Antigonus

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  1. Quote:
    Originally Posted by Redbone View Post

    From my talking with them, they seem to feel (in general) that the servers are a little more empty and teams are harder to find/put together (note: it doesn't matter if it is quatifiably true, the perception is what matters to the player).
    I really doubt it is just a matter of perception. I took a break from the game a few months back. At the time I left there were regularly ~1000-1200 hero players and ~500-750 villain players at peak times on Freedom. Since I came back there are rarely more than 800 blue and 400 red players during those same peak hours. I mostly play red side and the average lately seems to be ~300 players at any given time. And before people start talking about the server transfers, I was noticing the droppoff long before the holidays. I don't play the other servers anymore, but I would be curious if there has been an increase in any server population since the free transfers became available. Since I have never heard of any such thing happening, I have to believe there is some truth to what people are fearing.

    Obviously, this is very un-scientific, but since NCSoft won't publish subscription numbers anymore, we can only guess what is really happening.
  2. Quote:
    Originally Posted by Golden Girl View Post
    No, it'll be more substantial than that - just be patient

    Are in the super secret double-closed beta? Because unless you are, you don't know jack ****.

    I honestly can't tell if your optimism is real or put on, but either way it's annoying.
  3. Quote:
    Originally Posted by je_saist View Post
    ... And... the point of this was...

    To make us feel bad for you?

    To guilt trip the development team into talking?

    To... what?

    Well, whatever the point was, you failed. Please do not let the door hit you on the way out. Trying to hold a development team hostage for not talking works better when you just cancel your subscription and never come back.

    ***

    Actually I think you have it backwards. He's not quiting because of a lack of info, he's quiting most likely because he's bored with the lack of new anything in general. All he's saying is that more information would have convinced him to stay longer.
  4. The shields are a very nice place to put -kb IOs. Each sheild will hold Karma and Steadfast Pro IOs. It makes it very easy and relatively cheap to get that magic 41.
  5. Quote:
    Originally Posted by Prof_Backfire View Post
    I plead insanity.

    I think the real problem is that the basic methods of PVE and PVP are so different. In PVE, you're slaughtering dozens of enemies that only take a few attacks to go down, have simple and predictable attack patterns and behaviours, and generally don't use particularly fancy powers with any strategy. In the case of EBs, AVs, GMs etc they're more like big dumb bags of HP but still don't need any more strategy than 'lay on debuffs and damage til dead'. The entire game is designed and balanced around this.

    Whereas in PVP, fighting other players is not at all comparable to fighting any kind of NPC. The playing field is completely different and many attacks may not be useful at all. The difference may be just too big to reconcile, both in player mindset and gameplay balance.

    I now understand why a lot of MMOs have you fighting only a few enemies at a time, which tend to be very powerful- it's slightly more similar to fighting other players in PVP. The lack of travel powers and such also makes it less awkward to fight other players.

    Personally, I think PVP in this game is a lost cause, but there's lessons to be learned.

    Yeah, I think this ultimately is the root of the problem. Most people that play this game really don't want something challenging. They want exactly what you described. A lot of people complain that the bad attitudes and trash talk are to blame, but really it's the fact that they don't want to play against a thinking opponent that can actually beat them in such a convincing fashion. They want to log on and lay waste to hundreds of limited AI minions that realistically pose little to no threat. PvP rarely fits into that mold.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    As "bragging rights," perhaps, but I cannot agree that active subscriptions is the most important aspect. PlayNC is a business, and as such revenue is the bottom line. If they have enough revenue, then that's all that matters. What keeps a game afloat and what gets it made in the first place is the fact that it makes money. As long as it makes money, that's all that counts. And despite all the doom and gloom, City of Heroes appears to nevertheless make money for them.

    I think it's a question of revenue vs. overall game health. Box sales can generate the largest amount of profit, but subs are a more accurate indicater of game popularity and overall health. In the long run, the number of boxes sold won't matter if nobody is playing past the free month. Look at CO for a good example of that. The game made good numbers in it's initial sales, but it won't be around much longer in it's current incarnation the way they are hemoraging subs.

    Conversely, if the game has a stable number of subs that will meet or exceed operating costs, the game can theoretically go forever, even if a single new box is never sold. That appears to be the position that CoX is currently in.
  7. Quote:
    Originally Posted by Johnny_Velocity View Post
    Tony, thanks for doing the normalization to US dollars.

    What I find fascinating is that if you divide number of subscribers by dollar revenue (for the period they give subscriber numbers) it shows that the average subscriber spends $45 per month on the game. How is that possible? And yet, the numbers are consistent at that level.

