UberGuy

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  1. Quote:
    Originally Posted by Patteroast View Post
    I use Skype when I'm playing with friends. Used to use Teamspeak with my supergroup a few years ago.

    And when I don't want to talk, I don't have to.

    Seems fine how it is.

    This.

    If there's an in-game option, it becomes expected that this is what everyone will use, whether one wants to chat or not, and/or regardless of whether one thinks there are better options for voice chat.

    On top of that, it becomes more code the game devs either have to develop and maintain and/or license from some other producer, plus any added costs for infrastructure (depending on whether they created a peer-peer system like Skype or a client-server system like Ventrillo). I'd much, much, much rather have any costs for that effort or those resources folded into the existing things the devs already work on producing, and not adding voice chat.
  2. I tend towards being satisfied with a middle ground of big orange numbers and pretty hard but not maximally hard to kill. That means I usually can't run on the game's absolute highest settings without unsustainable inspiration burn rates, and often can't do things like solo AVs. To do otherwise is too limiting to me in what ATs and powersets I play, and sometimes in how I would play them. I therefore am satisfied with being pretty darn bad-***, instead of being extremely bad-*** in very specific ways.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    My ideal game would be one which would let me have fun, with progress and rewards as just a nice bonus, rather than a game which makes us play through things we really don't want to in the hopes of getting paid.
    While I agree with this in theory, it's my opinion that it's a pipe dream.

    Rewards that no one would try to achieve except by virtue of elapsed time doing something else have to be, almost by definition, completely tangential rewards - they have offer zero mechanical advantage in the primary activity. That means the core game must offer zero mechanical reward, because if it doesn't, someone will start looking for ways to obtain the rewards faster. If the game does offer mechanical rewards but doles them out purely based on fixed milestone, I guarantee you someone will be come frustrated over the fact that nothing they can do actually improves their rate of "progress". See: Day Jobs and Vet Rewards.

    So we want a game that's so fun, people will play it with no rewards at all except for the very sake of playing it. But I don't believe that there is such a game. Eventually, the novelty of any activity wears off. Most people are going to need some new carrot to keep coming back even though the core activity is no longer novel for them, and thus no longer entertaining enough on its own to keep them engaged.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    Why do something you don't enjoy to get a reward, when you can instead do something you DO enjoy, and get the same reward.

    Example: I hate farming, I despise it with a passion. There is nothing in the game I hate more than running the same mission, fighting the same mobs over and over again. People do it for influence and the chance for purple drops.

    I can run tip missions or a story arc at level 50, and set the difficulty a little higher, and get the exact same rewards as I would have for farming, only I will have enjoyed the process, where I wouldn't have enjoyed farming at all.
    What I observe is that people become offended when what they do for fun does not align with the efficient means to obtain given rewards. (This is a corollary the notion that people will do things they find un-fun to obtain rewards they want. They want what they do find fun to give good rewards.) Incarnate abilities are a great example of this: a great deal of the argument about them arises because teaming and running TFs and trials (a narrow subset of teaming) are the fastest way to get them, but a lot of people like to solo.

    People want to know that what they're doing for fun is efficient. It bothers them when they know that what they want to do to have fun and what they need to do to achieve a goal most quickly are not aligned. Most people I know are wired to seek the most efficient means of achieving their goals. IMO, if you meet someone who doesn't seem wired this way, the reality is that you don't recognize that they actually just have different goals.
  5. Quote:
    Originally Posted by Arcanaville View Post
    That's how I balance my need for a progression target with my need to have a fun interesting gameplay experience. I've never seen min/maxing and concept building to be intrinsicly exclusive, and that's probably why. I don't accept (some) other people's definition of "min/maxing." I pick a concept, and then I optimize myself into the best possible execution of that concept. And some of my concepts can be a bit out there.
    So very much this, and I say that with no idea if my own idea of min/maxing would fit in Arcanaville's acceptance. Sure, I spend a lot of my time either working on some "min/max" design or striving to achieve it. But my min/max goals don't necessarily equate to the common, usually unstated but assumed goals taken to be those of min/maxer's everywhere.

