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Why couldn't it just be someone setting it off with a big stockpile of salvage? They don't happen randomly outside the formal halloween event. They're triggered by someone turning costume salvage, which you can do whether it will open a slot for you or not.
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Quote:What facts do you expect? Do you think there are handy reference books about the percentage of UT servers where some bozo huddled up their pub team and laid down a strategy? Don't be ridiculous. Everyone in this thread is telling you that team leaders on gametypes of the complexity anyone sane proposes for PvP (such as CTF) don't need team leaders for pub play. Your response is that you want facts to prove it? Go log in to some other games that has gametypes and try educating yourself.So far you have been completely unable to make a case on the basis of any kind of fact, and have resorted to using yourself as an authority and making insults.
Again, pointing out ignorance is not an insult. Taking it as such is likely to lead people to think you have an ego problem, though.
You so have no idea what you're talking about.Quote:Your lack of experience or willingness to be disingenuous is showing.
Back around 2000 I was in a leadership position on an FPS team that ran something like 28-1 in ladder and league competition over the course of a year. We ran of of our gametype's most popular servers, and we were well respected in our community. We played a game with a very steep learning curve. As I mentioned, it had a light "class" system and multiple weapon loadouts within each. Maps were large and allowed for enemy approach from many directions. Bases were large and usually had multiple entrances you had to defend. Combat was fast, as were travel times. (Sound familiar? There are good reasons CoH was the 1st MMO I had any interest in.)
Given the speed and tactical diversity of the game, it was possible for certain maps to be won in under 20 seconds if a knowledgeable player was on one team and the other team didn't know what was coming.
Despite all this, it was absolutely standard in pubs that everyone just did their own thing. If a team got stomped a couple of times, they started to figure out why, and they adjusted. If they didn't someone in the know usually clued them in. (I don't consider that "leading". If you do, I think this argument is even dumber than most.) And if the problem was that the teams were stacked, then no amount of leadership usually had a chance of making enough of a difference to be worth doing.
You don't seem to understand this word "need".Quote:The bigger more complex the goals the greater the need for an organized teams and the easier it becomes to utilize tactics nobody wants to see in this game.
Do you actually play any team games? Seriously, I'd like to know what you play, and how, because I think you're showing a staggering ignorance of the reality of how most people pub on team video games. Go log onto a pub server and find me the "team leaders" in Team Fortress 2, or Counterstrike, or the various UT gametypes. No one "needs" a team leader or an organized plan. People figure out what works, they (usually) take note of what needs doing on their team when they join, and the pieces (usually) fall into place. Even despite the fact that you can end up on pub teams where that doesn't happen, it's incredibly rare for people to "lead".
The benefit goes up. Just because you would do better with it does not mean you need it in a pub/pug setting. In organized competition? Damn skippy. Pubs are not organized competition.Quote:At every step up in either complexity or length the need for a good team that is well constructed goes up.
Frankly, it's not remotely reasonable to compare a master TF run to a head-to-head PvP gametype, unless you've designed sudden-death team deathmatch. Master TFs don't need a plan because they're complicated. They need a plan because they call for inordinate levels of caution. A hami raid needs coordination because it requires 35-50 people to operate towards a common goal. Contrast either one with the typical pub head-to-head team contest, where teams of 8-12 players face off and defeat typically means someone respawns back at their base.Quote:This is true for pve when you run a master of TF and you need someone to make certain everyone knows what they are doing, to Hami Raids where the same is true.
Zones are pub play. The gametypes I'm proposing would have pub play, akin to WoW's battlegrounds. Persistence has zero bearing on the pub nature of PvP outside of organized competition, such as ladders and leagues. If you walk into a PvP contest where you weren't asked to show up, the game was in progress, and you might not know anyone on the team, that's a pub. It doesn't matter if you have been playing the game for 5 years.Quote:This isn't a pub environment. This is a persistent environment. What is more its a persistent environment that will differentiate the available material before people even start to play
Frankly, it sounds to me like you terribly overthink all this. I'm really done trying to convince you how ignorant your position is. I know what I'm telling you is true because it's been my experience over a decade of online play. I don't really know what you've been doing if your argument here is based in actual online play experience, but if it is consider it weird and abnormal. -
I actually run into people in the Talos Island vault very frequently. I'd make a probably really bad estimate of running into someone else about 2/3 of the time. This is someone who actually runs back and stares at the safe deposit box wall (or is already there and later leaves), so I don't think they're there for day job credit.
