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 Nefertari, safeguard ally 
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So here is an ally idea:
an ally that only level when someone sets off your Halc trap!

Nefertari, Safeguard ally
starting stats
Defense: 100
Hull: 200
Rank 30: Safe lock ( auto buffs with a Grid Console and shoots an Disarming Bomb at the attacker)
Rank 60: Lock down ( removes the hack button when a halc is set off)
Rank 100: Conservation's insurance (upkeep is reduced by half after 5 days of not being disabled in a row) also (immune to art spamming)

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Fri Jan 10, 2014 12:24 am
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So I find someone in another legion and do nothing for 24 hours and then we both spend 500 or so energy and 100 halcs plus a few shield restorers and max our allies.

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Fri Jan 10, 2014 1:26 am
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ICBLF wrote:
So I find someone in another legion and do nothing for 24 hours and then we both spend 500 or so energy and 100 halcs plus a few shield restorers and max our allies.


you cant remove ur own halc unless you hack
if you hack you can't halc again
at least that's what i know of the matter.
That said, it can still be done on relative short order, a bigger cd might be better.

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Fri Jan 10, 2014 7:35 am
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Uy23e wrote:
you cant remove ur own halc unless you hack
if you hack you can't halc again
at least that's what i know of the matter.
That said, it can still be done on relative short order, a bigger cd might be better.

True, I hadn't thought that one through all the way. So 2 hours per trap at least, if you and a compatriot do 8 each a day (seems easy enough) that would mean a little under 2 weeks of halcing (5 days if sleep is optional :D). So not as bad as I had represented it, but a pretty quick ranking ally still.

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Fri Jan 10, 2014 3:02 pm
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Guard exotica and you can spam Halc traps.

I don't like this ally because you don't actually rank it, other people have to trigger it.
100 days of no pvp is a steep price for an ally

The auto grid console sure but the auto disarming bomb...
When are the set off? Each attack?
Every 5th attack? 2% chance for disarming bomb?

Immunity to arti spam isn't anywhere close to fair or a good idea.
Once obtained there are plenty of ships that would become impossible to kill while online and they could just lob artifacts all they want with no repercussion.

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Fri Jan 10, 2014 5:04 pm
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I like the idea of a safeguard ally, but with a few adjustments. My idea below.

Vette's Adjusted Idea wrote:
So here is an Ally idea:

Nefertari, Safeguard Ally
Starting Stats:
Defense: 100
Hull: 200
Scan: 100
Rank 30: Safe Lock (All Defense +3%)
Rank 60: Lock Down ("Lock Down" buff - Removes/grays the attack and hack button when a halc is set off and grants immunity to Containment Missiles; buff duration is 12 hours)
Rank 100: Conservation Insurance (Upkeep -50% if you have not been disabled within the last 1 Week - and - Immunity from multiple debuffs (>1 of the same type) if you have been disabled within the last 48 hours)

To Rank Up: Collect Daily Reward or Complete a Daily Mission while a Halcyon Trap is set.

Lock Down:
Ability
"The next Halcyon Trap to be tripped will produce an "Improved Halcyon" effect for 12 hours"
Duration: 1 Week (same as a Halcyon Trap)
Costs 250 Energy
Cooldown: 20 hours
(will be placed under traps such that enemy players will not see the ability waiting to be activated)

Improved Halcyon: Enemy Players cannot attack or hack your ship, but you may not attack or hack an enemy player's ship. Enemy's also may not target you if you are guarding a planet while under the Improved Halcyon effect (however, you may NOT guard a planet that has been attacked in the past 1 Week if you are under the effect of Improved Halcyon), but you may not attack or use any artifacts or abilities on any planet other than your own. This effect is immune to all forms of removal.

