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Everything posted by Astarae

  1. Why help us get imperial gloves when there is no way to upgrade them? You still need *2* mao gloves which are the near impossible item to get. So why skip Mao reqs, for 1, and 2, you did this before when you realized 100 rounds of a difficult dungeon is way too many and chopped all 100-round requirements to 10-round. So why have new items not followed the 10-round completion rule when you new that 100 rounds were too many for many or most people? You don't need to point out that some people can do it. Some people can program in assembly language as well. But no believes that assembly language should be required for programming. Programming is always advanced to higher level languages. So why requirements for tedious counts of 100 or to get items from bosses that have such poor drop rates. You've already shown that those requirements were abusive to most of the playerbase. So why would you go back to requirements that are already known not to work for most of the player base?
  2. I don't care if they disable it in the lessons...I'm talking specifically about allowing it when in battles against the bosses.
  3. It's needed now. I without being able to use simple mode, the training room is worthless, so rename it whatever, but I need to be able to compare what settings in skills and enhancements will do the most DPS. I can't train determining the best way to fight if I use the same mode in to test my damage as I use in dungeon. Anyone who disagrees -- tell me how ALLOWING someone the choice whether or not to use simple mode breaks your game. Why shouldn't people be able to train under the same conditions they use in the dungeon. There is no reason not to allow it that isn't already covered by not allowing simple mode below level 55-60. Why put something in and then randomly break it so people can't rely on it or use it?
  4. I don't get what this has to do with allowing practice training under "real-life" (as in actual conditions in dungeon) conditions. That alone is 1 bug. (not to mention you don't have same fps and ms in a raid vs. training room). Bug 2) since the advent of various skill talents, different talents do different damage. The training room is supposed to help you train in the different modes you can pick -- but since those were introduced, there is no way to get anything close to an accurate read of DPS over time. 3) different accessories don't do the same damage or give the same benefit due to which things are enhanced or not and what things work in combination with other things to give extra bonuses. Not only that, but damage will vary depending on long vs. short soul. How can you tell which is better if you can't try those out and hold the attack sequence the same over multiple attempts. All of those can't be practiced or honed in training. Why would devs work so hard to prevent us using something that is needed and normal to use in the dungeon? There used to be work-arounds and weird ways to get simple in the training room -- why would you prioritize fixing bugs that compensate for development flaws rather than either just leaving them alone, or fixing the development flaws? How can you justify spending the time to disable a feature that lets players work around a bug when you aren't fixing the bugs themselves? There's plenty of other bugs that go unfixed, but you have to make sure a player work-around for a design flaw is disabled rather than working on more important bugs? Why? So now, you are left with the request to fix the original bug of simple mode not working in boss fights the same as it functions in the dungeon. What possible reason do you have to disable that? You can't claim that it wasn't implemented in the training room -- as it was. What was the reason for going out of your way to disable training the same way it worked in the dungeon? It's suppose to be a training room, not a torture room. As it is, its worthless (the fighting against bosses part, specifically).
  5. Do you have a reference for your statement?
  6. I wouldn't project your habits onto others.
  7. Noticed when I went to buy associated Countdown Hat to go with Countdown outfit that I received from the Sunfire Outfit Selection chest, that it was missing. Submitted message of oversight/"wheretoget" to support. Got reply: responded with question of "why" and repeated, "wheretoget"; received: Following these instructions, I'm posting this petition as a request to the Dev Team to make the hat available in the F10, Hongmoon store for no more than 575 NCoins (preferably less) and highlight it under the "limited Time" section for at least a week, so it will be seen by those wanting it (simply adding it to the adornment chest won't notify anyone that the hat is available) Additional help: add an Adornment Chest to the characters that acquired the Countdown outfit from Sunfire Outfit chest, limit 1 hat/character (Note: not limited to 1 per account). Thank-you. If you don't want this, start your own petition as a response to this will be taken as supporting this idea and wanting the hat, for those who already possess the "Countdown outfit", obtained from this event, on one or more of their characters.
  8. On a gunner, most seem to think that simple mode is going to get you near optimal without killing your hands/wrists. I appreciate the info, but your info seems like the polish that goes on after building up a base. I.e. we are looking at averaging 60% more damage and even with a 7th BS out of 6, that's still only 17% more damage. But working on such fine tuning now just frustrates the *bleep* out of me given how much time I've felt like I'm standing still. Most of my recent efforts have been on my FM who I started maybe last November though really, in linear time, that's more like early Feb, since I couldn't get the game to run for about 2 months in there (spent weeks w/support and they finally gave up saying there was nothing more they could do). But I've felt pretty much stuck on the gunner due to no ability to progress in a way I can see any consistent difference (my GS, BTW, I started after thanksgiving the previous year(2018)). Anyway, I keep working on variations above/beyond SM, though I wish they'd let me choose what key to put it on rather than taking away my mouse key. I have a 4 button mouse with 2 keys that pretty I can't make much use of because BnS doesn't allow alternate inputs (like Mouse3 & Mouse4). Working with variations was partly my reason for putting the SM-toggle on CAPS-LOCK, where it's no harder to hit than tab, sometimes less, unfortunately if I don't make the reach for tab. Thanks for the tips, though not sure when I'll be ready for them.
  9. ms=127-133 rt now, have seen as low as 99 in wee-morning, and recently 160-180 under loads. refresh was 70FPS in windowed 1600x900 and 100FPS in full window 2550x1600 mode (weird). Idle (indoors, by self, 120FPS norm). As I mentioned above, I was using the "Simple Mode" in both cases as a baseline, since it will send the same keys with the same timing each time I do it. I really use an assisted simple mode, meaning I'll manually crank out a 4VTAB on my GS at the start of a battle or if I see the corresponding skill timers @0 (have my SM (SimpleMode) on CAPSLOCK, so its easier to reach typing normally). On FM, if especially when I'm buffed, I'll try to make sure to hit 'Z', before adding '2' to SM(Simple). My non-simple mode damage is notably lower, and at least for gunner, I'm told, should be optimal. Ideally, if given a chance, I'll time my GS rotation to start when soul is @ 0 (not on CD). As for FM, not sure of DD vs. Inf. order, as I usually use Simple mode. I find that my GS sometimes doesn't use BS when it should be -- so I'll hit 'f' during those times to start it. Usually get around 5-6 rounds unless I miss the start or don't have my counters sync'ed for some reason. But again...usually using SM
  10.á (with either all points in offense or with potions/edibles). Seriously greater than 1900 with both. FM (with both, since with points-only, she's only @1899 AP) I have complained to support about low damage on gunner lately -- seems maybe since last update (when this event started) are down hits, but was told "many factors affect damage"...etc etc etc.
  11. Countdown missing hat