    To wit, it's usually a given that min/maxing is intended to achieve the best reward/time. If that was all I cared about, I would only play, I don't know, Fire Melee/Shield Scrappers or something. But I don't even have a FM/SD, or a Fire/Kin, or any of a number of other classic FotMs that became FotMs because they were perceived as the best way to earn XP, inf, drops, tickets, or whatever per unit time.

    That's not how I roll, pun intended. I come up with a desire to play some AT+powerset or other, then come up with a concept, then see if I actually like playing it, and then I make it the best I can at whatever it does. I also try to make it as good at fighting as it can be, because progress in this game is achieved by fighting, and I like to solo.

    So min/maxing is all about goals. My goals are to try different AT and powerset combos, and to solo hard content on elevated difficulty settings. Other people have subtly different goals. My goals may be able to fit in with other people's at a high level, but the trade offs I am willing to make are likely not the same as theirs. "Min/maxing" is treated like its a cookie cutter discipline that leads to everyone doing the same thing, but it's not. It may lead to lots of people doing similar things, but if you dig deeper, there's significantly more variety than I think a lot of people who poo-poo it would realize.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    So if real life ain't fair, we want our games to be fair so we feel better. If real life is hard, we want games to be easier to compensate. If real life is comprised of all work and no play, we want games to be more play and less work.
    I disagree. My daily job is hard. In exchange, I get paid a lot of money. In that regard I consider myself fortunate - I suppose my life is "fair" in that sense. But I do that job because I both enjoy it and consider the reward worth the effort. I consider reward commensurate with effort to be a good standard to do everything by, including games I play. That's right, if I spend more time or effort in a game, I expect that to give me more reward.

    I've seen people who conclude that the only reason anyone would want things to work this way is so those with more (due to greater expenditure of effort/time or just more total time spent) can lord their greater rewards over other people who have less reward. I think that's one of those wonderful straw-men which people who can't understand someone else's perspective use to demonize it since it doesn't fit in their world view. I just want my time spent to mean something, and more time spent to mean more.

    If it doesn't work that way, then why am I spending time doing something? I have never found any video game that was so engaging on its own that it could keep me playing it for nothing more than the very sake of playing it. This is even true of "stateless" games. MMOs have a stateful nature, because our characters change over time and the game remembers those changes. But traditional FPS games had no state. (Modern FPS games have some stateful nature that makes them more MMO-like, but I'm talking about older ones that had zero state.) And yet, I played them for hours on end to get better at them. I became the place state was stored instead of some server, but there was state nonetheless, and how much progress was made still depended on how much time I spent working at earning it.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun.
    But by itself, that's not sufficient. Not for me. And it hasn't been sufficient from the moment that I got enough play time under my belt to get a sense of the game's progression.

    It's possible you don't care about progression, and it's also possible you are viewing the game's past through rose colored glasses. I can tell you that before there were shards or purples or any of these more recent things, there were other rewards we "worried" about. SOs. Inf to buy SOs with. XP to get to the next level. Sure the game was simpler back then, but the core motivations for a lot of us were the same. We wanted progress.

    I love the combat in this game, but with no sense of progress, I would have stopped playing after probably a month, max. People who are obsessing about purples and shards and whatever are taking that same concept to other, newer and alternative progress methods. They still represent progress for our characters, but it's progress that isn't directly measured in XP.

    Whether that mentality is healthy or not depends on the players in question, their expectations, and how well they line up with both the body of their fellow players and the dev's vision. If you have expectations that are out of line with both the devs and a lot of other players, you're probably out of luck.
  8. Quote:
    Originally Posted by Dragonkat View Post
    You can see the same thing during the ITF if the low hp classes make the mistake of standing on the phalanx computer when the bots all activate and start raining aoe's down on it. And 5th bots have a lot less damage and debuff ability then +4 clocks. Apex makes the problem ten times worse.
    I'd like to point out that, with a lot of team compositions, hanging out next to the computer is the safest place to be. A significant number of ally buffs and heals are PBAoEs. Some of them are AoEs centered on foes. Despite the fact that being in the middle of a pile of foes with all the melee characters puts you in the location with the most emitted DPS, being close to your teammates often puts you in the location with the highest DPS mitigation, plus a variety of other extremely desirable buffs (+damage, +recharge, +recovery, +regen), some of which can make the fight end faster, and thus equate to less total damage directed at the team.