    Whether something is off or not, the average ratio of revenue to users can be used to calculate an estimate of subscribers for the last few quarters where date was not provided. It works out to:

    2009 Q1 - 107,311
    2009 Q2 - 115,534
    2009 Q3 - 98,142

    Eyeballing your graph, it is apparent that the biggest post-CoV gains were from Issues 9 (Inventions) and 12 (Cimmeroa/Midnighters/proliferation). The biggest losses coincide with PvP and AE rebalancing, respectively.

    Interesting stuff.

    It was stated before the PvP changes went live that it would cost NC a lot of subs if the changes went through. No suprise to anybody there except maybe to NCSoft. The AE losses were no real surprise either. They lost those subs at both points largely because of the horrible manner in which those issues were handled. More specifically, the manner in which they utterly disrespected there target playerbase.

    I don't think this is anything new. It's been fairly well known that the game has been bleeding off subs fairly consistantly since launch. The only major exception being the CoV release, but things were back to their normal slow slide shortly after that. The big questions that linger, and the reason people still talk about it, is how much more can the game afford to lose before it is no longer able to support itself, and what can NC do to stop the bleed? GR is the next big step in trying to keep numbers from sliding further. I'm sure Golden Fangurl is absolutely convinced that GR is the greatest thing ever seen since the invention of the internet and will probably herald the second coming of Christ dressed as Statesman, but I'm not convinced it will have any lasting effect. Much like the CoV release it will spike subs for a short time and then it will all go back to our normal dooooooom.
  8. Quote:
    Originally Posted by The_Alt_oholic View Post

    From a team standpoint, the mechanism changes completely between PvE and PvP.
    A team in PvE can enter combat in a way that squishes are fairly safe from attack.
    A team in PvP always targets the squishes first.

    That is pretty much why PvP is broken. Of course, you are going to take out the weakest enemies first. Why not? Some of us do it when we fight PvE. The melee archetypes simply aren't built to protect the squishies in PvP situations.

    This isn't really true. Yes, a good team will target the support characters first, because in the end it's the support that will make the biggest impact on a close match. It would not be entirely accurate however to say that those squishies are doomed to insto-death. A good taunting Tank/Brute/Scrapper can go a long way toward keeping those support characters alive as long as possible. The main difference between PvE and PvP is that the opponent is (relatively) intelligent and will find ways around the taunter. Unlike PvE, it requires an active effort on the part of the squishy to stay alive while supporting his team. The support roles on a PvP team are the most demanding because they require an ultra high level of situational awareness that most players simply are not capable of. Unlike PvE, you can not just sit in the middle and throw heals and buffs if you expect to stay alive long enough to actually help your team.



    Quote:
    From where I come from ganking is a negative term. Gankers prey on who they can kill easily and kill them repeatedly - often mocking them as the do so .. sometimes stopping them from being able to play the game and log out because they can't defend themselves or get away from being ganked repeatedly.
    I certainly hope this is not a goal that you would strive for. It certainly isn't any fun for the gankee and is seen in harassment in some MMORPGs.

    Ganking people is certainly not a way to get people interested in PvPing. As I have said, it is no fun to get ganked. There is no reason to return to get ganked in PvP in CoH - unless you are trying to help someone else get PvP enhances...great fun, eh?
    The rest of the game is much more fun so why PvP? - especially if other PvP'rs goals are to "gank away".

    And calling someone a "carebear" is an intentional insult to try to harass another player into a PvP situation where they are probably under-skilled, under-powered, and likely to get [B]ganked!

    Do you realize that "ganking" as you call it occurrs all the time in PvE? Every time a team gets together to take down an AV/EB/GM, it's a gank. And people do it not because they always have to. I have taken down AVs on every one of my characters solo, and even did a GM without a team once. No, they do it because it's fun to work with others to take down a hard target. It happens the opposite way also. How often has somebody gotten caught by an ambush when they were separated from a team? How often do Scrappers and Tanks try to take down huge numbers of opponents by themselves? Do people complain about how outnumbered they were? No, they brag about it.

    So why is it so bad in PvP when one has to fight against many? Why does that offend peoples sensibilities in PvP when it is so often desired in PvE? I'm glad that Hamidon doesn't come to the forums to complain about getting ganked every time a raid takes him down. I would hate for players to get nerfed because they didn't fight Hami with honor, 1 vs 1.

    Also, for the record, the term ganker is just as offensive to some as the term carebear is to others. Please choose your words carefully.



