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Quote:If the Devs did this, wouldn't it give the players the ability to create, say, a custom mob, then port in the powersets of the Green Hami Mito, and recreate that farm with a custom mob instead?I'm sure that most of us agree that the nerf to custom enemies in Architect arcs was a necessary one - the ability to tailor your enemies' abilities for minimum risk and maximum reward bordered on game-breaking. But we can also agree that, following the nerf, the only way to receive rewards on par with regular mobs is to crank up their abilities to the point where the risk dwarfs the regular one, eventually leading toward discouraging the use of custom mobs altogether, as many AE players will be driven away from arcs with severely unfavorable risk/reward ratios.
Thus, I propose what I believe may be the best of both worlds - when creating a custom critter, present the option to use the attributes of an in-game mob, rather than picking out specific powers. For example, let's say you want to create a custom mob named "Chrono Agent". You design the costume and once you do, you are presented with an option to use the powers and abilities of any in-game mob. So instead of selecting specific powers, you decide to use a say, a Tsoo Red Ink Man as the template for Chrono Agent's abilities. Everything about the Ink Man is transplanted onto Chrono - hit points, powers, level range, the works.
To all practical purposes, someone fighting Chrono Agents would be fighting say, Red Ink Men, but with appearances and biographies determined by the arc creator. Thus, because mobs created by the devs are {supposedly} balanced in the risk/reward department, there would be no reason not to grant rewards corresponding to the custom critter's template mob.
What does everyone think? Did I miss anything obvious?
I think if they did it right, they would limit the mobs that you could choose, and it would be okay. Just wanted to point out that they couldn't just allow you to bring in any mob, since you could create whole custom groups with no attacks again, just with 'standard' powersets used by mobs in-game. -
I'd imagine that with the release of GR, we'll be getting a decent amount of advertising. But probably not before then.
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This. Although, for most of the PvE game, I've found that I use Taunt more for the -Range aspect of it than for the actual taunt.
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You can, but you need to PM one of the forum Reps/Mods to do it.
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Quote:Which is because you need TWICE the threat of another player to pull aggro off of him.All you guys' theorycrafting about how taunt works based on the vague formula given by the devs simply doesnt match up to what you can plainly observe in game. If I put an 80 second taunt on a mob and have hit it for 10 damage with mud pots, and meanwhile another tank hits that mob for 1500 damage over the course of the previous 10 seconds, with his 13 second built in taunt, I still have agro... Which is exactly the way it should work in my opinion.
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Did this thread get Godwin'd in the very first post? Is that a new record?
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Quote:Flight packs can't be enhanced for more speed, while Flight can.That WAS true, but the games landscape has changed over the years. With flight packs being handed out, or sold for beans, anyone can have unlimited free vertical movement, while retaining the raw speed of there own travel power, and get the side benefits of fly.
The only TP power in the game that gains no beneifs from temp travel powers IS fly, the slowest travel power by far in the game. IMO, that warnest us alittle more top speed...
Hey, a man can dream can't he??
Flight can make use out of the Zero-G pack, if it needs a burst of speed.
And while safety is certainly one of the eases of Flight, another is just straight ease of use. It's the only travel power in the game that you can set yourself to move forward at altitude, walk away from the computer to take a bio break/answer the door/make a sandwich, and come back and still be moving forward towards your goal.
No other travel power is that easy. -
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Or, the Taunt Set Psi damage proc. Nothing like hitting the floor so hard you ram the guy's brain into his skull.
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If you get hit with a mag 4 KB attack, and have -4 Mag KB protection, then nothing happens. At least, that's how it's supposed to work. You need to overcome the mag protection before someone is affected.
So, if somebody hiw you with a Mag 4.01 KB attack, you'd be knocked down. -
Fulfill all of the needed salvage for a given recipe? No, I don't think that will fly.
Fulfill any one item of the corresponding rareness of the salvage? Maybe.
So, you'd have a white, yellow, and red universal salvage piece. The white could take the place of any one common salvage, the yellow could replace any one uncommon salvage, and the red could replace any one rare salvage piece in any recipe.
But they should never replace all of the ingredients. -
Yeah, Defense is better for layered mitigation. Defense is pretty much better in general, except against auto-hit attacks. So, if Invincibility was changed to +Resistance, it really would be a huge nerf to the set, and your Tanker's survivability.
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I can lend you some of my Hell No, but I still don't think it'll be enough.
