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Posts
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I'd like to have more for my L50 main to do that isn't repeatable content.
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I also wish I could get the names I want for my characters without having to resort to plumbing the depths of alternatives. There are many times when the name that exactly fits my character's look and concept is already taken. "Be more creative" is a condescending suggestion, and about as useful as the equally obvious "just pick something else". If the best name for my character, in my estimation, is Thunderfist, then I don't want someone telling me that I'm somehow creatively deficient for not wanting to use an alternative.
But the reality is that CoX is designed so that no two characters on the same server can have the same name. It makes a lot of sense from a software implementation point of view, and it makes a decent amount of sense from an in-game milieu point of view (only a handful of Marvel or DC characters ever shared the same name, and rarely were they active at the same time). To my mind, this "problem" isn't one of poor game design or lazy implementation, but is purely a product of having too many player heroes in the same environment together. There are more active players on any given server than there are main characters (i.e., starring roles) in any city in the Marvel or DC universes. Name conflict issues are an artifact of overpopulation (too many damn heroes), not a software bug. -
Whachoo talkin' 'bout, Willis? CoX has been more successful, IMO, at balancing the solo and team aspects of the game than any other MMO out there.
While I don't feel that MMO's are meant to be experienced primarily solo (any more than ships are meant to stay in port, even though they can), the fact that the CoX design has always made solo play an equal partner to team play has been one of its best features. -
Yeah, but where did they flee to? If they fled out of Praetoria, then who is left in Praetoria for Cole's successor, whomever it might be, to take care of?
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Quote:...clearly loves WoW and its endgame raid loot drop framework.Whatever Dev though having this and Maelstrom's pistols trial locked, on a stupidly low drop chance recipe...
I agree with you. This is retarded. It wouldn't annoy so many folks, though, if they had seen fit to have a European greatsword as a standard TW option to begin with. Such an oversight is utterly baffling to me. -
So, um, let me get this straight. LegionAlpha had heard about something that sounded like ten level shifts, something "equivalent" to being L60, and was looking for details. GuyPerfect responded with information that was exactly what LegionAlpha was thinking of. So, in effect, if we were to delete every post except LegionAlpha's original, and GuyPerfect's reply, this thread's purpose would be fulfilled.
But for some reason folks are fixated on the fact that GuyPerfect said everyone was "dead wrong", and people just can't let that go, can they? The devs should do us all a favor and delete all but those two posts (including this one) and lock the dang thread. -
Me too.
At least we know why there are such inconsistent results from trial run to trial run. A bug in the trial can cause all kinds of misperceptions about what to expect. Aside from farming the IDF for AIxp, there is no reason for me to run this trial until the bug is fixed. -
Quote:What is available for 10 Emps? The sword itself, or the recipe to make it?It is available for 10 Empyrean merits, but only after completing the Magisterium trial. If you want it from level 1, you need the recipe, which are currently going for $texas. :/
If it is the recipe, then can't a character who has completed Mag just buy the recipe for 10 Emps, email it to global, and then pick it up on a level 1 TW alt? -
I have precisely one character that really needs the Excalibur TW to complete her look. Eventually there will be a glut of Excalbur recipes on the market and I'll buy it for a reasonable price. Unfortunately, the success rate for taking Tyrant down is abysmal right now, and so now is not a good time to grind Magisterium for the recipe drop, IMO (at least half the trial runs right now are "mini-Mag" runs purely for the AIxp anyway).
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Except that Brutes with the right build are already functioning like the classic superhero brick and heavy hitter, so tweaking Tankers to be capable of this as well feels to me like an exercise in redundancy.
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It's really quite simple. Find an AT/powerset combo that is 10000% better (more fun) than all the others. After 8 years I finally found it: Street Justice/Willpower Brute. Upon making that character last August, my alt-itis was cured.
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To my mind this whole discussion merely makes clear two flaws in the game's underlying assumptions:
- That Tankers should be a form of the D&D fighter class.
- That Superhero MMOs should conform to outdated medieval fantasy design motifs.