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My own opinion is that this distinction between "finesse" (Broadsword doesn't seem very much about finesse) and brutishness did have a tenuous thematic existence originally, based on the distinctions in available powersets. However, I think this was undone with our existing poweset proliferation. For example, Tankers and scrappers both have Fiery Melee and Dual Blades, and Dual Blades very much looks like attacks with finesse.
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Trust me, I don't think many, if any, of the people who don't PvP now are going to start even if they manage the miracle of fixing it. Other posters have covered well how people who love PvE here aren't likely to enjoy PvP here, no matter how good it is.
Just because I PvE here doesn't mean I didn't PvP in other games before I ever came here. When I want to play against players, I know what I think is fun and what works. Even at its most interesting in terms of mechanics, IMO PvP here was hamstrung by lack of the things I enjoy in terms of PvP. Specifically, everything but base raids was a variation on (team) deathmatch. Fighting a real human is cool. Fighting a team of real humans to see who can first achieve a goal besides last-man-standing is really cool. -
Quote:Whereas I can do that to my heart's content because I have two accounts.OK, I see what you're saying.
It would totally change the game as I know it. My upper level toons could mentor the living crap out of my newbies. Buy up entire sets for them...as long as we're having shared storage, might as well have the ability to store enh, something I've wanted for a while.
Interesting that GW has it but another NCsoft game doesn't. -
Don't forget, right after we got I16's options, we got level 50s earning basically 2x as much inf on every kill. While supply should be rising, we are also probably seeing actual monetary inflation at the same time because the amount of inf in the system should be jumping higher.
The second effect doesn't shouldn't actually meaningfully impact the purchasing power of market users who actually sell goods, especially since the effect on general prices does seem to be somewhat gradual. It's going to hammer anyone who is a non-50 trying to buy stuff without selling stuff. Which doesn't bother me, because I don't think they should try that. -
Quote:It's not an insult to call into question what appears to be obvious ignorance. If you cannot accept the heat of being called on your claims, you should not be in the kitchen.I am not going to go into argument by insult, or appeal to authority for this.
A team does not require a leader to function as a team. This is the fundamental flaw in your repeated claims. I have virtually never been on a pub team where there was any designated leader, and I have been on countless teams that operated effectively as a team. This is in response to your claims that goal-oriented PvP playtypes would not work because they would require team leaders to organize effective team play. Literally a decade of online play by countless thousands of players in other games proves this false. This is not appeal to authority, it is appeal to common knowledge for anyone who has played other online team games.Quote:I have no idea how anyone can say a mob will perform as well as a team. Teamwork is such a deciding factor in almost any sport, that more often than not it allows inferior individual players to win against teams of superior players.
Which has zero bearing on the need for a team leader.Quote:As to the rest, The pub situation for FPS where someone posts a server to the public list and random people are just walking in is not the situation we would have here. Its a false comparison. In that situation you are drawing from a different demographic and everyone is at least starting the matches with the same levels of equipment.
Will a more organized team be likely to defeat one with no organization? Yes. This hardly implies that pub play of goal-driven PvP gametypes would end up requiring teams to function or for people to participate. Again, dozens of games and innumerable teams have shown that this isn't how things align in pub play, even with very demanding mission types.
This is a failure of design for the mission and/or map type, not an intrinsic failure of team PvP. The ability to effectively camp spawns can be easily denied by improving the enclosure of the spawn area and providing multiple spawn locations or exits. Moreover, you're once again talking about flaws in our existing zone play format, when I'm talking about team, goal-driven PvP, which can have enforced team-wide mission entry times where both sides are required to start in their bases or other spawn point, away from the other team, until such time as someone is defeated and respawns. I think no sensible CTF gametype, for example, would just have flags sitting around in open zones waiting for people to wander in and camp them. Open zones are deathmatch or team deathmatch, and as I've said, I think this is the least interesting and most braindead of all PvP variations. I'm thinking bigger than deathmatch with flags.Quote:You make the claim to great online game experience, you should know perfectly well that the organized teams will camp a server and just nail the mobs of noobs that come in. This is exactly what happened with the zones here when there were enough people. -
Quote:No, they're not. If you don't know how good teams can be played in pub environments without a team leader, I question how much playtime you have with online team games.What I was describing were the barest minimums for actually having a team that works as a team.
