(LOVE MY SKY)!and Lugs, jesus greatest things ever!
Quest thingy, new, yet good idea
116 posts · 2007-05-31 12:32:47 to 2007-07-10 01:31:11
(LOVE MY SKY)!ThePigeonKing wrote:yuenwoping wrote:I know i was there!!!But things have changed since then....Umm whats wrong with you people(SOE)??Make it harder plz!!!We cant even kill a lvl 70 and now we have to kill a lvl 100!!!!!!Brilliant.......
Uhm... Complete Corrupters in the Assassin piece of story were level 255, and, like the current level 100 ones, require you to spray them with insecticide to damage them.
A few issues with the quest mission, but frankly, I'm glad it's nothing something people will not be able to get done in 1 day and say.. "next". However, I will say that the reward in regard to the quest should have a few more buffs to make it even more worth while.
Aquatium. wrote:
A few issues with the quest mission, but frankly, I'm glad it's nothing something people will not be able to get done in 1 day and say.. "next". However, I will say that the reward in regard to the quest should have a few more buffs to make it even more worth while.
Again agree with what Aquatium has said. I mean the devs could increase the buffs i mean look at the Prison Device 1% all for that was it worth all the hard work no way I SAY
vadorakamark wrote:Yeah i know but just to start with its very low considering how hard you had to work for it thats all im saying, But thanks for pointing that out.Aquatium. wrote:
A few issues with the quest mission, but frankly, I'm glad it's nothing something people will not be able to get done in 1 day and say.. "next". However, I will say that the reward in regard to the quest should have a few more buffs to make it even more worth while.
Again agree with what Aquatium has said. I mean the devs could increase the buffs i mean look at the Prison Device 1% all for that was it worth all the hard work no way I SAY
The buff from that increases as you take more damage btw.
Canbus wrote:ManicV wrote:Since nobody else has bothered to say it, for whatever reason:
Dear MxO Development Team,
Thank you. Thank you for making the corruptor spawn times so infrequent. Thank you for making the corruptor quest operate in such a way that prevents everyone from attaining all the high level gear by the end of the day of the patch.
I look forward to more stuff like this in the future.
Oh, you're fine with having twenty players wasting two hours of their lives waiting for a poor chance to fight a corruptor? Might as well replace all of the firearms with water pistols instead. Glad I never bothered with the most problematic content like this *Gives middle fingers to Manic*
Oh you're fine with getting everything easy, lol, you LOVE grinding lowbies...
Anyways, the only problem I see is that the codes don't stack which makes it really hard for lvl 50's, especially those who like to use multiple disciplines (clothing) or the collectors...to have enough room to even get ahold of an archive. Other than that I think it's a nice change to have people gathering in other parts of the city (Bathory pvp FTW
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, and to have a decent challenge in order to get the new items.
As for the luggables, yeah, there's a few problems with them, but I love the dynamic the luggables add to pvp, mixes things up a bit.
Finally, has anyone noticed problems with abs breaking a lot again? I had to relog twice because I couldn't even load a new gun from my inventory....either way, I like what the new update brings to the game, but it'll be that much better when the bugs get sorted out

Tenshi wrote:Good point. I was thinking that maybe the Fumigator Quest should be in the same format as the Smith Anniversary event just for the sake of letting the lowbie players farm frags and access node keys in Bathary Row. This would also cut down on the 10+ hours wasted in trying to farm the code fragments from the corruptors and the like.Canbus wrote:ManicV wrote:Since nobody else has bothered to say it, for whatever reason:
Dear MxO Development Team,
Thank you. Thank you for making the corruptor spawn times so infrequent. Thank you for making the corruptor quest operate in such a way that prevents everyone from attaining all the high level gear by the end of the day of the patch.
I look forward to more stuff like this in the future.
Oh, you're fine with having twenty players wasting two hours of their lives waiting for a poor chance to fight a corruptor? Might as well replace all of the firearms with water pistols instead. Glad I never bothered with the most problematic content like this *Gives middle fingers to Manic*
Oh you're fine with getting everything easy, lol, you LOVE grinding lowbies...
Anyways, the only problem I see is that the codes don't stack which makes it really hard for lvl 50's, especially those who like to use multiple disciplines (clothing) or the collectors...to have enough room to even get ahold of an archive. Other than that I think it's a nice change to have people gathering in other parts of the city (Bathory pvp FTW
![]()
, and to have a decent challenge in order to get the new items.
As for the luggables, yeah, there's a few problems with them, but I love the dynamic the luggables add to pvp, mixes things up a bit.
Finally, has anyone noticed problems with abs breaking a lot again? I had to relog twice because I couldn't even load a new gun from my inventory....either way, I like what the new update brings to the game, but it'll be that much better when the bugs get sorted out
I agree with everything you said, Tenshi.
Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.