Unfortunately, to implement Tankers "correctly," which is to say implemented such that they perform like Superman, Hulk, etc., would be to make them way too powerful. Brutes come closest to this idea in terms of mechanics, which is why I think a lot of players roll Brutes when they want to make a classic superhero "strong man" (i.e., brick in Champions parlance), so we don't need Tankers for this. IMO, Tankers as currently envisioned and implemented have no place in this game because this isn't EverQuest and because Brutes perform more like superhero bricks than Tankers do. -
CoX has a healer power set (Empathy) as a choice for support ATs, which essentially equals a "healer class" insomuch as any AT/powerset combo can be called a "class" at all in this game. The reason I claim that Empathy Defenders represent the de facto healer class in CoX is because that is how players have always treated it. Players coming from other MMOs always seem to bring their Must Have a Healer mindset with them and scour the game for the healer "class". They find the Empathy Defender, realize it is the closest thing Cox has to one, and then they start advertising "looking for healer" in the hopes of landing an Emp.
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I'd go with 1) Rad, 2) Dark, 3) Kinetics as top three. Not necessarily in terms of popularity, but in terms of usefulness on a team. Kinetics are incredibly powerful to a team when in the hands of a player who really knows how to use the set, but it is one of the sets you see the least on Defenders. You see it all the time as the secondary for ATs like Controllers, and sometimes I think that is because players are bitter over not being able to Speed Boost themselves (buffing your Fire Imps, however, is akin to buffing yourself, hence Kinetics' popularity as a pet-class secondary).
I almost never see Force Field or Sonic Res even though both are also pretty darn useful. And IMO, the least useful or necessary power set is Empathy. Whoever decided (Emmert?) that a superhero MMO needed a "healer" class was a moron. -
I am a Champions/Hero System fanatic from way back (as in, 1982). Up through 4th edition it was the best RPG system I had ever used. Its flexibility is unparalleled. But so too is its potential complexity. For anyone trying to do superhero action in a way that is both logical and detailed, Champions/HERO is the way to go. But I would use the 4th edition of the rules since they (still) represent the best compromise between flexibility, elegance, and complexity IMO. The 5th edition, while addressing some holes found in 4th, is like Abduction from the Seraglio, it suffers from too many notes, as it were. And the less said about the 6th edition, the better.
The other frequently expressed complaint about Champions is the time it takes to complete a battle. It is true that it can take many hours to conduct a full-on battle between 6-8 hero PCs and an equal number of villain NPCs, especially if characters are fairly evenly matched. There are, however, little tricks you can employ to speed things up, like not using the speed chart directly (or computerizing the phase sequence), forgoing post-12 recovery, not allowing villains who are down to take any recoveries at all (this is an especially good rule to use on thugs/minions). But the truth is that one does have to go out of one's way to find ways to speed up combat in Champions because the default approach of using all the standard rules (which don't even include the "heroic level" options like hit locations, wounds, long-term endurance, etc.) does tend to yield time-consuming battles. This is not the game for "quick 'n dirty" RPG action, not unless you spend some time before-hand streamlining the system for your campaign.
I can't recommend GURPS Supers since it is based on the GURPS engine, which strains under the stresses of truly superpowerful characters. So much of GURPS assumes that a normal human power scale is the baseline for everything, that too many subsystems and basic mechanics have to be utterly reworked to handle characters with the strength potential of Superman or the movement speeds of the Flash, etc. And in my experience, all those re-jiggered mechanics don't really work properly or satisfactorily.
All the other games mentioned may offer faster, looser play, but they will almost certainly sacrifice detail and the ability to accurately mimic the powers of CoH (assuming that is a priority). Mutants & Masterminds might do about as good a job as Champions, but it is based on the d20 system which I have a number of issues with from a basic design point of view, so I can't whole-heartedly endorse that either. -
Quote:Um, for ideas on this I recommend watching the opening battle sequence to the first episode of Chrome Shelled Regios. Skip to the 3:15 mark...Suppose I have a sword that's about six feet long. What am I going to do with it against a monster that's 100 feet tall, with limbs 30 feet across?
http://www.youtube.com/watch?v=E2bq08YErUk -
Quote:Rewards are rewards. Sometimes they reflect the money invested or time spent "supporting" the game. The more money/time invested, the greater the reward. Seems like a pretty logical equation to me.Is it more of an entitlement issue to want something or more of an entitlement issue to feel as though their money and time earned something that's being kept away from the common riffraff?