The assertion is, and as far as I know, always has been, completely false.
A team with no leadership can fall flat on its face. A team with no leadership does not automatically fall flat on its face. Moreover, such teams do not fall flat on their faces unless the majority of people on the team are too noobish to know what needs to be done. In every game I have played, people familiar with the gametype and the map in question picks up roles that need doing. If this random assignment doesn't work out, someone usually changes what they were doing, since it usually means some other role has a glut of people doing it.
Pub games just don't have leaders. It's not the norm, and it's almost always annoying when someone tries to pick up that role.
Only if one side has more noobs than the other, in which case it's probably going to suffer more because of that than anything else.Quote:They are required once one side has one. Its an enormous advantage.
Hm. That's not a "team lead", by my definition. That's someone being a smart team player. In particular, more than one person can do that. A "team lead" in my mind is someone calling out strategies, assigning roles, etc. That is usually wild overkill in a pub game.Quote:I also don't see the distinction between a TL and someone who is gently reminding people that if things don't get done they are going to lose.
I spent years playing FPS games with games quite a bit more complex than even CTF. There were gametypes where you had to both defend your base and destroy the opposing one. Ones where you had to play King of the Hill with multiple hills. Those can take quite a lot of knowing what to do, when, and by what means. These games also had loose "ATs" in the sense of a spectrum of armor types and loadouts players could equip.Pub games still went OK.Quote:Its especially true if goals are included into game play that are more complex than king of the hill
Sure, noobs coming in often had no idea what to do, or sometimes why their side lost. If they asked, people told them. If one side was getting whomped, good sports would switch sides. In the end, it worked out, and never with a team leader, unless it was competitive play. -
I don't think I can agree. I guess there's a lot of potential meaning for the word "better". If I leverage SM well, I can kill multiple foes with a DM character a whole lot faster than I ever can using WH, even though I can more consistently hit more foes with WH. Part of that is that DM has such a low recharge, and part of it is that it deals a lot more damage. But that also gets into looking at the whole package. DM has Soul Drain, and SM backed by a decent Soul Drain is very nice.
If "better" is meant to include "can be used without some position jockeying", then yes, WH is probably better. What I find is that, with that jockeying, I can catch enough foes in SM to make it seriously worth the time spent jockeying. (Note - this is perspective is formed based on our increased melee ranges, which did benefit SM.) This is particularly true nowadays with the ability to get large spawns even when solo. -
Quote:Perhaps ironically, the "real" marketeers really wouldn't take issue with the part where you burn inf away. Things like that just change how much inf is in the system. Those who are really zen about market use realize that, yes, while what goods are cheap and what goods are expensive are determined by the interactions of supply and demand, the actual price they settle at is determined partially by the supply of inf in the system.Kind of funny but I probably do something that would make most "Ebil Marketeers" shake there heads in disgust.
Anyone who consistently sells goods on the market for non-trivial prices (note I said "sells", not "lists") will tend to earn inf at a rate that reflects the general state of money in the system. Thus if prices increase because total money in the system increases, sellers also make more money selling.
The wonderfully simple key to successful use of the market - for the whole of the market-using playerbase - is to generally sell more stuff on it than you buy from it. Too many people look at the market as a store. They want to wander in, find what they want, buy it and leave. Given the game's random loot distribution system, such an approach doesn't make sense, and almost certainly wasn't the use the market's designers intended. -
Dark Melee at least has Shadow Maul - while not wonderfully easy to use, it does have a very nice damage for its recharge and endurance cost. Despite is huge animation time, its DPA is actually fairly respectable, which is all the more impressive because it is a (small) cone.
