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Posts
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Okay, so I tried my hand at using the Consignment House market for the first time ever today. It was so easy (read: fast), I'm a little taken aback, and I'm wondering if maybe I didn't try hard enough to maximize my gains. Here's what I did:
I discovered that one of my (many) alts happened to get a level 50 Apocalypse recipe drop at some point. The Dmg/Rech/Acc one. I looked and saw that the difference in selling price between the recipe alone and the crafted IO was about 100mil. So I thought I'd check and see which salvage pieces I had, which ones I needed, and how much it would cost to get the ones I needed.
It turned out that between all my toons, I had all but one of the salvage ingredients. The missing one, Magical Conspiracy, I was able to buy for 2mil, instantly on the spot, no waiting. The crafting cost was 600k. The listing fee for the sale was 40mil, The instant I put it up, it sold for 800mil!
So basically I earned over 700mil influence in about 5 minutes. Now granted, that was only because I had the good fortune to have stumbled upon a purple recipe and have all but one of the ingredients already. But still, I can sort of see why the AH works as easily and quickly as it does. With every server being connected to it, it's like eBay in that you have the entire world's population of players buying and selling, and that makes for a very fluid market. -
Upon returning to COH after a few years off, I find that our base's Salvage Storage Rack is listed as having 937/30 pieces of salvage in it. If the limit is supposed to be 30, how is it that I see so many pieces of salvage in it? Even if the count of 937 is off (due to a bug), I can confirm that there is way more than 30 pieces of salvage in this one rack (much of it could be base salvage for all I know--the rack doesn't let you "sort" by type the way the regular character Salvage window does with its category tabs).
Is this a bug? What are the implications for taking salvage out and continued storage of all those pieces in there? -
Premium accounts are being unrolled slowly over several days starting this weekend. After that, new free accounts will be allowed. Probably some time next week.
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- TO = Training Origin - the ones you see for most of the early game up to about Lvl 20
- DO = Dual Origin - the ones you start buying from the origin-specific stores in Steel Canyon and such. Lvl 15 and up. Locked to either of two origins (e.g., a Tech/Natural DO can only be used by Tech or Natural origin toons). Twice as effective as TOs.
- SO = Single Origin - the ones you start slotting at Lvl 22 to give you the best boosts. Locked to a specific character origin (e.g., Tech SOs can only be used by Tech origin toons). Twice as effective as DOs.
- HO = Hamidon Origin - super mega enhancements you get from completing the Hamidon Raid. About 50% better than SOs, and give more than just one type of buff (i.e., Acc/Dmg).
- IO = Invention Origin - the kind you craft and that never "expire" no matter what level you become. Effectiveness is dependent on the level of the IO though. The ones that come from "special" recipes provide extra bonuses if you slot more than one of them in a power (called set bonuses).
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I like how Sewer Trial SOs are only good for the duration of the next Sewer Trial run, after which you've probably outleveled them.
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I'm so glad my friend doesn't read these forums anymore...my job (trying to convince him to resub) is hard enough as it is...
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So I just noticed that I had 4 private messages waiting in my forum inbox, some of which have been sitting in there for a week now. I just wanted to thank those of you who PMed me and offered the in-game assistance. It's folks like you that make me so fond of this game.
I just wanted to let you all know that I do intend to answer you individually, that I didn't just blow off you and your generous offers of help. I just didn't realize I even had those PMs until this afternoon! I am simply not accustomed to looking up in the corner of the screen where the unread message count is displayed in tiny, tiny type.
Anyway, again, thank you all for your terrific input and generous offers of help! -
I was talking about something I saw over this past weekend. And I agree with houtex, they are creepy...awesome, but creepy. Makes characters look like levitating vertical cadavers. Or imperious god-like overlords.
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Quote:Very true! This used to be something he really loved about CoH when he first started playing. The feeling that you are a super-powered hero pretty much from the start made CoH a unique MMO experience. Unfortunately, the Issue 4 nerfs and ED left him bitter. His beloved regen scrapper became a toon he hated to play anymore thanks to the changes to Instant Healing. Say what you will about how "overpowered" it used to be, he liked it that way, just like he (well, most of us) liked tankers that could tank an entire room's worth of mobs without needing a healer on hand to keep them alive. We always felt that the way to make the game challenging was not to nerf the powers, but to make the mob A.I. better. But, of course, nerfing is just much easier to implement.CoH literally throws mobs are you in droves. You can fight upwards of 15 mobs at at time, and with proper inspiration usage, or buffs/debuffs you can always come out ahead. WoW, your lucky if you can take on 4 even level mobs without them taking you out pretty quick like.