    Quote:
    I have the feeling that many hardcore PvP'rs really don't want a fair fight in the first place.
    You are correct about this, and you have the Devs to thank for it. Some people only want the PvP IO drops and will take the easiest method of getting them. GG devs.
  9. Quote:
    Originally Posted by Amerikatt View Post
    It is also understood that certain areas in real life should not be traversed after dark. However, what happens if your mother (or another woman you care about) has car trouble in such a place and, not having a cell phone, has to get out of the car to find a pay phone? Is she then somehow responsible for any crimes perpetrated against her?

    Next PuG I'm in, I'll just say, "I want to get the exploration badges from (name of PvP zone), so how about the 7 of you go along with me and put yourselves at risk? Reiraku said it was okay". I'm sure that would go over *very* well.

    How am I suppose to "avoid" PvPer #2 when he's standing behind me (invis'd) and smites me when I'm trying to run away from PvPer #1's onslaught?

    I'm *not* looking for XP in a PvP zone. Give me *some* credit! I've gotten attacked by NPCs who were near the exploration badge. Trying to run away from them has gotten me beaten up from behind while the PvPers beat me up when I turn around.

    Easier said than done! My character's HP gauge has been dropped so low that I can't even see the red! Am I suppose to risk a one-shot for *you* so that *you* can claim that you bested me because of your 133t sk111z? I look around to make sure I don't see anyone, *then* I rest. Of course, if you're invis'd, then it's harder for me to see you. Right?!

    Asking them to cease their unwarranted and unprovoked attacks is somehow wrong? Interesting supposition ... as is your assumption that you *know* what the Devs and other players are thinking. I also find it interesting that you -- who do not know me in-game or out-of-game -- would make the assertion that I'm "abus[ing] the game's rewards". Please explain that to me, because it sounds like you're saying that you don't want me to somehow get a PvP IO recipe and sell it to a vendor for hundreds of influence when you can flip it a few times at Wentworth's and get billions for it. That's it, isn't it?!

    I'm not even going to take the time to comment on your individual comments. Your arguments here are so far beyond the reasonable that I have to believe you are just trolling. I mean come on, comparing getting badges in a PvP zone to having your mothers car break down in a bad neighborhood? Really? That is a valid comparison to you? I'm sorry and I really mean no personal offense here, but you clearly do not have the personality type to be anywhere near a PvP zone, and we would thank you to stay away. Sadly, it is people like you that have ruined PvP in this game, not the PvPers.
  10. The friendliness of CoX is an anomaly. The majority of games online are simply not as friendly as CoX in my experience. This game is more like the exception that proves the rule.
  11. Quote:
    Originally Posted by Muon_Neutrino View Post
    Next time my opponents in PvE stop treating me with respect I'll let you know.

    More seriously, a jerk in PvE can, at most, ruin one teaming experience, and there are ways to deal with him - convince the leader to kick him, quit and reform the team without him, or just go find another team or solo. There are very few such options to deal with jerks in PvP.

    Moreover, the nature of the problem caused is different. Imagine if a hostile player could suddenly 'take over' all of the NPCs in a PvE mission and get them to jump you all at once, or buff them into the stratosphere, or simply run away so that you can't complete the mission. What are your options in that case? Most player characters aren't designed to solo an entire mission's worth of NPCs simultaneously, or track down a mission's worth of fleeing NPCs, so...?

    In PvE you can get around a jerk and continue PvEing, because the jerks are separate from the content. In PvP the jerks *are* the content, so there's not nearly as much you can do about it.

    As has been said before, it's a matter of perception. I've been PvPing since the arenas went live in issue 4. I've seen all manner of PvPers on 3 different servers, 4 if we count the test server. I know the jerks exist and they can be annoying. However, nothing could possibly convince me that they are as prevalent as you would make them out to be. They are not, as you say, the content. You are treating the minority as the whole, and that was my point. After 5 years in this game I have seen far more abusive language and griefing tactics from PvE play than I ever have in PvP. The fact of the matter is that the bad PvPers are just as easily dealt with as the bad PvErs are, just the methods are different. You can just as easily get around a jerk in PvP and continue playing. A jerk on ignore isn't doing anything different in PvP than a non-jerk. The rules of engagement are the same whether or not a person is being ignored. There is no griefing in PvP as far as tactics go outside of TPing a person into the geometry in manner that the game prohibits.

    If you are constantly being targeted, it will generally be for one of three reasons:

    1) You are the biggest threat on the board and they need to go through you to deal with everybody else (i.e. healers/buffers). If this is the case, take it as a compliment.