But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:1) when the timers are supposedly "fixed", its supposed to be something like a 10% chance it'll turn up after 50 minutes, then an additional 10% chance every 45 or so. with that in mind, its highly unlikely some random dude on his own running a mission is suddenly going to be surprise attacked by a great big level 100 cloud of flies monster - even MORE so because of the fact its more likely to appear for a crowd of players as opposed one guy. and how / why on earth would they be taking 45+ minutes to do a standard mission (or even a critical, for that matter)?
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.
But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
Amative wrote:To add to this, Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.Correct me if I'm wrong, but the Corrupted boss does spawn on any player in the neighborhood does he not? In that case, 2 reasons not to make the spawn time shorter on the Corrupted quest:1) when the timers are supposedly "fixed", its supposed to be something like a 10% chance it'll turn up after 50 minutes, then an additional 10% chance every 45 or so. with that in mind, its highly unlikely some random dude on his own running a mission is suddenly going to be surprise attacked by a great big level 100 cloud of flies monster - even MORE so because of the fact its more likely to appear for a crowd of players as opposed one guy. and how / why on earth would they be taking 45+ minutes to do a standard mission (or even a critical, for that matter)?
1) He'll spawn on a mid-20 player just running through on a mission; bad for him/her, plus it'll make the boss harder to find since he may not be anywhere near where everyone else has gathered waiting for the spawn,
2) There are other things to do in Bathory already (getting the access key from that boss, farming for consumable objects to make pills), and it would be a pain to get killed while doing those.
But it would be nice if the spawn time was at least predictable, so we wouldn't have to wait around for the next spawn.
2) aside from the access key (which again shouldn't take more than 45 minutes in any case), farming some suff can be done absolutely anywhere else in game across the four districts. considering this is the first major addition of quest related content since who knows when, is it really that big a deal that people wanting to farm but NOT run any risk of being killed by one of those things could just, y'know, go farm somewhere else? seems like common sense to simply avoid that part of town anyway - especially as a mid twenty player running around in that zone stands a much bigger risk of being killed from any of the mid to high level twenty gangs that pack the area out, as opposed some random monster that probably won't spawn and attack them anyway.
finally, if we're going to take this line of thinking - don't put x new content here and have it do y, because these people doing this thing we've done since the game began might be vaguely impeded - then taking it to its logical extreme, we won't be able to put new content anywhere for the same reason.
i don't know about you, but i'd rather have new content that i can actually access through good and sane timing (instead of waiting round for 40 minutes for a no show) over a tiny inconvenience (likely no inconvenience) with regards something people have been doing since year zero.
we're really bothered about minor farming privileges (or taking crazy amounts of time to do missions) over the correct functionality of new content that should be accessible to all? wow.
if they don't drastically reduce the timers, then the next sound you hear will be that of a subscriber bumrush heading for the exit on the basis that they have little to no hope of ever experiencing the first new quest content since, well, whenever they put the last stuff in. because if theres no chance of getting involved in this quest, they certainly won't hang around another bunch of months to be presented with something else they can't play.
krytical wrote:QFE...I quoted at this post but I haven't read the rest of the thread yet. I suggested in the Corruptor thread in PvE that the items the level 100 drops be made available from the level scaled NPCs at a rare rate like 1 in 30, 1 in 50 or even 1 in 100. Just to give those unable to kill the 100 a chance.I think the difficulty is fine. Someone with a life will probably be able to participate in around 4 spawns per day, averaging 15 frags per spawn. It will take them approximately a week to get the top tier item which sounds about right. What I'm worried about is killing the big guys 5 times in order to get the other codes, it will take a lot of insecticides and coordination. If you're not part of a big faction or aren't the kind of player who can form 2 teams of players purely to kill the lvl 100 NPCs then you're going to have a hard time getting the other 5 parts.
Yeah i totaly Agree Kryticla its a bit unfair to all players who like to solo in this game -1Devs +1Krytical Very good point.
I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the update
Still need some more inventory room...
whats the respawn time at now?I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the update
Still need some more inventory room...
Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
Canbus wrote:Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
Amative wrote:Canbus wrote:Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."
Canbus wrote:I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.Amative wrote:Canbus wrote:Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."
Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
GoDGiVeR wrote:Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...Canbus wrote:I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.Amative wrote:Canbus wrote:Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."
Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
Canbus wrote:Uh, I tried doing the first few floors of an Exile hide-out when I was a lowbie with a few factionmates. I didn't see any point at all other than just novel time-wasters. The thing with the hideouts is that you could do it whenever you want, Live Events on the other hand were not. I wouldn't trade my Live Event participations for anything just so I could "get crappy loot from some obscure dungeon."GoDGiVeR wrote:Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...Canbus wrote:I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.Amative wrote:Canbus wrote:Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."
Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
Back on topic: I'll jack in now and see how the corrupted killing goes ^^.
