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Suggestion for power replacers

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Items and Crafting
I see a lot of questions on how to use various crafted or dropped power replacers. Some add effects, some are costume unlocks... lots of confusion on how to actually use them.

I humbly suggest you add a simple power replacer reward (tailored to the character's chosen framework -- their energy builder if they split between two on creation maybe) in the tutorial. It doesn't have to do much of anything, just show people what they are and how they're used, and mention that others will unlock costume pieces.

Won't stop the questions, but it will help.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    At this point even a mention of crafting in the new manual you just posted would be nice. I'm about to go read it again, but on my first pass I didn't register anything about crafting being present.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    Honestly, anything that better explains the crafting system is a big plus. The process feels very ambiguous, and most of what I know now I learned by guesswork and elimination.

    That, and power replacers = shiny.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    Honestly - I dont have a clue why I chose what I chose or what it does. I just picked a school and subschool that sounded interesting. I have no idea what it gives to me, how to differentiate between the schools, or sub disciplines.

    The most completely unintuitive system I have ever come across in an MMO. But who knows... maybe it will change once I become familiar with it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    It definately needs to be somewhere. I had the question of being able to use more than one power replacer at one time. Mos people weren't sure, but we came to a concensus that since power replacers are Primary Offensive enhancements, you can only use one. This makes me sad, because with the amount of customization in the game, you'd think I'd be able to use more than one for sets that would make sense to have that ability.

    Example: Munitions toon has pistols, rifles, greandes, etc. All have available power replacers, but with the current sustem I have to choose which weapon I replace. I feel I should be able to replace all weapons to go with a 'themed' appearance. I'd really like to be able to use the Qularr Pistol, Qularr rifle together, and a like grenade (not sure if theres's a Q grenade).

    Claws, single/dual blades for example, I can understand only using one replacer. They have static weapons.

    Any chance this can be implemented in the future?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Backhand wrote:
    It definately needs to be somewhere. I had the question of being able to use more than one power replacer at one time. Mos people weren't sure, but we came to a concensus that since power replacers are Primary Offensive enhancements, you can only use one. This makes me sad, because with the amount of customization in the game, you'd think I'd be able to use more than one for sets that would make sense to have that ability.

    Example: Munitions toon has pistols, rifles, greandes, etc. All have available power replacers, but with the current sustem I have to choose which weapon I replace. I feel I should be able to replace all weapons to go with a 'themed' appearance. I'd really like to be able to use the Qularr Pistol, Qularr rifle together, and a like grenade (not sure if theres's a Q grenade).

    Claws, single/dual blades for example, I can understand only using one replacer. They have static weapons.

    Any chance this can be implemented in the future?
    Although you can have only the one Power Replacer itself equipped. I believe once you get them they unlock that graphic in the tailor. Therefore I would think if you went to a tailor you should be able to do what you ask.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Misionary wrote:
    Although you can have only the one Power Replacer itself equipped. I believe once you get them they unlock that graphic in the tailor. Therefore I would think if you went to a tailor you should be able to do what you ask.

    "Kind of"...I can get the "skins" for those weapons, but not the actual effects. I can have the power replacer for one weapon and have it's skin and graphics (say the green toxic blasts from the Q pistol), bt if I draw my rifle wih the Q rifle 'skin', it just goes 'POW POW' instead of 'PEW PEW'...see the difference?

    edit...I don't HAVE the Q Rifle but would like to. But as it stands I would still have to choose between the pistol or the rifle. I should be able to use both, since it's 2 different powers using 2 different weapons.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    hey Anti, there's something I'm kind of lost on lately.
    Am I doing something wrong or can we no longer craft anythign except primary equippables?
    I can only craft primary offense, defense, utility, no longer any secondary?
    Is this as intended (and if so why).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?
    There's a crafting tutorial in the second part of the tutorial, in Canada or the desert, when you craft either a rad-resistance consumable or a cold-resistance one.. Arguably, it could be better, but it's there at least.

    The power replacer one is lacking to the best of my knowledge, though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    The blueprints for the Secondaries seem to trickle in post-level 200 crafting. Along with the first customiseable upgrades.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Zap-Robo wrote:
    The blueprints for the Secondaries seem to trickle in post-level 200 crafting. Along with the first customiseable upgrades.