In the end it may turn out he's a bit of a lost cause. He may play a little bit as a Freemium player, mostly just to have something to do with his two boys, but I'm probably never going to be able to convince him to subscribe again. Maybe if the "cone of content" was mostly out in front of L50, rather than behind, I might have had a chance, but I think it is a hard sell when he is mentally comparing the amount of post-L50 WoW content with the amount of L50 CoX content that has come out in the same amount of (calendar) time. I think the unfortunate, sad truth is that WoW has poisoned him into believing that MMOs are only worth playing at the level cap, and that all the other game content is merely stuff to begrudgingly slog through to reach the "real" game. -
What is meant by "old hat"? Usually that is a way of saying "obsolete".
I was assured, up and down, in the "Casual players" thread that SOs are still the dominant form of enhancement, that builds filled entirely (or even mostly) with crafted IOs are not the "norm", and that not everybody chases gear (IO sets) as if it was the "new hat" you have to wear in order to be accepted or effective. -
Quote:How was the Hollow revamped? The Lt. Wincott missions looked exactly the same to me when I checked in there recently.The revamp to the hollows made it one of my favorite zones.
I originally started playing CoH after Issue #1 had already been out a while and Issue #2 was just being released. I never knew the game when 40 was the level cap. What are Titan-Os? -
Quote:He is planning to return at the Freemium level because it will give him something to play with his kids without having to pay for three accounts. But I am trying to find a way to arouse his interest in the CoX end-game because I want him to join me in the Incarnate experience. But I'm pretty sure I need something more than just that to convince him that CoX has a rich variety of end-game content so that he'll even consider going VIP. I just don't think Incarnates are enough, on their own, to reel him in. And exemplaring down to (the wealth of) lower-level missions will almost surely feel like a step backwards (downwards?) to him. I've never known him to be a badge hunter, for instance, so going back and doing lower level content just for the badges probably won't appeal to him.If you convince him to play, the only way may be via the social value of you being here. If that's not enough to convince him to try it at least occasionally on the freemium basis, than any other argument you use may be really doing him a disservice, since he probably just won't enjoy the CoH outlook.
In the end it sounds like there is little chance I will be able to entice him to go VIP and join me in the Incarnate stuff. Not unless I give him a 60-day game card for Christmas or something... -
Well, the problem is that we played CoH in its earliest incarnations for over three years. He got tired of "seeing the same content over and over again from a different perspective" and gave up on the game for other experiences. Playing two WoW toons to the level cap, followed by expansions that kept those toons--and all his invested time in them--worth continued play led him to prefer the WoW paradigm I guess. Once he makes a character whose powers he likes and which he learns how to master in "high level play", he wants to stick with it and experience new content through that one character (or two, maybe).
He also likes PvP play, but I get the impression that there isn't a whole lot of rich PvP activity to be found in CoX; the PvP zones are sort of like ghost towns, right?
I like alts and I have little trouble with the deja vu aspect of repeating missions because it can feel fresh just from the team dynamics of each different team of strangers you do those missions with. But I don't think he gets the same satisfaction from CoX's "replay value" that I do. He's also an advanced graphics junkie, in the sense that he has tended to seek out MMOs that push the limits of graphics cards, and I get the feeling that by comparison to games like Aion or Rift (the two games he's played most recently), CoX's graphical complexity/detail/beauty is rather modest. (Even I am a little disappointed that older costume pieces haven't been revamped to the level of detail/sophistication of the newer pieces.) -
I am curious to know how much content there is, on a per level basis, in the game these days. A friend of mine who started, like me, with CoH but then left many years ago to go play WoW, has been spoiled, shall we say, by a game that has made end-game content its number one priority in terms of content expansion over time. But he feels that CoX lacks this end-game committment from NCSoft. Is he right?