Image

I changed the Rank 30 because it seemed to have some drawbacks. A grid console can be CM'ed away and the disarming bomb would increase you action count, so someone could simply attack you to force it to do those things, get your counts up, and hack you into infinity. Changing them into abilities also seemed slightly overpowered since it would be almost like a permanent +20% defense to you when attacked and -10% attack to enemies when being attacked if they -couldn't- be CM'ed and/or caged away.

So, I changed the Rank 30 to be in line with Anubix (which is designated an "Assault" ally, which would be the opposite of a safeguard ally) which gives a +3% attack. So, the safeguard ally would give +3% to all defense.

I also added in Scan since that can "protect" from hacks and Anubix gives cloak that helps successful hacks.

I changed "Lock Down" because I've always felt that current Halcyons, while helpful, were too short for those of us that are away for more than two hours. Plenty of times I've had someone trip it, wait two hours, then just disable me. So, I turned Lock Down into a buff that you must activate to keep it from abuse/auto-halcyon all the time. It has the same duration as a Halcyon Trap though, so you do not need to keep activating it each day. By limiting the "Improved Halcyon" to 12 hours of "Immunity", it means players would still need to check in at least once a day if they wanted to be absolutely certain they weren't taken down, so it still gives players a reason to log in each day (good for Dan), but it is a long enough time frame that the majority of players should have time to check before the buff goes off and they get attacked a second time. With this, theoretically you could be under Halcyon 24/7, but important to note is that Improved Halcyon is immune to all forms of removal and you cannot use artifacts except on your own planets. That means you cannot use an engineered virus on an enemy planet to remove the halcyon and take another planet. If you are under Improved Halcyon, you have to wait until it's up on its own with no "workaround". This way, it prevents people from "hiding behind IH".

I also tweaked the Conservation Insurance wording a little. The Conservation Insurance comes in 1 Week after not being disabled (the length of time of a Halcyon Trap) and reduces upkeep by 50%, since presumably if you're not fighting they need less upkeep. However, if you get disabled it will remove this buff and upkeep will revert to normal. However, if you have been disabled within the last 48 hours, you are immune to "multiple debuffs" (meaning you cannot have more than 1 of the same type of debuff; 1 disarming bomb, 1 quantum flare, etc). If you have not been disabled in the last 48 hours, then you are not immune to multiple debuffs, so this wouldn't be too overpowered in that department.

I chose the Rank Up requirements to be collecting the daily reward and completing a daily mission because that means you can get 3 ranks each day, but you must have a halcyon trap on, which means you must effectively be removed from all PvP to rank. However, I agree that 100 days of no PvP is a bit too long, so I chose these requirements to give 3 ranks a day (like Anubix with 3 bases each day), which would mean it would take 34 days to get Rank 100 on the safeguard ally, which is about what it took for Anubix.


So, as you can see I remodeled some things after Anubix to give the more defense side, but I do like the Conservation Insurance idea since it would make sense with the "defensive" side of the game.


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Last edited by Vette on Sat Jan 11, 2014 1:01 pm, edited 1 time in total.



Sat Jan 11, 2014 12:10 pm
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Vette wrote:
I like the idea of a safeguard ally, but with a few adjustments. My idea below.

Vette's Adjusted Idea wrote:
So here is an Ally idea:

Nefertari, Safeguard Ally
Starting Stats:
Defense: 100
Hull: 200
Scan: 100
Rank 30: Safe Lock (All Defense +3%)
Rank 60: Lock Down ("Lock Down" buff - Removes/grays the attack and hack button when a halc is set off and grants immunity to Containment Missiles; buff duration is 12 hours)
Rank 100: Conservation Insurance (Upkeep -50% if you have not been disabled within the last 1 Week - and - Immunity from multiple debuffs (>1 of the same type) if you have been disabled within the last 48 hours)

To Rank Up: Collect Daily Reward or Complete a Daily Mission while a Halcyon Trap is set.