    2) You are considered inexperienced enough that you are an easy target. Nothing wrong with this. Everybody is new at some point. Take it as a learning experience. There is no better way to learn evasive manuevers than to be everybodys target of choice. I usually take any new characters I make into PvP zones as soon as possible with as few enhancements as possible so that I can first learn how my characters will work at their weakest and what I need to do to survive with that character before I start worrying about getting kills.

    3) You're the only one in the zone. It happens more often than it used to with the new rules ( gg devs ). Just zone out and try again later. Or do what I do and sit in the base where they can see you but not attack and just talk. Tell a few jokes and drone somebody just to watch them scream about it
  12. Quote:
    Trash talk is not the problem, at least not beyond a superficial level. The problem is the bad attitudes. *Friendly* trashtalking, as you note, is a part of competition. The problem arises when people stop treating their opponents with respect. That doesn't mean everyone has to 'fiteclub' with them or cater to their every whim. It just means people need to respect their choices and not harass them for it just because they can.

    I can't tell you how glad I am that I didn't just throw up my arms and stop playing the first time I encountered a jerk in PvE. I still remember getting booted from a team because my Rad Troller wasn't a good enough "healer". I would hate to think that with your attitude, that would have been the last time I ever played the game.

    Bad attitudes are everywhere. Yes they are easier to ignore in PvE, but that's not the point. The point is that maybe, just maybe, you might need to check the person in the mirror when you think there's an attitude problem.
  13. Quote:
    Originally Posted by JKCarrier View Post
    Nope, not interested in PvP at all, in any game. I don't mind that it's there for those who like it (although it does irk me that they try to "bribe" us into PvPing by putting PvE goodies in those zones).

    And this right here is the biggest reason for the small PvP population. It has little to do with balance or mechanics or all the various other reasons that people give for not PvPing. The vast majority of players in CoX simply have no interest in PvP. For many, the lack of PvP was the reason for buying the game.

    I personally enjoy PvP a great deal in this game, although less so since issue 13 (gg devs). I think it is important to develop PvP to make it a fun part of the game for players to enjoy, but a huge mistake to make changes to PvP to cater to those that will never have an interest in it. That is exactly what happened in issue 13 and the PvP population shrank rather than increased because of that mistake. It was basically the equivalent to changing the rules of the game to get more people to roleplay in the D. I won't be anymore likely to RP than I was before and it just pisses off the RPers.

    So if any any devs are taking a stroll through this thread, please don't make any more changes to PvP unless it is to give us back our pre-I13 PvP. I love PvP, but please listen to the haters this time and stop putting development time into destroying what little enjoyment is left for the PvPers for the sake of those who will never play it.
  14. Quote:
    Originally Posted by Prof_Backfire View Post
    Let's face it, this game wasn't really built for PVP. Archetypes are balanced around the performance against PvE content, and how they sync together in a team. A well built team of competent players is a wonderfully fun powerhouse, and even though there's still unbalancing factors, that doesn't really matter too much as long as you're still having fun. The PvE you can just roll up a character, take some decent advice for power choices, and jump in.
    One of the biggest problems that PvP faces in this game is the solo mentality. Balance has always, from day one, come from teaming. In that regard, it is actually very similar to PvE. The devs stated this fact very clearly from the begining. However, many players who were unfamiliar with PvP chose to disregard that and play solo. The reasons for this will range from some kind of warrior code of honor to just being anti-social. Regardless of the reasons, the result is a lack of balance in 1 vs 1 encounters. In the end, those players became frustrated when they were repeatedly beaten by teams and rather then adjust their play style to play the game in the manner the devs intended, they chose to come to the forums and complain about how unbalanced it is.



    Quote:
    But PvP is different. Before and after the changes, PVP is a completely different game, where your powers do different things, and balance is incomprehensible. You have to go out of your way, radically alter your playstyle and mindset, and make a lot of effort to PVP in this game, and most players don't want to bother. Not to mention, even if they make a good build, they can be beaten by a richer player with the fancy gear anyway. For all I know it's the funnest thing ever, but I just can't get my head around the effort.

    While PvP is different from PvE, it isn't as radically different as some would believe. Learning how the powers work in PvP is no different than learning how a newly introduced set works in PvE. If people can take the time to learn how the new Dual Pistols set for Blasters in GR will work (and they will), they can take the time to learn how their already existing powers will work in PvP. It's that easy. The hardest part people have is letting go of preconceived ideas of the game that don't apply in a PvP environment. It's kind of like playing (American) Football for years and then switching to indoor Football. The fundamentals are the same but some of the rules are a little different. If you can play one, you can play the other without too much difficulty.
  15. Antigonus

    Corrupters.