    The Countdown outfit in the sunfire chest is missing its hat.
  12. Nothing good last long here (Sacred Longgui key)

    Actually, I thought they had subbed in orb-of-ascensions...sacred orbs, don't really care. But they should give more keys and more green gems so I can at least open the 4-6's on a 1-6. That's sorta lame. Maybe cut the green-orb cost to 5, or take 1 yellow as a substitute.
  13. Free Bundles Available in the Hongmoon Store

    Would have been nice to have known about the rewards before they were removed from the market. Why not put them back in so people who missed those rewards can pick them up?
  14. Can't do it on my gunner or FM. Both are over 1900AP depending on HM point allocation. Sure gunner might start over 1M, but hold? Lately its been holding around 700-800K on simple mode -- similar with FM but w/o the burst. No, can't get mao gloves, can't get ET (never been in a TT run where I was fighting). Gunner got close down to <20%. So what is the stupid weapon for? Does anyone at NCsoft listen? It wouldn't help me anyway.
  15. Sunfire Outfit Selection Chest

    He is often making things up. He's a troll, a harasser and a spammer, but the mods won't do anything about him. I asked him not to post on one of my topics and he jumps in and shoots it down, saying it's his right. When I told him off, because I had asked him not to post a response, _I_ got suspended for a week for harassing and bullying him! As for the titles I used above -- they describe his actions. He stirs up arguments and upsets people and creates a divisive mood on these forums (trolling), he "follows" posters around to put them down, discredit and won't leave people alone even when they ask (harassment), and he posts his unwanted, opinions all over the board and no way to unsub from his posts -- spamming. He gets complained about and laughed at as a meme in faction chat because he posts so much wrong information. His only purpose is to shoot people's ideas down and if he has to make something up to do it, no qualms about it. Looking at his post count -- he can have no job except to post here, harass people and drive people off the board. He claims to play the game, but I certainly don't see how he has the time and has made mistakes about game play which make me believe he doesn't play either. Also, as far as outfits coming with accessories -- look at the bathing suits over the past few weeks -- most of them came with accessories and many with race/sex variations. The accessories are split off when the items are sold again as "repeats" to make more money.
  16. Nothing good last long here (Sacred Longgui key)

    People? Cite the references and quotes. I don't have enough keys to open my chests as it was. So please stop making things up just to support your secret employer.
  17. What does recovery do?