    If you hang back far enough to be out of range of the concentrated fire aimed at your "harder" teammates, you are not applying any such buffs you have to them and possibly not applying them to other teammates. The Kinetics character is probably going to be in the pile with the melee characters, for example. Absolute best case in such a scenario, your "soft" ATs are off in a huddle buffing one another, and the melee ATs are getting none of the benefit of their PBAoE effects. Worst case, you're hanging back on your own and risk defeat from the fact that some of the Phalanx robots are probably going to shoot at you no matter what, just due to aggro caps, and you aren't as buff as you could be.

    Now, some people doubtless get used to playing like that and don't pay enough attention to when there's not enough radial buffs to make hanging out in the scrum a reasonable proposition. Those aren't very bright players, or at very least they aren't paying enough attention to the game.
  9. Here's the thing. None of this stuff is hard. Fundamentally, what people are arguing about are their preferences, which vary from person to person, and to some extent, from group of people to group of people. What's important to remember is that people who tend to play the game together regularly tend to share the same playstyle preferences, or to at least tolerate some playstyle common to the group.

    A number of people have expressed satisfaction with the idea that Battle Maiden explicitly disallows traditional "tank & spank", because you can't simply pig-pile the team on her and beat her down, which is a common tactic for teams operating under high-order buffs. It's not important that it's actually meaningfully harder, what matters is that it s conceptually different. (Of course, a number of other people despise it for that very difference.)

    I don't find any of these things hard in the absolute sense. The only one I find somewhat challenging in an absolute sense is the Sewer Trial, because you can't actually directly buff the amount of damage you do the Hydra head, and the timer is not actually terribly long compared to the best times you can pull off - one of the only cases of that anywhere in the game.

    "Challenge" for most of these tasks is defined almost entirely in terms of elapsed time, with the only risk of "failure" being that the task takes so long that the team gives up, or individual people quit and the team ends up too small to ever succeed. There's usually no true risk of failure except for this kind of essentially self-imposed failure. Trails are unique in that they actually impose a time limit. I find that the time limit is extremely gracious on all of them except for the Sewer Trial.

    The problem in my experience is that people don't like a real risk of true failure, because that means they can spend however long doing something and, from their perspective, the time is wasted. I see this regularly with pre-I19 "Master of" badges - most people don't want to do them unless they're all badgers looking for the badge, because the "Master" approach is slower and the time can be "wasted" if the attempt fails.

    (It's an aside, but I find the Eden Trial is one of the most trivial fights in the game. Ambroisa is a magic bullet - if you don't have it you're (probably) screwed, but if you have it the Titan is no harder than any other big sack of HP in the game.)
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Tin Mage is (IMHO) boring, the Director 11 fight is mildly interesting but the rest is just a slog through hordes of +4 clockwork with humongous -recharge debuffs (which I think are auto-hit as well).
    An aside, but they're definitely not auto-hit. The difference in jumping in the midst of them with near-softcapped defenses and around 25% is the difference in being debuffed, say, 40-80%, and being debuffed, say, 400%.
  11. I actually agree that the Sewer Trial is quite challenging, given the "peer" content it was created alongside at the time we got it. I would actually like to run it more often.

    But therein is the problem. Everyone I know hates it. There's something about the style of challenge it represents that they consider a slog, and don't want to deal with.

    In contrast, things like the Apex and Tin Mage TFs are basically becoming nightly occurrences. (Which I don't mind at all, I like them also, but I'm not the one forming them.)
  12. Quote:
    Originally Posted by OutaControl View Post
    I was talking about the Ouro day job badge, which states you will get a recipe drop for completing a mission for a short time if you log out in the Ouro. It doesn't affect your chance for a purple other than you've got one more change for a drop at the end of each mission.
    You can't get a purple from that drop, as far as I know. Those are "pool B" drops, which is a specific set of recipes that only drop on mission completion. Purples only drop from mob defeats.
  13. You know, I wondered as I was typing that if WP did have any some debuff resistance given that the devs have been somewhat liberal with granting it to powersets that have some in-powerset defense. I did also figure that even if it did, it probably wasn't enough to significantly change the prognosis. So at least I got that part right.
  14. Sadly for your OCD soul, there is no hard and fast answer here. Since you're talking about a WP character, you have no defense debuff resistance, and so defense debuff that does hit you is going to take a good chunk out of your defense. Typcial debuffs from things like sword sets are on the order of -8% per hit from an even level minion, and more if they are higher level and/or higher rank. (Higher level and higher rank combine to even larger debuffs.)