Lock Down:
Ability
"The next Halcyon Trap to be tripped will produce an "Improved Halcyon" effect for 12 hours"
Duration: 1 Week (same as a Halcyon Trap)
Costs 250 Energy
Cooldown: 20 hours
(will be placed under traps such that enemy players will not see the ability waiting to be activated)

Improved Halcyon: Enemy Players cannot attack or hack your ship, but you may not attack or hack an enemy player's ship. Enemy's also may not target you if you are guarding a planet while under the Improved Halcyon effect (however, you may guard a planet that has been attacked in the past 1 Week if you are under the effect of Improved Halcyon), but you may not attack or use any artifacts or abilities on any planet other than your own. This effect is immune to all forms of removal.

Image

I changed the Rank 30 because it seemed to have some drawbacks. A grid console can be CM'ed away and the disarming bomb would increase you action count, so someone could simply attack you to force it to do those things, get your counts up, and hack you into infinity. Changing them into abilities also seemed slightly overpowered since it would be almost like a permanent +20% defense to you when attacked and -10% attack to enemies when being attacked if they -couldn't- be CM'ed and/or caged away.

So, I changed the Rank 30 to be in line with Anubix (which is designated an "Assault" ally, which would be the opposite of a safeguard ally) which gives a +3% attack. So, the safeguard ally would give +3% to all defense.

I also added in Scan since that can "protect" from hacks and Anubix gives cloak that helps successful hacks.

I changed "Lock Down" because I've always felt that current Halcyons, while helpful, were too short for those of us that are away for more than two hours. Plenty of times I've had someone trip it, wait two hours, then just disable me. So, I turned Lock Down into a buff that you must activate to keep it from abuse/auto-halcyon all the time. It has the same duration as a Halcyon Trap though, so you do not need to keep activating it each day. By limiting the "Improved Halcyon" to 12 hours of "Immunity", it means players would still need to check in at least once a day if they wanted to be absolutely certain they weren't taken down, so it still gives players a reason to log in each day (good for Dan), but it is a long enough time frame that the majority of players should have time to check before the buff goes off and they get attacked a second time. With this, theoretically you could be under Halcyon 24/7, but important to note is that Improved Halcyon is immune to all forms of removal and you cannot use artifacts except on your own planets. That means you cannot use an engineered virus on an enemy planet to remove the halcyon and take another planet. If you are under Improved Halcyon, you have to wait until it's up on its own with no "workaround". This way, it prevents people from "hiding behind IH".

I also tweaked the Conservation Insurance wording a little. The Conservation Insurance comes in 1 Week after not being disabled (the length of time of a Halcyon Trap) and reduces upkeep by 50%, since presumably if you're not fighting they need less upkeep. However, if you get disabled it will remove this buff and upkeep will revert to normal. However, if you have been disabled within the last 48 hours, you are immune to "multiple debuffs" (meaning you cannot have more than 1 of the same type of debuff; 1 disarming bomb, 1 quantum flare, etc). If you have not been disabled in the last 48 hours, then you are not immune to multiple debuffs, so this wouldn't be too overpowered in that department.

I chose the Rank Up requirements to be collecting the daily reward and completing a daily mission because that means you can get 3 ranks each day, but you must have a halcyon trap on, which means you must effectively be removed from all PvP to rank. However, I agree that 100 days of no PvP is a bit too long, so I chose these requirements to give 3 ranks a day (like Anubix with 3 bases each day), which would mean it would take 34 days to get Rank 100 on the safeguard ally, which is about what it took for Anubix.


So, as you can see I remodeled some things after Anubix to give the more defense side, but I do like the Conservation Insurance idea since it would make sense with the "defensive" side of the game.


I still don't like the idea, but yours is a vast improvement over the initial idea.

I have to question one thing- the wording on ranking seems vague (however you may have answered my question already towards the end of your post) but does any completion of a daily mission rank it (which would allow me to rank it up to 5 times a day), or is it just a single rank via daily mission, no matter if you complete multiple dailies?

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Sat Jan 11, 2014 12:37 pm
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umbongo wrote:
Vette wrote:
I like the idea of a safeguard ally, but with a few adjustments. My idea below.

