Time Manipulation lists the power set as being for Defenders, Corruptors and Masterminds, but fails to mention Controllers. I assume this was a mistake in that shot? The biggest draw of the set for me is to reroll my space/time manipulator Mister Eternal as a Grav/Time troller so he'll be an ACTUAL space/time manipulator instead of Grav/Kin. I know I'm probably just worried for nothing, but at least if we can get Redname confirmation sooner rather than later we can avoid some crazy tinfoil-hatter going nuts with it.
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Now ask yourself whether or not the second omission is a Freudian Slip...
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
[edit: I honestly think the cap should be doubled to 72, and we should be able to filter our character select screen by alignment]
Kohei-Vigilance Committee Founder
"Cowards die many times before their deaths. The valiant never taste of death but once." - Caesar by Shakespeare
AE ARCS: search for Kohei, Vigilance Committee, or...
#365403: Arch-Nemesis Inc.
#130465: The Dark Side of Time
#328975: Power Broker
#159392: Animal Uprising
#70770: Attack of the Bee People
#331282: Universal Evil