Martial Arts is significantly weak in AoE potential. The last I recalled, Dragon's Tail was too expensive and too long to recharge for its damage - probably more than its KD component accounts for. That knockdown is quite useful most of the time, but it doesn't really mean MA is very effective at AoE. Sadly, MA suffers badly from this kind of unclear focus in general - despite its issues, EM does have very high likelyhood of single-target stuns and an "exotic" damage type. MA has always suffered from not really seeming to know what it's trying to be good at. -
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I use it frequently, probably daily. I store a reserve of rare, uncommon and currently expensive common salvage in them. When I need a rare, if I have it in reserve I use that. If I need an uncommon or common and don't like the current price, I use a reserve one and bid what I want to pay, then sock it in the vault later when the bid comes through. I use this to buffer against my unwillingess to pay "buy it now" prices for things. Sure, I could sell high and then lose nothing buying high later, but this has a greater sense of certainty for a lower cost in tying up my market slots on patient bids.
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If I recall correctly, you need about 105% global, above and beyond the roughly 100% in Hasten from (over) slotting it with 3 level 50 common IO recharges.
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Quote:That's very likely because you're looking at the one power's performance and not looking at what it does to the set's available attack chain.Yeah I find most of the complaints a bit overexaggerated. For a Tanker , I could not see how the downgrade would weaken the set that much.
At the time this all happened, Starsman was active on a project of putting up charts showing comparisons of the various powersets' attack chains. Initially, he showed EM still doing quite well after the ET change, down from a serious lead over its peers in single-target DPS.
Then he realized he was counting the self damage as part of its DPA.
As I recall, as soon as he realized this, he immediately pointed out that he felt that the change was too severe and that something else needed to be done to help compensate. As I recall, this included the improvement to Barrage. -
Anyone who's soloing AVs w/o an Illusion Controller or a Mastermind is very likely investing in IO sets to do so.
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Quote:What?You wanna tell me that 1,2 years every day playing is normal for aquiring "rare" set?
You're joking, right?
I don't flip stuff or do any of the things most people consider "marketeering". I play the game, I don't use hax or exploit bugs, and I have never, ever, paid for my inf. I play the game, running a mix of missions and TFs, I usually spend my merits on random rolls (with some strategic spending on expensive, hard-to-find pieces), and I sell what I don't want to slot.
Doing that, I have nine level 50 characters with over 1B inf, all of whom are heavily equipped with IOs, most of whom are equipped with all the purple sets I could usefully include in their build. Five of those are villains, four are heroes.
Last month, I started playing a L50 character again I hadn't touched in a while. He's a BS/Inv scrapper - hardly a massive farming character, right? He had 400M inf from where I last played him a fair bit around I9-I10. He now has 1.65B inf.
So please, tone down the hyperbole. -
Quote:In fact, it feels 2.67 times as long.Yes, that's now 2.67 seconds, which certainly does feel longer than one second.
Imagine you have a long commute in traffic to get home, and it normally takes one hour. Does one 2.67 hours feel a lot longer than one hour?
There is a big perception thing about people killing your target, and for good reason. People kill the target of other long-activating powers, like GFS or Headsplitter, all the time. But it doesn't stick out in people's mind as much because none of those other deal the user damage if a teammate happens to kill off the enemy first.
If ET was the only power in this set that took that kind of time, and if it didn't deal noticeable self damage when it finished animating, you're probably right, it wouldn't be a really big deal. But EM is the only set I can think of that has two single-target attacks that take this kind of activation time. Sure, they both deal "tier-9" sized damage. The issue is that attack chain efficiency is determined by the DPA of your attacks, where DPA is damage per second of activation time. Reducing the DPA of EM's best attack by a factor of 2.67 is a major reduction in the overall single-target DPS efficiency of the set - none of its other powers are that great for builiding a good chain. So basically this introduces a bottleneck that makes EM's attack chain extremely insensitive to the benefits of +Recharge. That may not sound like a big deal, but when all EM was very good at was single-target DPS, and when so many other sets can now outstrip it so easily because they are not insensitive to +Recharge, it leaves EM looking for a reason to be picked by people who are interested in playing a hard-hitting character. -
You're making huge assumptions there about what's needed to function as part of a team. Especially with something as large as a team of 8. Sure, in this environment, getting a team of all melee or something might be a problem. A good system for letting people rotate in a different character on join or after the fact would be a big help.
