UberGuy

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  1. Quote:
    Originally Posted by brophog02 View Post
    You better bet they do. Random PUGs speed all of the TFs, and do quite well at it.

    (Which is a big reason I run fewer TFs now. I hate speed TFs)
    I'm sorry, but I do not accept that the majority of random PUGs operate this way. If you happen to be encountering experienced players running this who know what they're doing and drag in some random players, that's not what I call a PUG.

    If the majority of random PUGs ran things this way, the reward based on median completion time for this TF would be much lower.

    Edit: I suppose this is all dependent on what the definition of "speed" is. For me a Speed ITF is under 30 minutes.
  2. What we're discussing here is the gap between what the devs say and what they do. At the time, they made it seem like this wasn't a big deal, and some sort of workaround would be devised so that things could be put back. In that particular example, it not only never did, but probably never will.

    With respect to Task Force difficulty, the devs have basically said they'll think about how to restore it. This threadjack started because this was translated as "they're going to put it back." But we have no idea when to expect it back, or even if we can expect it to ever change. Past similar statements were given as examples of that happening before.

    It's also worth pointing out that T3 inspirations being a problem is wholly your interpretation of what happened with that example and why. The devs never came along and explained the decision to never revert Kora with that justification.
  3. Quote:
    Originally Posted by Supernumiphone View Post
    What I liked about the AE boss farms was that on a random PUG they could be quite challenging, and often required teamwork. Contrast that with a lot of other content, such as speed ITFs and such that most everyone just blitzes with half the melees off soloing their own spawn, and the boss farms were fun.
    Random PUGs don't speed ITF.
  4. Quote:
    Originally Posted by Kurugi View Post
    Also I honestly find this all a bit petty. You're continuing to argue basically over two slots that are up up in the air between FH and MoG and in the long run don't really matter, yet you act like if I don't go the MoG way my character will be complete crap. It's basically the difference between ~70% regen and ~5 seconds off MoG.
    You're making the mistake of mixing subjective judgments with objective ones. In terms of performance, getting MoG back 5 seconds sooner off each cycle is very likely vastly more quantitatively beneficial to your character's average survival than 70% more regen.

    What you're arguing, rather vehemently, is that you may not care about this distinction. That's not the same as the absolute claim that the distinction does not matter. It matters if you're really seriously interested in how to be absolutely optimal about your character's survival.

    Note that there's a significant distinction here between this and some similar types of debates. For example, if people were advising you to skimp on, say, your attacks because you could use that to improve your total mitigation, that's a far more subjective trade-off. Not only might it actually have measurable negative impact on your overall survival (often victory is about the race to see who is defeated first), it might conflict with the idea that beating foes down faster is more fun, even if you broke even on victory criteria. It seems unlikely, though, that the kinds of trade-offs being debated here fall under that category. Powers like DP, Reconstruction, MoG and so forth contribute so much more to your net survival than the +regen in FH that even large sacrifices in that power to make small improvements in those others are likely significantly worthwhile. The question then is what would you find so subjectively preferable about slots in FH that you'd be willing to make that decision.

    You're not going to win any arguments claiming that such things are not true. By and large, they can be illustrated with simple math. All you can do is argue that you don't care if it's true or not, which seems an odd thing to be arguing, givin the original point of the thread.
  5. Quote:
    Originally Posted by NordBlast View Post
    I totally loved and missing now these "300 freaks in last room of longbow map" farms.
    Well, I did too, but I dug them because they were super-efficient farms. For me, there's a rush associated with getting reward that fast.

    If that's what people mean, I guess I get it. But I didn't find the AE farms inherently more entertaining aside from their outsize reward potential. I didn't assume that's what people were complaining about, though, because that would be yelling at the devs for taking the fun out of the game because we found the actual existence of exploits fun. I mean, it might be true, but it's a little weird to fault the devs for it.
  6. UberGuy

    Hami's

    Quote:
    Originally Posted by Catwhoorg View Post
    The reward pop up is:

    Merits (IIRC 52 right now)
    Random HO
    Very small quibble, it's actually 53. I suspect the 52, which was advertised in the threads where they announced the increase, was one of many rounding errors on merit rewards. (Whether the posting or the in-game values are the error, I couldn't say.)

    Either way, it's enough merits that I never, ever take a HO for a Hami raid. While some of them are extremely valuable (either to slot or sell), the odds are heavily weighted to a few that there is glutted supply on, so you're usually trading 53 merits for a Damage/Range or Damage/Mez. If I want a shot at a good HO, I go on an STF/RSF. These days even the STF is a hard sell at ...38?
  7. Quote:
    Originally Posted by Ironblade View Post
    (shrug) The Kora Fruit problem was the inspirations themselves.
    That's not how it was sold to the community. No one said "we don't want you to have such easy access to T3 inspirations." They said "heroes can store tons of these in bases, and villains have no equivalent." It was pitches as PvP-related, which made it even more popular with the folks affected.

