Hi Cryptic North folks!
Say, any chance we could have someone tweak the 'percentage' numbers in the Nemesis Alert coding so that actual player Nemesis' take precidence over the terrible 'generic' Nemesis' that show up?
To be honest, there should be ZERO percent chance of them showing up if at least one player has an active Nemesis in the Alert. The only time the 'generic' Nemesis's should ever be generated is if NO ONE on the team has a Nemesis.
I mean the whole point of the NEMESIS Alert is to fight someone's cool looking arch-enemy, right? Not get stuck with some 'generic' boss when 5 people ALL have a Nemesis that could, and SHOULD, be used instead. How does this happen?? It shouldn't - see the paragraph directly above.
Thanks! It will make these Alerts a lot more fun!
Comments
Fixed.
But then again, if the 1st clicker doesn't have nemesis created, it may brake the whole thing.
Fixed by make a team, who ever is leader (who has a nemesis...) gets his/hers nemesis allways.
And playing by myself since Aug 2009
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That would of course require them to revamp the regular alert system and possibly break it.
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
What they should do is have a contest to design the generic nemesis like Scott did last year and use those designs.
Join Date: Aug 2009 | Title: Devslayer
They do have plenty of 'leftovers' from it to choose from.
But then again, it took like, what 2 years to use Fire and Ice ones?
Heck, throw in the winners from the 'Iron Age' competition.....
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
No. NO. NO!
What part of NO MORE GENERIC NEMESIS don't you guys get?!?
If they're going to do a contest - then make their own dang Alert for it (Hello? Fire and Ice anyone?)
Let see PLAYER's Nemesis in NEMESIS Alerts!! Isn't that the whole point of having them?
It's positively maddening when FIVE players all have Nemesis' and some fugly random pestulence 'boss' appears in the Alert. WHHHHHYYYYYYYY???????
Again, the ONLY time a random 'nemesis' should EVER show up is if NO ONE in the Alert has a Nemesis made. (And that group should be punished with a terrible looking, random enemy for not having at least one person partcipating in the Nemesis system!
So ya, you didn't solve the problem at all then. So the quoted text should read:
But that doesn't happen...
Not sure, but it might be possible. Perhaps what might happen is this: five people queue, one doesn't have a nemesis, the other four do, but just before the alert launches the one without the nemesis drops out and another player with a nemesis takes the remaining slot. Again, not sure if this is possible or not, but it could explain how five people with nemesis get a generic. Another possibility is that although everyone has a nemesis made not all are active. Once your nemesis is locked away in stronghold they're not going to be appearing in alerts. The other possibility is that one of the five is lying.
Personally I'd put money on the last option.
That way it's usually something different.
I thought it was obvious, but I guess I have to spell it out.
If even one person on a team has a Nemesis made, the system should default to the player-made Nemesis over any random-generated generic 'boss'.
As was stated in the OP, we need to get the coding numbers tweaked so that player-made Nemesis' take precidence - if even just one person on the team has one.
The only time a 'generic' boss would show up is if NO ONE on the team had a Nemesis made (which would be pretty rare).
Again, the whole point of a Nemesis Alert is to fight a Nemesis - not some random 'boss'. If they want that - then make a 'Generic Boss' Alert. When I go into a NEMESIS Alert -I should be fighting a player-made NEMESIS.
In fact, for those of us with more than one nemesis, let it choose from any of them we have, whether they're active or not.
Also, how about creating a mission similar to the GRAB one with Black Diamond et al, and put ALL our nemeses in the mission at once?!
Finally, on those missions we can get by rescuing people, how about replacing the generic bad guys with our nemesis? It would make that final boss a lot more interesting than just another Annihilator Bot.
Crafting, Exploration and Interaction as it should be:
http://sto-forum.perfectworld.com/showthread.php?t=1108521
This is purely the most brilliant suggestion for an alternative to what we are having to deal with now.
By locking those who don't have a nemesis away from those alerts?
RIP Caine
Your nemesis shows up just inside about 20% of the time. Quite fun, and the nem minions can drop nemesis clues, too.
Beating your nemesis inside the lava temple earns a Q box, a catalyst (usually 10%, but sometimes safeguard), and sometimes a third drop.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It is a potential fix, when you try to queue up for a nemesis alert, if you don't have one created yet or your nemesis is currently in jail a.k.a not active, there would be warning saying that you cannot join the queue unless you have an active nem. Then again as a super hero game, not everyone will have a nemesis but they should be allowed to help out other heroes.
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