There are plenty of FPS where people can select loadouts and gear that set them up for niche roles, some of which might be important to have and/or play well to do well at certain maps or types of mission. Team leaders not required, and frankly, in a pub environment, it's practically always obnoxious to have someone who thinks they should be "running" the team. It's usually plenty for someone to point out "hey, no one is guarding our back door" or "they don't have anyone protecting the flag from a stealther". Thinking people need a team leader in a pub is just not reasonable. In competition, absolutely. In fact, most competition teams I played on had two leads, one for offense and one for defense. -
Heh. I find the perplexity of the interviewee pretty amusing. But hey, go with the flow, eh?
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Quote:The part about team organization is false. If it were true, most online team FPS games would fail. See: Counterstrike.Its something that sounds good but in practice it gets hairy. To make it work you need an activity with a definite start and definite finish, then you need two people that can organize two teams relatively quickly so that it actually happens. The teams then need to be not completely lopsided. Fail at any of the above the whole thing goes down the tubes.
You don't need singleton leaders to organize teams that way. At first, when most people are n00bs, sure, having someone "in charge" who knows what they're doing is helpful. After a while, most people know what needs doing by rote, and someone does it. If something isn't being done, someone switches to doing it. If too much hot-dogging is going on and not enough people take on roles, that team loses, the event ends, and starts over, possibly with the teams re-mixed. It works great and has worked in dozens upon dozens of games. What matters is that it's engaging and fun, and people will make it happen. -
Yeah, it had been tested for that quite some time back - when it first came out if I remember correctly. It would be pretty bad-*** if it worked that way... which is probably why it doesn't.
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Definitely chiming in that advice against building towards defense on a resist set is actively bad advice.
Does getting high defense mean you are going to be able to stand around and giggle at strong defense debuffers (of which Cimerorans are a shining example)? No, definitely not. Not even all defense sets are good at that, and enough of mobs like that will get to someone even softcapped if they don't have high DDR.
That said, in every other situation, layering defense on top of other mitigation tools is an excellent plan. In general, you want at least somewhere in the range 20% defense. If you can't get uniform defense coverage, then the general priority is melee, ranged, AoE (for positional) or Lethal/Smash, then whatever you are next most vulnerable to for damage typed.
If you have mitigation from resistance, that means only a certain amount of damage gets past your resistance. However, if you add on defense, only a certain amount of damage gets past that defense. These two layer - what gets past your defense only partially gets past your resistance. While not as strong as being able to drive either defense or resistance to their limits of 90% reduction, layering them is still very effective, at least if you can get to that 20% mark or so.
Some builds can benefit from a primary build focus on other bonuses, such as Regen being very, very happy with copious recharge. However, if you can swiing it, it is always worth layering defense on afterwards.
Fire is a hybrid set, with a strong, fast recharging heal and moderate resists, plus some oddball effects like Burn. Fire is very happy with strong recharge buffs, but it also really benefits from good +defense as well. Because of the strength of its self heal, +regen is not a particularly beneficial approach. Because of the weakness of most +resist bonuses, that's almost never a good approach.
There's a reason that so many people have high defense builds posted on the boards - it's very, very effective, and it's not "hard" to do on a wide array of powersets because +defense bonuses are common and in decently large sizes. Defense may not always be your best option, but it is always a good one, assuming the resources to attain it. -
Quote:The problem is that I don't think the PvP Neeto describes will ever attract truly competitive players. It sounds like the kiddie wading pool of PvP for people with fragile egos. IMO, they'd do better to not bother; I think scrapping PvP all together (not going to happen) or letting it fester as it is now (might happen in principle) would actually be superior.Yep to answer the original posters question that attituded is what PvP IOs have to overcome. And no its not enough incentive. And all the content in the world wouldnt be enough.
I like Gavin's ideas of teams in zones, though. And goals. My god, does PvP need goals. I hated deathmatch and team deathmatch in FPS games, and considered them as bad for one's IQ. They were good for honing twitch skills if you played them with other good players, and good for the ego if you didn't. The real challenge and thus real enjoyment was always in contests with tactical goals, especially ones that required you to split your team into offense and defense.