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Quote:I always love the "though nobody knows why" part of that story. Croatan Island is an island south of Roanoke Island. It's a pretty big freakin' clue there, Sherlock, that maybe they went there.Since you've kinda got a historical bent on your fanfiction (letter dated 1646), it should be noted that the second attempt at colonizing Roanoke Island failed, though nobody knows why. John White left the Roanoke colony in 1587 to try and obtain supplies to help the colony. However, because of England's war with Spain, he was unable to return until 1590. The colony was abandoned, with the letters "CRO" carved into a tree, and "CROATOAN" carved into a fence. I'm sure you could fit that 1587-1590 timespan into your Croatoa fanfiction
But, they didn't go and check it out, left the post as abandoned, and sailed south for warmer climates. The blue-eyed Indians that were reported to have shown up in the area shortly thereafter? Coincidence, I'm sure. -
Quote:Haha...nice typo there. I think you meant a level 50 can get 1 million that easily, not a level 5.Yeppers.
Also, I'm going to reiterate once more that a price cap of 1 million is laughably low. While a level 10 character isn't likely going to have 1M without being lucky, a marketeer, or having turned off XP for some time, a level 5 character can earn 1M by just running a radio mission or two. -
No, it does not download while you're playing. You will be kicked off of play if they need you to download a new version of the game.
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Quote:Did this thread really need to be necro'd for that?Mmm
I believe a real problem in these forums is the lack of civility from a few posters, and to an extent a bit of closed mindedness. Perhaps these behaviors had reduced the suggestions section to a basically impotent tool for players to "suggest" ideas or concepts to developers.
Frankly there are bad ideas, and terrible ideas; but if we go out of our way to flame those ideas we believe are bad, soon many folks will simply cease to suggest all together, and may become bitter and just become another useless flamer. The danger of lack of civility, is that a person who may suggest 9 out of 10 suggestions being bad, may not make that 1 good one.
I frankly appreciate the fact, that a person is trying to do something to make the game better, they may not do a great job of describing it, the idea may be lame, what not; but the important part is that "they are trying". It becomes even more significant to me, that they post it at the guaranteed fact they are going to get flamed. In a way, I admire their courage.
There are times I wonder, all these flamers going about, how many suggestions they made in the past? How many have been accepted?
Perhaps if we were a bit more civil, and yes nurturing, we could take a bad idea and help the poster understand why the suggestion is a poor one, or perhaps suggest a way to turn a poor suggestion into a reasonable one.
Yes, civility is good. But sometimes it's the original posters themselves that have a very thin skin, and start the flaming.
If you post an idea on these forums, it will not get 100% approval. Go in with that mindset, and it becomes a lot less painful when an idea doesn't get received well. Many times, people come here, post an idea, and then get really, really mad when somebody says that they don't like it.
And while it would be nice if we could always be constructive on these boards, we are under no compulsion to do so. There is also the idea of constructive criticism. There is a way to say that you don't like an idea, while pointing out specific examples of why the idea won't work or isn't that good. With those criticisms, you can either: a) choose to ignore them, b) take them, and fix your idea so that the criticism is no longer valid, or c) scream and ***** that the person is flaming you. Obviously, c) is not a good response that ends well for anybody.
I have, on many occasions, suggested things, either in this forum, or in other ones. Sometimes in my own threads, sometimes in other peoples'. So it's not like I think this game should stay exactly how it is. However, I do have the right to say that a certain suggestion would move this game in a direction that I disagree with.
Quote:Let me tackle one for you all as an example.
Ice Armor Brutes.
Yes the idea of slowing down mobs is kinda contradicting to sense of building rage. But what if we work with the concept a bit... I know rage is gained by a combination of attacks on me (hit or miss) and my attacks (hit or miss). Why not allow the ice armor brute to build rage from the mobs being affected by the slow? Maybe allow Ice Brutes to have their rage cool down slowed as well, so they could build rage and maintain it. I don't see any laws that says that all brutes must earn and retain rage at the same rate, why not allow for different rates?
The main problem was that Ice Melee SUUUUUUUUCCCCCKKKKED back then for Tankers, and it was even worse for Brutes. No real AoE potential. Weak single-target attacks, and controls which further hindered fury generation. Low-damage attacks, combined with low fury is what really killed the set for Brutes. Now that the set is 'fixed,' it would be okay for Brutes to get.