    Says there is a rate (a rate of what? per how long?) and a "chance%"??? with base as 100%? What does that mean? Even with similar recovery rates, my FM, for example, will bounce up/back from KB/KD much more often/faster than my GS. Why is that or what stat is that supposed to be related to? Thanks. A*a
  18. 1) in most real-life and DnD type games, if there is something that affects speed, that usually increases your chances of getting away or avoiding something -- like evading it. I.e. shouldn't move speed increase your base evasion rate by 1%/point in speed (5% increments)? I could see it not increasing your equipment's assistance in evasion, but certainly it would make sense if it increased your base rate by the same % as speed increased? Example base 1200, equipment adds 3600, so total score would be 4800. But for each increment in speed, add 5%, so when movespeed is 25% faster, then your base would be 25% more, or 1500. Your total would be 5100. Realistically, that's only a 6% boost to overall score, which may not be that much, but should hopefully increase your overall evasion rate bit a point or so. 2) health regen -- seems like it doesn't work except in battle? Why not have it give the same % bonus out of combat as well? Combat regen is nice, but Regen to help your out-of-combat time (where you spend most of your time) would not only be a nicer perk, but make sense as well. And follow your moms advice, if you don't have something nice or supportive to say, then think about not saying it!
  19. HMpoint buff stuff: speed + health regen

    Grimoir, that last line was specifically for you. What part about being nice or supportive do you not understand? The stats there are for whatever they are implemented to affect. Are you stupid? I didn't ask why it doesn't. I am suggesting that I'd like to see it do that, yet you answer about "what is". That has nothing to do with what I was saying. Speed in normal life and other games is correlated to evasion, so don't pretend they aren't related to each other or that they shouldn't be. And the titles on the HM page are "Health regen" (not combat only as it reads in the tooltip), and Move Speed (not just running speed)... You are just being plain stupid claiming that those items could not be made to affect normal regen and evasion because they currently don't. Go get a clue somewhere. What is it to you? What is your problem, do you enjoy defecating on people's ideas all the time? Go away. You are not being helpful to other players. Your constant negativity sucks. The support people tell us to post ideas here, yet everyone has to put up with you saying nothing should be done and that they are wrong for thinking so. I know from what I read here, that I'm not the only one who is sick and tired of your trolling the users in this forum. Go get a life someplace else.
  20. Today, I was getting 150-200ms, which is 60-70ms slower than normal. Is it true NCSoft has been under a DoS attack the past few days?
  21. What does recovery do?

    Under Recovery it says it "Increases the amount of HP recovered by 0". Not very helpful for HP. So if I add 20 points to regen in on the HM page, I get 4 'units', for each unit I get 2000 HP / 2s, *only* in battle, and get 2% extra recovery. Why would HP regen add 2% to recovery if it only helps HP? Why not just add another X-points to the HP-regen? You may be right, but it being for HP, but why have an extra HP-only stat? Recovery bonuses seem like they should help you recover from bad effects -- poison, stun, kd, etc... As it stands it is worthless. For that matter, why is it only combat regen? Why does regen only work in battle which is a minority of time in the game? As for speed boosts, why doesn't speed increase your agility and/or chance to evade? As for wisdom, why do my characters have 0, as well as concentration and mastery? Since they are all 0, it may not matter much what they do, but why have over 1000 pts in recovery that does nothing for me? Saying it's for HP, when 1000 pts gives me 0 extra HP, is a bit ludicrous. I.e. it can't just be for HP when I get 0 for having over 1000 pts in it AND when there is already an HP-regen score. So why have a separate one that does nothing? It's be nice if willpower, concentration and mastery had any value, but that's another dead feature to me. Some respond that they can use willpower. Um...How? Of course to use it I might need to have some, but what difference does that make? More important to this question though, is why my over-1000 pts of recovery do nothing. (?) Was there ever a help system for what any of these stats mean at some time? I did notice a help page key one could press on the customizing keys page under options, but that does nothing, of course.
  22. Broken Trove Logic