    Here's the thing Ares. I know you like to be the snowflake and play non-FoTM toons that are different. That doesn't really work with Corruptors. Corrs aren't as forgiving as the toons you normally play. There just aren't as many options that are truly viable when up against the best that is out there (Blasters) for 1 vs 1. That's the reason there are so many Elec/Therms being played. It can beat pretty much everything with a little practice.

    That being said, I think Fire or Sonic Blast paired with Pain Domination would work best for your play style. It can do alright in duels and is a great support toon for teams if you ever decide to go that route.
  16. Antigonus

    Read this thread

    Quote:
    Originally Posted by Supermax View Post
    In some cases, there really is no reason to be nice, and the people really do deserve every bit of insults they get. That galactor guy for example. ALL he did was talk mad trash, while getting completely owned. Nobody has any reason to be nice to a guy like that. Well, except in his mandatory anger management class.
    Some people do more damage by sticking around then they do by participating. Best to just get them out as soon as possible.
  17. Antigonus

    Sudden Death

    Quote:
    Originally Posted by SmegHead View Post
    Ok, because last night we made it through the first 30 seconds of sudden death and a second sudden death message popped up, and as soon as it did I was dead. I had popped a few greens right before the second sudden death message popped up but I was still killed instantly with one shot. I guess it was just bad luck.

    I'll have to test this out tonight.
    This is basically what happened to me as well. The Blaster I was fighting went into Hiber and hit full right as the SD timer went. I was just short of full and got the loss.
  18. Quote:
    Originally Posted by Veritech View Post
    Were enough Kangs. Apparently they got themselves wiped out if the notes in Avengers Forever are to be believed. BTW, for folks who are sick of some of the older Avengers retcons, id suggest reading Avengers Forever if only because they manage to get their hands on most of the inconsistencies throughout the years and turn the whole damn thing into what it is one of my favorite Avengers stories That and the notes after every couple reprinted issues make for as much amusing reading as the story itself.
    Avengers Forever is one of the best mini series ever writen. I had to buy a second set so I could re-read the first without destroying any value the second set might have.
  19. Quote:
    Originally Posted by CaptainFoamerang View Post
    There's still that step between Coast City getting destroyed and Hal supposedly creating a perfect new universe where he has to destroy everything.

    Hal was a cop that was supposed to know what came with the job. Only instead of redoubling his efforts to make sure the tragedy doesn't happen to anyone else, he sets out to make sure it happens to everyone else.

    Going back to what I said earlier in the thread, there are tons of heroes who have lost far more and reacted far less rashly.

    I don't think that was really the intention of the writers. It came across that way, but I think they intended for it be more along the lines of him needing to make amends by bringing back the city and everyone in it and anybody that gets in his way is just something to be brushed aside. He didn't set out to destroy the universe so much as the universe being colateral damage.
  20. Antigonus

    Tweaks and fixes

    Send a gift basket and I bet they find that spread sheet.
  21. Quote:
    Originally Posted by macskull View Post
    Hello, old thread. This whole thing might've gone somewhere if pretty much every member of the Renegades hadn't been banned on the first night we were supposed to meet on test...

    Served them right for even thinking about resurrecting something the devs clearly wanted dead.
  22. Quote:
    Originally Posted by black_barrier View Post
    popping yellows is so hard.

    pssht nub.
  23. Quote:
    Originally Posted by B_Witched View Post
    if you want a toon that is viable solo, team and arena I would try a rad blast pain dom or sonic pain dom corr.

    Fire/Pain is better for somebody just starting. Rad blast requires expensive procs to be good and Sonic roots too much for somebody that doesn't know how to kite with it.
  24. For my Bane, 70.58% PvE gets DRed to 42.84%. I imagine it would take over 85% PvE to get to 45% DRed.
  25. Quote:
    Originally Posted by LunarKnight View Post

    I still don't really have any hate for Parallax. It's actually a pretty decent explanation for an absolutely terrible terrible story from the 90's. I wouldn't let it slide in say... Batman or anything, but in Green Lantern? Really not that bad of a reveal. Personally, I'd probably hate it more if it was just an explanation for Psycho Hal, but taking it far enough to explain a lot of the other downright stupid inconsistencies in the series bumps it at least above the birthing matrix for me.
    There was no need for the Parallax reveal at all. It was clumsy and unnecessary, and ultimately made no sense in the overall context. The story of Hal Jordans fall and redemption was actually pretty good, even if parts of it were not well written. I for one would have much prefered for the character to have kept that blemish. A character that faulters but manages to redeem himself is far more interesting to read than one that is just perfect. This is particularly true of a character like Hal that is known for his arrogance.