Vette's Adjusted Idea wrote:
So here is an Ally idea:

Nefertari, Safeguard Ally
Starting Stats:
Defense: 100
Hull: 200
Scan: 100
Rank 30: Safe Lock (All Defense +3%)
Rank 60: Lock Down ("Lock Down" buff - Removes/grays the attack and hack button when a halc is set off and grants immunity to Containment Missiles; buff duration is 12 hours)
Rank 100: Conservation Insurance (Upkeep -50% if you have not been disabled within the last 1 Week - and - Immunity from multiple debuffs (>1 of the same type) if you have been disabled within the last 48 hours)

To Rank Up: Collect Daily Reward or Complete a Daily Mission while a Halcyon Trap is set.

Lock Down:
Ability
"The next Halcyon Trap to be tripped will produce an "Improved Halcyon" effect for 12 hours. Can only be used if you have not performed an offensive action in the last 48 hours."
Duration: 1 Week (same as a Halcyon Trap)
Costs 250 Energy
Cooldown: 20 hours
(will be placed under traps such that enemy players will not see the ability waiting to be activated)

Improved Halcyon: Enemy Players cannot attack or hack your ship, but you may not attack or hack an enemy player's ship. Enemy's also may not target you if you are guarding a planet while under the Improved Halcyon effect (however, you may NOT guard a planet that has been attacked in the past 1 Week if you are under the effect of Improved Halcyon), but you may not attack or use any artifacts or abilities on any planet other than your own. This effect is immune to all forms of removal.

Image

I changed the Rank 30 because it seemed to have some drawbacks. A grid console can be CM'ed away and the disarming bomb would increase you action count, so someone could simply attack you to force it to do those things, get your counts up, and hack you into infinity. Changing them into abilities also seemed slightly overpowered since it would be almost like a permanent +20% defense to you when attacked and -10% attack to enemies when being attacked if they -couldn't- be CM'ed and/or caged away.

So, I changed the Rank 30 to be in line with Anubix (which is designated an "Assault" ally, which would be the opposite of a safeguard ally) which gives a +3% attack. So, the safeguard ally would give +3% to all defense.

I also added in Scan since that can "protect" from hacks and Anubix gives cloak that helps successful hacks.

I changed "Lock Down" because I've always felt that current Halcyons, while helpful, were too short for those of us that are away for more than two hours. Plenty of times I've had someone trip it, wait two hours, then just disable me. So, I turned Lock Down into a buff that you must activate to keep it from abuse/auto-halcyon all the time. It has the same duration as a Halcyon Trap though, so you do not need to keep activating it each day. By limiting the "Improved Halcyon" to 12 hours of "Immunity", it means players would still need to check in at least once a day if they wanted to be absolutely certain they weren't taken down, so it still gives players a reason to log in each day (good for Dan), but it is a long enough time frame that the majority of players should have time to check before the buff goes off and they get attacked a second time. With this, theoretically you could be under Halcyon 24/7, but important to note is that Improved Halcyon is immune to all forms of removal and you cannot use artifacts except on your own planets. That means you cannot use an engineered virus on an enemy planet to remove the halcyon and take another planet. If you are under Improved Halcyon, you have to wait until it's up on its own with no "workaround". This way, it prevents people from "hiding behind IH".

I also tweaked the Conservation Insurance wording a little. The Conservation Insurance comes in 1 Week after not being disabled (the length of time of a Halcyon Trap) and reduces upkeep by 50%, since presumably if you're not fighting they need less upkeep. However, if you get disabled it will remove this buff and upkeep will revert to normal. However, if you have been disabled within the last 48 hours, you are immune to "multiple debuffs" (meaning you cannot have more than 1 of the same type of debuff; 1 disarming bomb, 1 quantum flare, etc). If you have not been disabled in the last 48 hours, then you are not immune to multiple debuffs, so this wouldn't be too overpowered in that department.