    See I thought that might be it, but I couldnt' remember. When I was beta testing crafting I always just buzzed through the lower levels as quickly as possible.
    Now that I've stopped I was disoriented and got to wondering if something had been changed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Arms skill up to about 260+ now, and I have to say I really love the system where you can choose the quality of some of the items depending on what resources you have available.

    Awesome Cryptic, as I felt most crafting in other games to be just tedious and boring as hell. =)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    For the most part I found the research crafting pretty intuitive, but one thing that could really do with an explaination ingame (or a better one if I missed it) is the Innovation part of researching, it took a little figuring out that the way to buy those shop items that didn't cost money was via researching

    An explanation of power replacers would be nice too.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Personally I didn't feel baffled, I like the idea, but was very frustrated by the lack of information on what I was doing, some of my thoughts:

    1. The crafting specialisations I've chosen were all geared to the character theme not their superstats, is there anywhere in game that explicitly tells you what stats each school is good at?
    2. Took me a while to work out where insights came from. The flash text telling you what components you got is very quick when you get a lot of stuff, so all of a sudden I had one in my inventory after spending quite a while looking for them.
    3. I don't think it's a good idea to limit the stats to specific schools, it makes no sense that (for example) a psionic robot needs to learn arcane magic to be an effective psion.
    4. The data present on the enhancements needs to relate to what it _does_ as well as what it _provides_
    E.G: "+15 dex (raises your crit chance to X and damage by X% due to your super dex)"
    5. Things that have "under certain circumstances" need to have those circumstances listed.
    6. Things that mention a specific term (like "Momentum") need to have that term defined in the same tooltip, perhaps in an advanced area
    7. The tooltips need to be able to scroll or have some kind of size management.
    8. Power replacers should illustrate what they look like without needing to equip or pickup

    IMHO, of course
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Well, the quest in the introduction area (post tutorial, pre open world) does a decent job of directing people into the crafting. However, if it was extended a little to explain the research system, how you can only breakdown the type of item you specialize in and give the player a throw away item to try research for the first time, it would give new players a jumpstart.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    Well, I've played loads of MMO's and am pretty good and figuring out stuff without a lot of handholding, and don't mind some trial and error ("hmm, what does THIS button do...?"). But that's me, so crafting more or less made sense pretty quickly.

    Crafting the buff item in the crisis zones is a good start, and is probably enough to get most people going if they check a wiki or forum sticky... but the players who do that aren't the norm, I know lots of long-time players of various games that have NEVER visited a game forum (boggles my mind, but there you go).

    I'd like to see:
    • better descriptions of what stats arms/science/mysticism focuses on (and what stats are slighted by each)
    • tooltips on ALL blueprints to see what the end result is before you learn it
    • better UI on power replacer tooltips so they actually fit on the screen (eg. see any munitions replacer)
    • info on research, what the stars mean, how to get insights and the like
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    I agree 100%. A small, simple (ugh) power replacer in the tutorial would be great. Put it with or after the "Gear Up" mission. Say all initial powers are "generic looking" when you first start the tutorial and kill the alien egg sac thingies. Then go talk to the Gear Up guy and get your "power replacer" to receive your "upgrade" to what we have now.

    You might get the "Wow cool!" factor when people see the improved graphics of Power Replacers. Add a hint that crafting can lead to even more of these and you got them hooked.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    hmm... back to Power Replacers, I see a bunch of replacers in my list, but nothing for the energy type powers (i.e. there's munitions, bows, blades, etc. but no ice, dark, fire...) is this by design or are other types 'in the works'?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I'm seeing replacers that affect Martial arts attacks, ones that affect only kick attacks, and ones that affect only fist attacks.

    Do the fist attack power replacers affect Might? I've yet to run across one and would like to know. Eventually I would like power replacers that change the look and damage type to each powerset, so that every powerset could do some damage of different types.

    Or at least let my Might guy slamming his fists of galactic might do dimensional or ego damage. That would be so cool, and would fit with my goal for his backstory.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Yeah, along with a tutorial for research I think that would be nice to have eventually. What do all of you who just started crafting think?

    honestly I had no clue what the heck they did. it was also bugged and the info went all the way up and down the screen. had no clue what I was looking at
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