NCSoft decided that Mecha armor pieces are special enough to only be offered (at first) to tier 9 VIPs. I am not a tier 9 VIP, but I have no problem with this. I've been playing, on and off, since late Aug 2004 and feel like a pretty long-time, loyal customer (overall). Yet I am not filled with outrage for being treated like riffraff just because super duper cool mecha armor pieces are behind the tier 9 VIP reward wall (and yes, I do think they are super duper cool and look forward to getting them for my own characters). If anything it gives me incentive to keep playing until I unlock tier 9 VIP rewards.
The problem isn't with NCSoft's reward strategies, but with the attitudes of customers who think they should be in charge of determining those strategies (so they can get what they want, when they want, for whatever extra cost they deem acceptible--usually none at all). -
Quote:Yes, but what makes an MMORPG different from a fighting game or FPS is that in an RPG, fighting has motivation beyond simply adding one to the win column. The objective is actually saving a hostage, or stopping a terrorist act, or intercepting a drug shipment. Fighting is merely a means to that end. The moment you make fighting itself the end, and not just the means, you've reduced the game to a biomechanical exercise in button pushing and nothing more. But MMORPGs are designed to go beyond such a simplistic, primitive game experience. So I don't agree at all that fighting villains is the entire point of the genre. I'm not sure you quite grasp what heroes actually do (or why).Err... heroes fighting villains is the entire point of the superhero/supervillain genre.
Quote:Whether the player at the keyboard reflects your mentality of what a "superhero" or "supervillain" should be is completely irrelevant.
Quote:When I'm at my computer PvPing, I'm not some poor kid who watched his kids get shot and now uses his technological gadgets to fight evil, I'm someone controlling pixels on a screen trying to defeat other pixels on a screen. In short, I don't care about whether it "fits" the concept of the game, only that the mechanics are good enough to make the experience enjoyable (and more often than not lately they aren't). -
"I can't have it NAO!" means NCSoft is punishing them.
"I can't have it free without using my PP stipend!" means NCSoft is stripmining their bank accounts.
"I can't have everything that long-time players are getting as special rewards!" means NCSoft is insulting them and making them feel like patsies.
The foul odor of entitlement that comes wafting from people who think the world owes them every privilege and every benefit for no extra effort or cost continues to astound me. If this is all it takes for NCSoft to lose a their subscription, then I dare say they were bound to lose it at some point anyway, for any number of completely innocuous reasons. Keeping such players "happy" is usually more costly, business-wise, than they are worth. -
Quote:Sure, but an important question is whether that is what PvP should be in a superhero game. IMO, the inherent character of the genre has been subverted, discarded, and disavowed by PvPers in exchange for a very non-superhero-ish "anything goes" gladatorial bloodsport experience. That may feel appropriate for some dark fantasy setting, but IMO it is entirely out of context for supers. Even the villains in 99% of comics don't behave with the childish mentality displayed by PvPers, so you can't take refuge in the b.s. rationalization of, "Well, I'm a villain, what kind of behavior do you expect?" Moreover, hero players are responding in kind, further twisting the atmosphere away from anything resembling superhero sensibilities.I realize this doesn't make sense to some people, but it's been said before that PvP zones are more or less "anything goes" so long as players aren't abusing glitches or exploits.
It is one thing to say this is what PvP has evolved into and you can either take it or leave it. It is another thing to defend it as befitting the genre and overall character of the CoX player community in general. If this is what PvP means to people, then I'd rather it be removed from the game and let that "anything goes" mentality go with it. Because even as segregated as it is, it still allows an ugly mentality to infect the game; after all, there is nothing preventing such repugnant attitudes from bleeding over into the PvE game as those players take time off from being colossal a**hats in RV and bring their special brand of "competitiveness" along with them. -
Quote:I certainly didn't mean that CoX PvP was literally equivalent to an FPS game. But compared to the PvE experience, it might as well be. When a fight between you and an "equal level" opponent can be reduced to a few seconds of button mashing, it isn't that much different than an FPS IMO.Hey I take exception to that! If CoH PvP was like an FPS, I'd be all-over it
One of the crucial differences between an RPG and a twitch game is that a character's combat prowess is encoded in his stats, not in the player's myelin sheaths. My scrapper should be a badass in combat because that's what's "written down" on his sheet, so to speak, even if I suck at fighting (or fighting games) myself. The moment you make success in PvP too dependent on players having split-second reaction times and mastering finely timed attack chains, rather than character traits and power matchups, it becomes less of an RPG and more of an FPS or twitch fighting game. -
I don't engage in PvP because due to the bizarre artifice of its mechanics, it doesn't feel like superhero combat to me. The whole cat-and-mouse, hit-and-run style of combat is anything but superheroic. It is Quake Arena with spandex avatar skins. I don't play CoX as a surrogate sport; I play it to experience virtual superhero comic book action. Moreover, PvP is so isolated in its own "world", that it feels like an entirely separate game. Nothing that happens in PvP affects the PvE game, and vice versa.