    I guess you missed the point completely -- the reason is in casino, the odds are posted and known (usually, depends on venue, but in largest US venue, Nevada, it's the law). Compare that to them having NO CLUE what they are doing spending their money where the odds are unknown, and the code create odds based on your past wins, your name, and how much you spent in the last month. There could even be code "if player==Grimoir, then 1) reduce ping-wait to minimum, else add 30ms or more, 2) raise % chances for good things by 50% (including trove results)". Even if not done with your name, people see some classes have benefits *in the game*, over other classes. Why not add increased win-chances for some classes or races, whatever? At the very least, an equal screw-everyone algorithm that gives lower odds based on number of 3-star crits this trove would be easy. You can't claim that you *know* anything about how the odds are applied. Unless you've seen the code for this trove, you can't really claim to *know * that odds are fair or anything about them. Even if other people win item 'X', doesn't mean it is winnable by others. They could add in code to restrict number of an item that can be won in the trove to the first 'N' people. Certainly wouldn't seem fair for a trove, but some items are restricted that way "as prizes" in other areas of the game, so it wouldn't be impossible to consider it being justified for inclusion elsewhere. You can't know what you are doing -- unlike casinos or state lottos, where the odds change over time and are updated and republished as they change. Show me where that info is for in-game items, and I'll believe the situations are similar.
  23. Tips for current Tower of Infinity?

    Yeah, those classes that can suspend you -- do so for, easily, 10s at a time, while best I can do is 1-2s on FM and 0-.5s on GS. What's up w/that? Why can enemies in ToI and other masochistic solo grounds immobilize me for such long periods, but I can't do the same. Even GS's aerial is over in about 3-sec -- everyone talks about that, but it is lame. I have option to spam 'c' or lose the progression, and w/spamming, I get some low-fixed damage. Why can't I keep them up for a while like they do me? Nooo, really? Tell me how you really feel! Seriously -- I know some find dungeons like mao trivial, but I haven't made it past dogboy or slashimi on outhouse island! It's pathetic, reeling him in, is one thing, but trying to push him away with a fishing line? That part doesn't work so well for me.
  24. Complainers

    I doubt they were removed -- just not transfered from their main . Why would they remove them? It makes no sense. For what you are saying to be true, there'd have to be a significant advantage to outweigh the longer time it takes to complete the dungeon. P.s. your megawhale cutoff should be a bit higher, maybe 2-2.1k? I'd hardly consider myself even a full on whale, let alone mega considering over 1.5 years in development, but have over that on my 2 mains, who according to someone on this board, wasn't intended to benefit from either of the last two events with one being for those considerably ahead of me, and the last being for people lower level than me.
  25. Broken Trove Logic

    At the casino's though the chances of you winning are posted and known in advance. All of the modern slots are programmable by the owner as to how much "hold". On larger bet machines, the hold is a smaller percent, like 1-3%. From the consumer/user standpoint those machines have a 97-99% payback or a win rate of 0.97 - 0.99. Machines also have a different number of rounds to play before a jackpot is hit. A 1$ machine with 5 symbols and 5 columns that need to match, for one symbol would have ⅕ × ⅕ × ⅕ × ⅕ × ⅕ = 1/3125. But there are 5 values that can match, so win chances are 5/3125 or 1/625. If it paid off $625 every 625 rounds, the winning odds on that machine would be 1.00. Say the machine owner inputs their "hold", at 4%, that means in 625 rounds the machine only returns $600. For a gambler, they'd rate that machine having a 96% average return. The odds are supposedly better today, but 18 years ago, on Nickel slots, returns ranged from 93.4% at the highest casino, to 85.02% at the airport. Now days, some casinos advertise a 99% payout on some of their slots. Think for a second, comparing slots with trove. w/slots you get back over 90%, average. With trove, the payback isn't in dollars, but in virtual goods that have a 0 dollar, incremental cost. In vegas, the main source of income is from slot machines! Even with casinos giving back 90% in real money, the slot machines are where casinos make most of the money. Ignoring the value of the payout, one might look at the frequency of payout on highly wanted items. Well, if something doesn't come out in 2000 plays, its not likely to have very high odds of being paid out. In all of this, whether NCSoft gives you a payout in 10 plays or 10,000 plays, their incremental cost is still $0.00. Now you can claim that you should expect nothing from NCSoft's "prizes", but note, it also costs them nothing to give you a nice item vs. a fortune potion. So it's a bit one sided to say that players should expect nothing when the founder of NCSoft, is #1349 this year on Forbes richest people list and is #10 on the list of the worlds wealthiest video game billionaires.