I think it is safe to say that he would prefer that 90% of any additional work done to the game by the devs go strictly towards L50 content, and the other 10% to 1-49 level range (hell, he feels that CoX is weak sauce for its inability to deploy a new level cap every year or two). But then, he has sorta been infected by the WoW ideology that the first MAX-1 levels are little more than an extended tutorial, and that the "real game" doesn't begin until hitting the level cap, and that the way to keep a carrot in everyone's face is to raise the level cap with each major expansion.
I'm trying to get him to return to CoX, but he will probably only play Freemium and so will never have access to the Incarnate system. As such, the most interesting branch of end-game play available today, from my perspective, will remain out of his reach, and he will probably only continue to think of CoX as too end-game poor. How do I convince him otherwise? -
None of the flyposes looks like what I saw. And its not the default idle hover/fly pose either. It is a rigid, statue-like pose. These characters were just hovering in place in front of Atlas City Hall, in this "standing straight and rigid" pose.
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I've seen people in hover mode using a "standing straight" emote at the same time. I can't seem to find that emote. What is it called? (It looks similar to At Ease, but with arms straight down at their sides rather than clasped behind them)
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Quote:Well, I wasn't actually asking for build advice on any of the forums. I was just reading the pertinent (or what I thought would be pertinent) threads in the hopes of getting some general insights on the leveling and building process for Scrappers vs. Brutes, i.e., how the process differed between them. I wasn't looking for "which is best", rather, I was looking for general info that would help me decide what would work best for me.Also, when asking for advice on builds, I've found it's better to specify that you're looking for a leveling build.
What I discovered was that there was no general consensus, but worse than that was that it took many pages of reading posts before I realized that the debate over which AT was the more capable melee class was purely focused on L50 builds with maximal set bonuses (and, in many cases, Incarnates slotted up). I didn't know going in that the conversation was only interesting (to the participants) when talking about end game builds, and not when talking about the 1-50 leveling career of either AT.
It made me wonder if maybe COH had become mostly a playground for min-maxed L50s who have been grinding the end game content for the last couple of years, just like WoW had become (and has been for quite some time, IMO). I'm gratified to learn that this is definitely not the case, rampant AE farm PL'ing notwithstanding. -
I seem to recall this being requested almost from the beginning. With so many powers getting alternate animations, surely a few new flight poses can't be that tough to program into the game!
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Yeah, I wish the Raptor Pack, or something just like it, would be added as a standard back slot costume item. For all the pieces in the "anime" set, nothing exists that extends off the back or shoulders in a typically anime (mehca) way. One can dream though, I guess...
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I've been using a series of bind files so that Q activates Hover and puts me into what I call "Teleporting Mode." In this state, my LBUTTON is bound to the Teleport power so that wherever I click I just teleport there, no reticle or anything. I can just single-click my way to my destination. Hitting Q again restores LBUTTON to its normal operation and shuts off Hover, taking me out of my "Teleporting Mode."
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/bind lshift "powexecname Teleport"
This will cause the left shift key to activate the Teleport targeting reticle. Then you just click where you want to Teleport to as usual. -
I have a question about set bonuses (which pertains to frankenslotting, I guess): do the benefits of set bonuses apply, let's say from a power that is a toggle, even when that power isn't active (i.e., the toggle is off)?
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Quote:This is worth (me) spotlighting for a moment. My concerns go beyond the solo experience of the game, because after all I can always ignore repeated runs of things if I just solo the way I like. But I must point out that the one aspect of COH that fills my heart with great love is the openness towards teaming (and the ease with which COH's QoL features make it trivial to do so). No other MMORPG can even come close, IMO (though I confess I have not tried them all).Edit: So to be clear, while the OP may not need to run iTrials dozens of times, many other people plan to, and so the general feel may be that well-choreographed dance he didn't like in "that other MMO".
So, you can imagine how important it is for me to understand how team dynamics and expectations have evolved during my three year hiatus. Rather than the invention system remaining a dubiously conceived sideshow (my personal feelings of it when it first arrived), it felt upon my return as though it had become the very foundation of standard end game builds and had become the primary focus of end game play activity. I mean, surely all the Tips teams and AE teams that I see broadcasting LFM every day aren't running the same content over and over again for their health (or even the fun of the content itself).