    Of course it's not like it was a major movement or anything. It didn't affect many people, since not many "farmed" Kora missions anyway. And, of course, it made a few people significantly wealthy, since if you had such a mission, all you had to do was keep it, just like old Drek farms.
  8. Quote:
    Originally Posted by Ironblade View Post
    Well, they DID say it was a temporary solution. If you mean that they haven't stated a deadline for fixing it, this is true.
    I could trot out the much-decayed horse of the PvP base raid trial, but I'll go for a couple more obscure ones. Changing the Kora Fruit missions to be medium inspirations when base storage came out was declared to be temporary until they could come up with some way to control how many people would store. Also, the 30-minute timer on the PvP zone mission completion bonus was supposed to be temporary until they fixed the core exploit that people were using with them.

    Do I really think TF difficulty will suffer the fate of any of those? No, I don't. It's probably not as systemically complex as the PvP trial (or its replacement), and it's likely more visible than the Kora or PvP missions. But it's worth noting that claims that a band-aid fix being "temporary" can mean we're stuck with it for a damn good long time.
  9. Quote:
    Originally Posted by Tealeaf View Post
    Interesting. It sounds to me that while that could certainly be a game changing adjustment, it wouldn't be worth leaving forever just because it was that way for a while.
    They haven't committed to restoring it. If they do, he'll probably come back. (Unless, I suppose, it takes so long he moves on to something else.)

    While there was only a short while where you could run TFs at something like +4, Smurphy basically only ran them at Invincible/Relentless (+2) even before I16.
  10. Seriously, I don't get what was so fun about AE farms.

    They were farms. I mean I used them too, and the farming itself was good. But I didn't find them more intrinsically fun.
  11. Quote:
    Originally Posted by Supernumiphone View Post
    I'm guessing this:
    Quote:
    Fixed an issue where Level 50 (level capped) characters did not receive double influence when they exemplared down (with that option selected).
    Actually, not quite. At least, that's not all of it. Apparently, when you hit 50 you were always supposed to be getting the XP mobs were worth as extra inf (unless you had debt to pay off) whether you're exemplared or not. No one knew it was wrong, and no devs ever noticed until very recently. Now it's "fixed."

    Very roughly, this caused the following for +2 foes.
    • Minion: 2.4x inf
    • LT: 1.8x inf
    • Boss: 1.8x inf
    • Mission Complete: 1.6x inf
    Given the usually higher frequency of minions to LTs and bosses, I'm guessing this works out to about 2x as much inf overall.
  12. Quote:
    Originally Posted by Rubberlad View Post
    Actually, I think the rebuttal is a big mistake. Having been a fan of the game for all 5 years, I've *NEVER* seen a marketing executive make such a defensive and unusually direct "that's so not true!" response to negative press before. It just smacks of desperation somehow - usually NCsoft just brushes off negative press or sweeps it quietly under the rug so as not to draw more attention. This rebuttal however does the complete opposite... Couple this with the front page reminder coincidently posted on the same day reminding everyone that now's the time to cash in on the Loyalty program...
    Umm... You do realize that this paints an absolutely no-win situation for the game's makers and publishers? If they are silent, then that will be taken as tacit agreement with the doom calling. And yet if they protest, that's taken as a sign of desperation, reinforcing the doom calling.

    I mean, reallly now.
  13. I follow the dev digest fairly religiously, and I don't remember that, exactly. What I remember Castle saying was that this wasn't the sort of thing they were going to hunt down and punish players for, but if they could ever make it so that enhancers didn't work this way, they would, and so "slotter beware". I do believe he also said it wasn't likely to change anytime soon because it's at such a fundamental level in how the boosts system works, but that may have been a follow-up comment by a non-redname.
  14. UberGuy

    Too much loot.

    Quote:
    Originally Posted by Diggis View Post
    No worries. Unfortunatly as I understand it you can't give Merits away, although you could give the promise of a number of Merits to be spent on behalf of the winner, so you go with them and buy the recipie/salvage the winner wants.
    Yeah, I know Pum knows you can't give merits away directly, so I'm thinking that sort of "what do you want me to buy?" is the reward he's thinking of.

    That or he's really sleepy.

    Edit: who reverted our nicely anti-aliased smileys back to these lame original ones?
  15. Quote:
    Originally Posted by EvilRyu View Post
    No offense BaBs but you guys do have alot riding on GR, more so than you realize. The past 6 issues have been garbage. Considering how easy it is for you guys to make missions (from just looking at how the AE is) there is no reason why we shouldnt have had *** loads of dev content post AE. I am looking forward to GR beta but only to know whether I am going to keep playing CoX or to just play Aion only. There are alot of glaring problems in CoX that have yet to be addressed and depending on if alot of that gets cleared up that will determine how well GR does.
    Translation, because I am not happy, everyone else must be unhappy too, and if I am ready to unsubscribe over not getting the changes I want, clearly everyone is about to quit with me.