    That means that going from 45% defense to 55% defense is going to protect you from, at absolute most, one hit taking you below the softcap to L/S defense. The real question becomes, what alternative benfits (if any) are you giving up in your build to buy the extra 10% defense when it provides such relatively meager added protection?
  15. Airhammer covered most of the basics.
    • The foe must be level 47 or higher to have a chance to drop one.
    • The foe must not be in a Mission Architect mission.
    • Because it is how most of the drop mechanics we do know work, it is presumed that the chance for a LT to drop one is higher than the chance for a minion, and the chance for a boss is higher than that for a LT.
    • The odds of any given foe dropping one is very small. The most optimistic number we've seen estimated is on the order of one in three thousand. That number was actually averaged across ranks (minion, LT and boss), so the odds for a minion are probably lower than that).
    • Play solo. Every defeated foe that drops an invention gives it to one random person on a team. That means your average chance to get a purple on a team of N people is reduced to 1/N of its usual chance. While 8-man teams typically defeat more foes in less time than someone solo, only very good teams are going to consistently defeat X foes in the same time one player could defeat X/8 foes.
    While it may seem that finding a way to fight level 47 foes all the time is probably your best bet for optimal chance of purples, it may bore you to death, and any other rewards you get along the way will be sub-par. For example, those mobs will likely drop other non-common recipes at level 47, which sell for a lot less than level 50 versions (for a variety of reasons). Trying to optimize the whole experience, I would recommend fighting foes no lower than level 50.

    So, to summarize, fight stuff that's level 47+, and defeat lots of it as fast as you can. If you can, solo on +0/x8 team size setting.

    Edit: I'm not sure where the Ouro badge fits in.
  16. Quote:
    Originally Posted by PRAF68_EU View Post
    One thing I think might be worth trying with a big group is farming DE Monsters. A large group can take them down quite quickly, and they may drop shards at AV rates.
    As someone who habitually attends Hamidon raids, which require you to farm between 5 and 50 GMs to get Hamidon to appear, I don't think they drop enough shards to make it worth while. I know people have reported them dropping shards, but I personally have never gotten one from them, despite attending several raids a week.
  17. Or, you know, Soul Drain or Siphon Life.
  18. I would never take offense at someone pointing out grammatical errors or misspellings in my characters' Description entries. I want them to be correct. (As far as I know, they are, although they sometimes contain constructs I wouldn't prefer because to do otherwise takes more words, and we have limited space.)
  19. Quote:
    Originally Posted by warden_de_dios View Post
    Are these pronouns used in RL at all? I had never seen them used.
    Define "real life".

    They aren't formally accepted parts of the language, if that's what you're asking.
  20. No reason has been given, but we were told by Castle that it was intentional. It's only DE, and it's only the ones found in level 45-50 tip missions. (In the interests of clarity, it's actually the case that their base toHit chance is elevated, by which I mean that instead of the 50% base hit chance that mobs have, the DE explicitly have 64%. They don't, for example, have a power giving them a +toHit bonus, though functionally the effect would be identical.)
  21. I haven't used it, but I know a fair number of people who have used it. Very few if any of them have soloed something that was "leading" a pact. Most ran team content on one of the characters and used it to bring the other to 50.
  22. Yes, people here do like comic books, but clearly, a lot of people here are here because they like MMOs. Very broadly speaking, I think you are looking for people who have some role-player in their soul, and honestly, an awful lot of people don't. Just to be clear, I don't think that's a bad thing, but it sounds like maybe it's not what you expected with this being your first MMO.