Quote:My suggestions, may not be perfect; they seldom are. But at least is an attempt to work on something that could be fun and would make a lot of sense for those who build ALTs based on concept.
I know its much easier to criticize, and even use insults to demonstrate, beyond a doubt, how right you are. But don't we all think we can be better than that?
Also I see lots of posters with obvious PHDs in CoX programming and provide ten commandment like judgments. Or simply say, its too much work for the devs, thus its a stupid idea. I much rather see a red name make that decision, and statement.
For a long time, the last we had heard from the Devs was that Power Customization was going to take a long, long time, and a lot of work. When somebody came to the forums to suggest it, that is EXACTLY what we told them. Then, we get yelled at because we're apparently so knowledgeable about the code that we know this would be a lot of work. No, that's not the case. We've been told by the Devs, who do know the code, that this is too much work. The Rednames have a job to do. They can only peruse these forums so much per day to look for ideas. They're not going to comment in each and every thread to say whether or not it will be hard for them to do. However, when they do say it, we other forumites can repeat that to other people, on similar threads, can we not?
Quote:A lot of us want to see animals, the PHD software flamers say its too much work, so the idea is stupid. Frankly, I don't think its that impossible nor the work to be that astronomic, many other games such as CoX have animals (WoW, DAOC, etc) So it strikes me it can't be that impossible after all, if those "inferior" games have them.
Can it be done? Yes. Are there higher priorities from the Devs? Also yes. The people who would make these new animals would be the same people who would be working on new set animations for us. So, they can either create new sets, or new skeletons, which might not get used a lot in the longer run anyways. Obviously, the Devs think that creating new sets that anyone can use is a better use of resources.
Quote:What I am advocating is to be more can do, and those intelligent people who use their powers to flame, perhaps could use their intellect to think of ways to make many ideas workable. -
Quote:Yes, Boomtown is supposed to be that way, just like every other hazard zone. It's blacked out until you move over the area.That said, are places like Boomtown supposed to be blacked out. I'm trying to do Exploration Badges and it was a collosal pain. I have vidiot map replacements but they don't do any good if I can't see them.
In other news, Boomtown is like a freaking Battle Maiden map, complete with clusters of 15 spaced evenly every 800 feet or so. Like a Dark Astoria without the damn zombies w guns and mez. -
Quote:I appreciate the sarcasm there.Now this line of thinking sounds very familiar to me. It reminds me that Kheldians aren't allowed access to the teleport or flight power pools. Do you know why that is?
Because the devs decided that there would be players too stupid to realize that taking teleport twice on a warshade would probably be a waste of a power pick.
Seriously. That's the real reason.
And it's now being repeated as a primary reason to leave TF/SFs with a minimum team size requirement. Text stating "this mission arc is designed for a team size of X. Attempting it with less than that may lead to failure," isn't good enough because too many players can't/don't read or can't be bothered with doing so and accepting the consequences.
Well done, A_T. You have swayed my opinion. I now accept why this request will never be granted and my pursuit of it stops now.
I know that that was the reason why Kheldians can't unlock those pools, and I think that it's fairly dumb to still have those restrictions (especially for Peacebringers and the TP pool, and Warshades and the Flight pool), when the tech should exist to lock out certain powers, instead of whole pools. However, on that, standard code rant does apply.
Yes, it's a fairly stupid reason to lock things out just because people might be stupid. But that's not the only reason not to do it. I feel like TFs should be team content. They should still have some minimum team size to them. But, if that does remain in place, then the TF should warrant the team size minimum. This should be along the lines of making the TFs harder, and more team dependent.
Would that stink for you by making you unable to solo the TFs? Yes, it most likely would. But I think that it's more in line with the intent behind TFs more than removing the teaming restriction would be. TFs were meant to be team content. Just because you can solo them now doesn't make that intent invalid.
There are two ways to fix it (probably more, but I think that these are the two main ones):
1) Remove the teaming restrictions, put in a little caption saying that it's very hard content to do solo or with small teams, and remove the intent of the TF as being team content. Or,
2) Keep the intent, and make the TFs worthy of being team content.