Cheers,
Anuk
Kohlo wrote:Canbus wrote:Uh, I tried doing the first few floors of an Exile hide-out when I was a lowbie with a few factionmates. I didn't see any point at all other than just novel time-wasters. The thing with the hideouts is that you could do it whenever you want, Live Events on the other hand were not. I wouldn't trade my Live Event participations for anything just so I could "get crappy loot from some obscure dungeon."GoDGiVeR wrote:Slightly offtopic, but you missed a LOT of the game's content. As I said in another thread, there was so much to explore that it took me about 70 days of /play time to get to 50...Canbus wrote:I was only concerned about hitting 50 so I could actually make a difference in a Live Event. Never regretted it since the LET was going to get laid off before the game fell in SOE's hands.Amative wrote:Canbus wrote:Consumables are just not worth coding, as the 1.0-4.0 health and antibiotic pills are just P.O.S. items consuming inventory space, not to mention we could just loot the pills from some nameless NPC whether be it a gang member or missioning.The pills made with that frag might not be worth much to you or I, but to players between 25 and 40 they're *gold*
I was 25-40 once, I just never used them. I'm just content with "Run to safe area" then "/sit."
Seems like you've never done Construct or Hideout work, alone. If you want a good dropping chance in hideouts you need to be lowerlvl, which means that the guys can kill you easily. Antibiotics may be worthless because of lack of debuffs that NPCs can cast onto you but Health Pills?
As Amative said, they're gold.
Back on topic: I'll jack in now and see how the corrupted killing goes ^^.
Cheers,
Anuk
I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.what did they change in combat? i've tried and failed to find out what they fiddled with.
Bayamo wrote:I think this update and included combat SNAFU is the worst the game has ever seen, and it's seriously made me consider quitting.what did they change in combat? i've tried and failed to find out what they fiddled with.
lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.Wow, and jesus. I haven't had a chance to test MA yet, it's really that drastic a change?
Just a few of the effects...
Bayamo wrote:Yes! Spies got it really bad.lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.Wow, and jesus. I haven't had a chance to test MA yet, it's really that drastic a change?
Just a few of the effects...
Mindsweep wrote:whats the respawn time at now?I have to be fair and say they fixed the respawn time pretty quick, and I do not have a crash report everytime i start after the update
Still need some more inventory room...
exsuscito wrote:I don't see what you're having problems with. I think interlock is funner. I was against a few MKTs today and every fight was fun, even. Not hair pulling frustrating.Bayamo wrote:Yes! Spies got it really bad.lol, just have two Aikido GMs duel, and have one sit on grab or block. It'll go miss miss miss miss miss miss miss miss miss miss miss now, and take forever. It's a lot like CR1 now, because accuracy bonuses matter a lot more. The balance has been changed since CR2 was balanced with the "bug" in existance, and now it's gone, for example lack of thrown defense makes MKT much more powerful in IL now in addition to its high accuracy, whereas before MAs could tear up MKTs. IL is also nerfed, and the zerg strengthened, because it takes more time to kill in IL now, so free fire builds become stronger and combat even more about numbers.Wow, and jesus. I haven't had a chance to test MA yet, it's really that drastic a change?
Just a few of the effects...
Rezzing should cause the rezzer to flag.
We've been asking for that since what, day one?
Dont get ya hopes up, even if it is severely needed.
My feedback on luggables remains the same, should drop on death, effects/buffs should be lost on drop, shouldnt be hardlineable (but still subwayable) within the same strict, shouldnt allow hj while held, should be ones to fight over in constructs.
While fun they're certainly still a wasted opportunity providing no sort of new gameplay, its just a pretty effect and some buffs to the same old stuff. Have them really contested, with consequence and meaning.
What the hell is a Ravenfeather?
Fatmop wrote:What the hell is a Ravenfeather?
Viral outerwear, hideout drop.
nicolletteRS6000 wrote:Fatmop wrote:What the hell is a Ravenfeather?
Viral outerwear, hideout drop.
Would be nice if the Dev's fixed the hideout clothing to be of actual use in PVP/PVE. What am I going to do with a Ravensfeather with only 10pts BDR? Ooohh I know.. get my booty pwned!
nicolletteRS6000 wrote:As a hacker you should be used to getting your but1 kickedFatmop wrote:What the hell is a Ravenfeather?
Viral outerwear, hideout drop.
Would be nice if the Dev's fixed the hideout clothing to be of actual use in PVP/PVE. What am I going to do with a Ravensfeather with only 10pts BDR? Ooohh I know.. get my booty pwned!
. You want more damage on the enemy? You gotta give up some resistance... Priorities you know? 4% of Viral Accuracy is really good!
Stay on topic, this is Update 52 Discussion.It is on topic
So what is the actual respawn rate now after the hotfix?