I chose the Rank Up requirements to be collecting the daily reward and completing a daily mission because that means you can get 3 ranks each day, but you must have a halcyon trap on, which means you must effectively be removed from all PvP to rank. However, I agree that 100 days of no PvP is a bit too long, so I chose these requirements to give 3 ranks a day (like Anubix with 3 bases each day), which would mean it would take 34 days to get Rank 100 on the safeguard ally, which is about what it took for Anubix.


So, as you can see I remodeled some things after Anubix to give the more defense side, but I do like the Conservation Insurance idea since it would make sense with the "defensive" side of the game.


I still don't like the idea, but yours is a vast improvement over the initial idea.

I have to question one thing- the wording on ranking seems vague (however you may have answered my question already towards the end of your post) but does any completion of a daily mission rank it (which would allow me to rank it up to 5 times a day), or is it just a single rank via daily mission, no matter if you complete multiple dailies?


The concept I was trying to get out was that this Ally, if you are a non-PvPer, would essentially allow you to nearly completely remove yourself (halcs lasting six times longer, but not a full day so it wouldn't eliminate the need to log in at least once a day), but at the same time if you decide to take a planet you won't be able to go back to the safeguard and "run away".

As for the ranking, I thought there were only 2 Dailys (the Klorvis and the Science Summit) ... did I miss one? That's why I said it would be 3 ranks a day, so 33 days to Rank 100. Claim Reward would rank (1 per day), and the 2 current Dailys would rank (Klorivs, 1 per day, and Science Summit, 1 per day) for a total of 3 ranks per day just like Anubix.


I guess one thing that could be tweaked is that "Lock Down" cannot be used if you have attacked another player within the last 48 hours (doubling the amount of time as what you have to wait for a normal Halcyon, which only takes 24).

I've edited in the above comment.

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Last edited by Vette on Sat Jan 11, 2014 1:01 pm, edited 1 time in total.



Sat Jan 11, 2014 12:45 pm
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Vette wrote:
Improved Halcyon: Enemy Players cannot attack or hack your ship, but you may not attack or hack an enemy player's ship. Enemy's also may not target you if you are guarding a planet while under the Improved Halcyon effect (however, you may guard a planet that has been attacked in the past 1 Week if you are under the effect of Improved Halcyon), but you may not attack or use any artifacts or abilities on any planet other than your own. This effect is immune to all forms of removal.


For clarification's sake, do you mean "may not" guard a planet attacked within the previous week? Being able to guard a recently attacked planet with your suggested Improved Halcyon effect would create an invincible planet (for 12 hours) if the owner applied a Planet Vortex Deflector artifact.

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Sat Jan 11, 2014 12:53 pm
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S.Hawking wrote:
Vette wrote:
Improved Halcyon: Enemy Players cannot attack or hack your ship, but you may not attack or hack an enemy player's ship. Enemy's also may not target you if you are guarding a planet while under the Improved Halcyon effect (however, you may guard a planet that has been attacked in the past 1 Week if you are under the effect of Improved Halcyon), but you may not attack or use any artifacts or abilities on any planet other than your own. This effect is immune to all forms of removal.


For clarification's sake, do you mean "may not" guard a planet attacked within the previous week? Being able to guard a recently attacked planet with your suggested Improved Halcyon effect would create an invincible planet (for 12 hours) if the owner applied a Planet Vortex Deflector artifact.


Whoops! I meant "You may not guard a planet that has been attacked in the past 1 Week if you are under the effect of Improved Halcyon"!

The point here was that if you are under the effect of Improved Halcyon, which means enemies cannot attack you (even from a planet), then you cannot guard a planet which has been attacked in the past week.