Between those two choices, I side with choice #2. It's fine if you want to put your hat in the ring for choice #1. It's perfectly fine. You're entitled to your opinion. And you're welcome to voice it. However, belittling those who disagree with you isn't the way to win a fight. I was actually pretty ambivalent on the issue until I saw your posts in this thread, which made me really want to side against you. But instead of just doing that, I decided that I'd rather be constructive, and throw my hat into the ring for option b, rather than just have to side with you, or risk being considered an idiot. -
Quote:For you. Just because it's not team worthy for you doesn't make it not team-worthy for everyone. I'd be willing to bet that the number of people that routinely solo TFs, or even CAN solo TFs is about the same, if not smaller, than the population that PvPs.That doesn't avoid the hoop. It still forces me to get X number of players to start what is so obviously not team-worthy content.
For me, these are definitely team-worthy events. I'm willing to bet that they are for a lot of other people, too. Do some need an update? Sure. Manticore and Positron definitely could use some help to stop them from being as boring as they are, and Manticore definitely doesn't need 7 people on it. But that doesn't mean that they should just remove the player number restriction.
In my opinion, the restriction forces players that know what they are doing to get around it, versus if it was removed, solo players could find themselves spending hours on something that they can't complete at all.
As is, the restriction is a fairly small hurdle for a small group of players. If removed, it could be a much larger headache for a larger portion of the playerbase. Removing the player restriction, to a lot of people, would be a sign that the content can be soloed by any decent build, when it really can't. Certain builds can, especially after heavy investment in IOs, but it's definitely not the norm.
Quote:Ok. Quit posting in threads asking for it. The logic for keeping the status quo in place has been boiled down to one thing: the work involved to change it. All other reasons for forced teaming of non-team worthy content have been trounced into the ground repeatedly. Since it doesn't matter to you one way or the other, stay out of it.
This isn't a common suggestion, and I've not seen a thread discussing this in a long time, especially not one where the arguments against have been trounced repeatedly. So can you leave the high horse at the door, please? -
You mean the sonic rifle that the Goldbrickers have?
If that's the case, then I'm not sure if we'll ever get that for an AR/ character, since it doesn't fire bullets, and tends to have a different holding posture than the current AR models. -
Quote:I'd like to know this, too. At least leveling up my Tanker, it was critical in allowing me to have some offense, in addition to being able to run all of my toggles.I'm curious as to how you use Electric Armor on your tank without it.
On my brute, I found Power Sink to be the essential to allowing myself to beable to tank for groups.
I know it's a Brute vs a Tank, and that this was before the set got a self heal, but I wouldn't think the self heal covers up that much of a whole for Electric Armor. -
Quote:Nobody is saying that you can't solo a TF now. A high-end IO build most certainly can. Some builds can do it without that many IOs. If you bring some Shivans along, it becomes even easier.Everyone also seems to be forgetting the fact that you can solo task forces and all you need are pads so I don't see what the big deal is. If you're dead set on soloing a task force, having to invite people to form a team so you can isn't going to encourage you to team with them. So again I say, no one has any fact based argument in order to properly refute this, no one has data mined that the new difficulty slider has caused a decline in teams, or has anyone shown the number of people who actually have soloed a task force.
My problem with it is that they SHOULD be team content. Now, BillZ brings up the point that if you're going to say that, that they should be mechanically impossible to solo. I'd honestly be okay with that. However, how do you go about doing that?
You can't do it by enforcing that so many people stay on the TF, because people do still run these over multiple play sessions, and if people log off one night, to find that they can't finish it the next, then you've got a problem. Even if you set a limit to the number of people still on a TF that didn't quit the TF, what limit do you set for the minimum number? 2? 3? At what point does the challenge at the end then start to matter more than minimum number?
And along those lines, instead of the team size requirement, do you just scale up the big bad guy at the end of the TF to accommodate high-end IO builds, and say that those builds shouldn't be able to solo those AVs?
If you do that, there are a couple of problems there. One is that the Devs specifically said that current content would not be rebalanced around IOs, and you'd be changing that design philosophy that I happen to think was a good one.
The second is that at what point do you scale the AV up to? Do you find people that have a 1 billion-influence build? A 2 billion one? 5? Do you, at some point, reach a place where the high-end IO build can defeat the AV better or faster than small teams can? Do you reach a point where even some teams can't compete with the IO'd build that you're balancing on? Is that a problem?
Do I think that some of the TF team-size requirements are well higher than they need to be? Yes. Do I think that getting rid of them outright is a good idea? Not really.
I also don't think it's a good idea to rebalance existing content around high-end IO builds that can solo AVs (without Shivans). Creating new content that challenges these players would be a good thing, but I think that there are other ways to do that.