Maybe if there were unplanned, triggered PvP "raids" in regular PvE zones, it might be more interesting to me. Sort of like how a random zone gets a Rikti Invasion when a group turns in a Lady Gray Task Force. Suppose there were instanced Mayhem/Safeguard PvP missions going on all the time. And suppose that if, in a 20 hour period, enough of those instances were won by one side or the other to trigger a random zone of the loser's side opening up, for a short time (10-15 minutes, say) to world PvP where there are all kinds of rewards for causing trouble (for villains) or cleaning up the streets (for heroes). PvP would then have potential impact, even if only for a short time, on the PvE world, making the two more integrated.
Of course, in order for this to work and not just turn into a 10 minute grief fest, PvP combat has to be overhauled so that characters can't be pwned in seconds. "Hot spot" markers would appear on the mini-map anywhere a fight between players is taking place, allowing allies to jump in and help. But that only works if such fights aren't simply over and done with in a few seconds. Even 3-on-1 fights have to be able to last a little while. One of the most distasteful aspects of PvP in just about any MMO I know of is the he-who-draws-first-wins nature of the mechanics. You have a few seconds to pwn your opponent or you get pwned. No time for tactics or for escapes or for allies to come to your aid (they must already be present and ready to intervene to be of any help). Some people like this because they have mastered it, but I don't find it fun and I doubt I would find it fun even if I mastered it myself. -
Quote:The problem, as I see it, with the TW weapon selection is that aside from one axe, none of them look like regular weapons just made huge. They are all bizarre instruments out of some toymaker's nightmare (or refugees from other MMOs/video games). That might appeal to a select group of players who like their characters to look as twisted and demented as possible, but it feels uncharacteristically narrow (for CoX) in its thematic scope.Titan Weapons had nothing like enough weapons when it launched, but they released a weapon pack for it and that brought it up to a respectable number. Are there enough now? Of course not, there will never be enough in general. But there's enough variety in the weapons that it DOES have to make two, three and even more characters out of it.
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I find it interesting that the problem is seen to lie entirely with the player base, and not the trials themselves. I would argue that the nature of the trial designs, in their misguided approach to providing "a challenge", have produced these antagonistic conditions. They create a perceived need to filter out certain characters, be it by level shift, IO build, AT, or whatever. If they weren't so gimmicked out the butt, with this level shift nonsense as a cruch mechanic, I don't think we'd be in this position (of either having to filter, or having to argue for/against it in a forum).
We shouldn't be criticizing the players for trying to compensate for bad game design/mechanics. We should be criticizing the mechanics for fostering harsh divisions of character/player capabilities. In the standard 1-50 game, differences in level is mitigated by the sidekicking system. But there is nothing equivalent in the Incarnate system that mitigates the differences between 50s and 50+3s on the same league. It is a mechanical rift that can't be compensated for mechanically; one can only hope that some combination of player skill and non-combat AT benefits will make up the difference. Good luck with that given how most trials run with at least half the league composed of melee characters whose primary value is in either dishing out or taking massive amounts of damage.
Oh, and to the poster who asked how anyone could fail MoM, it is worth mentioning (again) that MoM is the only trial in which the final AV fight must be accomplished in less than 3 minutes. The only success vector available is overwhelming DPS, and that is where the purple patch hamstrings any league not composed of enough level-shifted damage dealers.