My reasoning for this was:

1. Under Improved Halcyon it could allow you to guard your "favorite"/"home" planet and make a semi-invincible planet without actually making it actually invincible. This can only be done on the single planet you're guarding -and- only while you're under Improved Halcyon, so it almost acts like the "Rift Trap" (I forget the exact name) that is a trap that makes the planet invincible for 12 hours)

2. With #1 in consideration, there needs to be protection from just switching to a planet being attacked, so if you are under Improved Halcyon, you cannot guard a planet if it has been attacked in the past week. This way, it prevents a player from just "Invincible" guarding every planet all the time.


Edit: I edited in the word "not" where it should have been so when people read the post(s) they won't be confused. Thanks for pointing that out!

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Sat Jan 11, 2014 1:01 pm
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Vette wrote:
As for the ranking, I thought there were only 2 Dailys (the Klorvis and the Science Summit) ... did I miss one? That's why I said it would be 3 ranks a day, so 33 days to Rank 100. Claim Reward would rank (1 per day), and the 2 current Dailys would rank (Klorivs, 1 per day, and Science Summit, 1 per day) for a total of 3 ranks per day just like Anubix.

Aah there are only 2 permanent dailies, but there also the limited ones as part of mission chains. A lower ranker for example would have the Uldri, Sehrin and one other extra chain (provided they hadnt completed them) could use these also. If they did it during a seasonal event, they could rank it 7 times a day....

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Sat Jan 11, 2014 1:52 pm
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umbongo wrote:
Vette wrote:
As for the ranking, I thought there were only 2 Dailys (the Klorvis and the Science Summit) ... did I miss one? That's why I said it would be 3 ranks a day, so 33 days to Rank 100. Claim Reward would rank (1 per day), and the 2 current Dailys would rank (Klorivs, 1 per day, and Science Summit, 1 per day) for a total of 3 ranks per day just like Anubix.

Aah there are only 2 permanent dailies, but there also the limited ones as part of mission chains. A lower ranker for example would have the Uldri, Sehrin and one other extra chain (provided they hadnt completed them) could use these also. If they did it during a seasonal event, they could rank it 7 times a day....


I was mainly referring to the Klorvis and Science since they specifically have the "Daily" flag on them. Even though there are others that can only be done once a day, they don't have the "Daily" flag in the upper right of the image. Also, when Sehrin was ranked I recall it only working with Klorvis and Science Summit, so it wouldn't be hard to limit it to just those two since they're the only "real" daily missions at the moment.

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Sat Jan 11, 2014 1:54 pm
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Vette wrote:
umbongo wrote:
Vette wrote:
As for the ranking, I thought there were only 2 Dailys (the Klorvis and the Science Summit) ... did I miss one? That's why I said it would be 3 ranks a day, so 33 days to Rank 100. Claim Reward would rank (1 per day), and the 2 current Dailys would rank (Klorivs, 1 per day, and Science Summit, 1 per day) for a total of 3 ranks per day just like Anubix.

Aah there are only 2 permanent dailies, but there also the limited ones as part of mission chains. A lower ranker for example would have the Uldri, Sehrin and one other extra chain (provided they hadnt completed them) could use these also. If they did it during a seasonal event, they could rank it 7 times a day....


I was mainly referring to the Klorvis and Science since they specifically have the "Daily" flag on them. Even though there are others that can only be done once a day, they don't have the "Daily" flag in the upper right of the image. Also, when Sehrin was ranked I recall it only working with Klorvis and Science Summit, so it wouldn't be hard to limit it to just those two since they're the only "real" daily missions at the moment.


Actually the Trovar & Uldri chains do have the "Daily" tag in the corner of the image.

I can't speak to the other chains which were "Daily" completions though.


Sat Jan 11, 2014 2:11 pm
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kirkeastment wrote:
Actually the Trovar & Uldri chains do have the "Daily" tag in the corner of the image.

I can't speak to the other chains which were "Daily" completions though.


They do? Hm. Well, I should rephrase then to say that only "Permanent Daily Missions" will rank it ... that shouldn't be too tough to code.

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Sat Jan 11, 2014 2:18 pm
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