I think that my exposure to the invention system may end up being mostly, if not soley, focused on filling up Incarnate slots rather than IOs. The Incarnate slots feel more like adding new powers to my character than IOs which just give me better enhancements, which is to my mind how they give us new powers (and even combat level bumps) to attain without raising the actual level cap (something which I presume would involve too many ugly and potentially disastrous code changes to the engine to ever consider implementing). -
Quote:Thank you very much for taking the time to write all that up for me!so I wanted to take a couple of minutes and give you a quick explanation.
For someone who stopped playing right around the time Vanguard was introduced, and who pretty much ignored merits and IOs when they initially arrived, all these different kinds of rewards feel a bit overwhelming. Having only enhancements and inspirations streamlined the game in a way that really put the focus of the game on doing things superheroes do, which is take down bad guys. All these "inventions", merits, tokens, tickets, and so on feel so outside of the superhero genre to me that I have trouble grasping the intended metaphor, and so for me there is no intrinsic logic behind them to make understanding them (without the generous help of guys like you) more natural.
I come from a tabletop superhero RPG background in which everything had an internal logic that helped everything in the game make sense. For me, the moment crafting was introduced into COH, and the chase for "gear" began in earnest, the game sorta stopped feeling like superheroes and more like every other fantasy MMORPG I've ever played (and abandoned). Only COH seems to have the ability to keep me coming back for more, and I really think it has a lot to do with the fact that there is still end game content that doesn't exclusively revolve around obtaining new gear, though one could argue that trying to fill the Incarnate slots is really no different than chasing the latest Tier X gear in WoW...
Still, I'd like to believe that doing the Incarnate Trials, and "leveling up" via the Incarnate System, will feel more like epic superhero drama than the WoW raids ever felt like epic fantasy drama (they really only felt like looting runs due to how often you had to repeat them and the fact that nobody ever really cared about the storyline or the fact that every run was conducted like a dance routine that you carried out step by step, exactly as prescribed, without deviation).
It was bad enough back in the day that players were constantly running off to vendors to sell or re-slot their enhancements after every mission, which slowed down the game considerably. Now there are a whole bunch of other distractions that have teammates scattering for who-knows-how-long (and at times it is so long you'd swear they just went AFK and didn't bother to tell anyone) while the more focused few of us stand at the next mission door waiting to continue. It wouldn't bother me so much, I don't think, if all that other stuff actually felt like superhero activity, but it doesn't. I realize that it is a large part of what puts the "G" in MMORPG for COH, but I just wish it didn't feel so much like hanging out with teenagers at a mall (let's all shop shop shop til we drop)... -
Quote:Funny you should mention this. I take it that particular AE mission setup is popular? When I jumped back into the game last month I made up a new toon (on Virtue) just to work the rust out of my brain, accumulated from years away from the game, and ended up on what I realized was my first AE farm. It was exactly what you described above, a single-room "mission" led by a L50 fire/fire brute who stood on a large table and just mopped up ambush after ambush of fire mobs. Most of us on the team would die in the first 30 seconds and lay there face down while the xp (and apparently, tickets) rolled in. The broadcast that went out LFM didn't mention that it was a farm (not that I recall anyway), only that it was AE, and being eager to try an AE mission for the first time I joined in.And others are straight out farms designed to highlight your character's strength, for example making a mission with huge numbers of enemies that only do fire damage and have no resistance to fire against your fire/fire brute.
It was a very quick way to level the new toon (a claws/wp scrapper), but it was boring of course. To my mind, the fact that this goes on a lot says to me that the devs might want to re-think their approach to alts a little. The fact that most of us (not all of us, I grant you) don't want to have to repeat all the under-50 content every time we roll an alt suggests to me that there ought to be a way to roll an L50 right from the start--maybe after an account has earned a certain number of L50s the regular way first (sort of like how EATs become unlocked once you get a toon to 50). Anyway, that's a totally different topic for a different thread and I don't want to derail this one with what is probably a horribly controversial idea.
In any event, I look forward to getting into the Incarnate stuff with at least one of my L50s. I unlocked the Alpha slot last night with my Scrapper, and now I gotta get on some BAF teams so I can get the stuff needed to actually "craft" an Alpha ability. But I gotta ask, doesn't anyone else think that the idea of crafting an ability is a little odd conceptually? Probably the last thing I picture when it comes to "acquiring" a god-like Incarnate power is sitting at a crafting table tinkering with tools to build a piece of...what...inner cosmic talent?