    First, let me explain a couple of things about the game. There is nothing meaningful to do in the open zones. All the goals and actions are in missions, which are instanced. So most of the people playing are not in the common areas. This is both a good and a bad thing. One bad part is the thing you've noticed - that makes the common areas look dead. One good thing is that no one can interfere with your instances. There's basically no such thing in CoH as someone "stealing" your kills or other objectives in a mission. It also helps keep load under control in the various zones.

    The monster heads and most of the spikey "dark" costume pieces you're seeing were added specifically for City of Villains when it was a completely stand-alone game. They were then proliferated to both sides if you owned both games. So what you're seeing are villainous costume pieces that people have outfitted on what I am presuming are heroes. More, better animal heads have been requested for a long time, and are actually planned to be coming sometime in the foreseeable future as a micro transaction pack (which usually cost around $10 or less).

    Remember, this is, first and foremost, a video game. Most of the people on the forums are there because they're engrossed in the game. Lore and role-playing are only a part of the available scope of the game. Moreover, most of the people here on the forums are probably more obsessed with the workings of the game than most. It's why a lot of them are here. However, there are sections of the forums fairly dedicated to roleplay concepts. In terms of role-play in-game, the Virtue server is the unofficial role-play server. Be warned, that may not mean the people there are more comic focused. Role-play means a lot of things to a lot of people, so you may be as likely to find someone playing a vampire as a golden-age super hero.

    Finally, don't assume that because you met someone rude that most people here are rude. This is, by and large, one of the friendliest MMO communities out there. (In fact, if you stick it out and still think people are rude here, my advice is to stay away from most MMOs. ) Stick around and try to ignore people doing stuff you don't like, because odds are you can find people who do stuff you do like and hang out with them instead of those ignorable people.

    Anyway I hope that helps. Welcome to the game, and here's hoping you find something worth sticking around for.
  23. Quote:
    Originally Posted by Jophiel View Post
    Well, originally, they came for you a lot quicker
    I actually kind of liked it. People complaining about it probably weren't playing it at +2/x6 or higher.

    (To be fair, most of my characters died trying that, but it was fun. After I fought through it a handfull of times, though, I did start skipping it.)
  24. Quote:
    Originally Posted by Jophiel View Post
    Despite your portrayal of them, a lot of people manage to speed run five tips in a very short time by just racing to the end, knocking out the objective and going to the next one. If you want the xp, you can take your time. If you only want the merits, you can speed them. I've never had a problem with overly complicated objectives. The few that do have "complicated" objectives, you can just skip.
    I never play that way on my own. There's no challenge in it. That's gaming the game to get the reward as fast as possible. I have no issues with other people doing that, and honestly, it's how I approach most task forces. I've no interest in doing it solo. I solo to not do what I do on teams with my in-game friends - run at my own pace, ramp up my difficulty and fight for hours on end. But ramping up my difficulty in Tip missions is frequently more annoying, slow or harder than doing it in other content. In the Black Panther Malta mish, you have to stand around and wait for six ambushes to come get you. In the DE mishes, they all have +14% base toHit, which means I need to either fight them much more slowly or turn down my difficulty so there are fewer of them. That's just a couple of concrete examples that come to mind, none of which apply in scanner/paper mishes. The most annoying that scanner/paper mishes get is to offer me nothing but hostage mishes. But unlike tip missions, there's no risk that I have to go mow down mobs to get another mission. If I don't like any of my three options, I pick one, abandon it, and get a new three.
  25. Quote:
    Originally Posted by Lothic View Post
    We are going to be end-game GODS once we have high level Alphas slotted. The Incarnate system is going to effectively "break" the balance of the game whether the Devs want it to or not. As a reward for all of our hard work creating these gods why would we not be able to roll over these critters very easily AND get good rewards for it at the same time?
    Because the devs are not that dumb? I have never understood the position that just because this is a superhero game that the content needs to be so easy as to be unbalanced. The same holds for this lore-based notion that we're becoming gods. Why should a god find munging a mortal particularly rewarding?

    This is a progress-based game. When we level to 50 from 40, we either get to fight level 40s for no reward or exemplar down and lose some of our power. I expect the same rules to apply in some fashion for Incarnate abilities.