    Seriously, Ryu, you cry wolf too much for that kind of post to have a lot of weight - if such a post ever could have much weight.
  16. Quote:
    Originally Posted by Silver Gale View Post
    Paragon Studios' motto is "we'd rather give you entirely new zones than revamp the old zones". This is an approach that's focused on pleasing existing customers at the expense of incoming new customers, and it shows with GR.
    That's one of the things that makes me feel that hanging high expectations on the subscription effects of GR isn't really sensible. It's not as if GR is CoH2, or somehow re-imagining this game from the ground up. Everything we know about it so far of is a tweak of or expansion on the existing game and its core mechanics and engine. We know of some new capabilities (morality system, for example), and there will be new zones and new story content, but nothing radically different from CoH/V as it stands now. My expectation for the features we don't yet know about is that they will be similar in this regard.

    If true, that means that GR is going to (a) mostly affect subs by appealing to people who already like CoH/V as it stands but might be burned out or looking for something new, (b) hopefully keep existing subs interested, and (c) maybe bring in new people who might have liked CoH/V before but who either weren't around for its previous box releases or not attracted by the previous package/marketing.

    To me, that sounds like something you hope will bring in a nice but possibly limited-duration peak in new/reactivated subs, maybe reset us to a slightly higher subscriber baseline, and hopefully flatten the decay rate of existing subs. My guess is not for dramatic long-term changes in subs rates, so it doesn't make sense to me that decisions about dramatic staff reallocations should be hung specifically on the effect of such a release.

    Naturally, I don't expect NCSoft to ignore performance and pitch money and resources into something they don't think has a long-term payback. But I am not at all convinced that GR's subscription results make sense as a benchmark to shift direction on.
  17. Quote:
    Originally Posted by UnSub View Post
    Because if GoRo doesn't bring a sizeable number of players into / back to CoH/V, NCsoft is pretty unlikely to keep maintaining current resources into Paragon Studios for this title.
    Based on...?

    Seriously, unless you attend the strategic planning management sessions or sit on the board, that's so bold an assertion I think it's nothing more than you saying something you think makes good sense as if it were a fact.
  18. Last I heard what they actually did was make it so the market actively refuses to accept ++'d HOs. Someone in a global channel I'm in was bemoaning that the other day, because they had planned to sell their ++'d ones for a tidy sum, and couldn't sell them at all.
  19. UberGuy

    Uber!!!

    Quote:
    Originally Posted by Mermoine View Post
    You owe me a linkie
    (WARNING: SPOILERS)

    BaB vs. Twilight.
  20. Quote:
    Originally Posted by Leandro View Post
    I think the current backpedal animation is much better. I can move backwards while attacking and my character stays facing that way; I don't want to be turning around to walk-turning around to attack in a loop.
    Agreed. They did this once, when they introduced "banking" for flight animations, and I hated it.
  21. I suspect he meant that the enhancements don't change the total percentage of regen the power offers very much. The difference in slotting 3 heals in IH and slotting none in it makes it not very attractive to add the heals if you have any but the most frivolous use for slots elsewhere.
  22. Very few people I know of slot that proc, because it's actually knockback, where the KinCombat is knockdown. Visually, that would indeed be amusing on a quick jab. It's also pretty silly looking on Oppressive Gloom. (It's pretty silly in that power tactically, too but it does look funny.)
  23. Quote:
    Originally Posted by Bill Z Bubba View Post
    pbtbtbtbt

    The real question is why do people insist on taking those spawns on when they're playing characters poorly suited for it?

    There's been several complaints of "but what if I'm on a character that can't take out the ghost fast enough?" Don't take them on.
    Sorry, Bill, but this response seems ridiculous when it applies to most of the villains you can play at that level. How many ways do how many characters have to one-shot eliminate the mob? When missing the ghost with your one hold, or your assassin's strike means you have to eat an chunk of yellows or be effectively incapacitated for 60 seconds, that's stupid. When you might face more than one of them as part of successive ambushes in the side missions, that's stupid.

    Rularuu live off in the wilds of a zone most anyone can ignore, and a lot of them suck for someone or other (not just one type for most everyone). You have to do paper missions to get your initial contacts in the zone. Why should we just be OK with this 5 level range of mayhems being sucktastic if you're stupid enough to try and play them? Part of the point of the forums is feedback on the game. My feedback is that these mobs blow hard for no obvious reason.
  24. For a while, I used the Kin Combat procs to add KD to my MA/Regen Stalker's attacks that did not already have KB/KD, including Assassin's Strike. The result was a surprising increase in mitigation. Having the KD proc go off on a boss you just AS'd from steath was surprisingly effective, because of the amount of extra damage I could safely deliver while they stood back up. It made most fights much more of a sure thing.
  25. UberGuy

    what if...

    Quote:
    Originally Posted by Bionic_Flea View Post
    Leveling is so fast these days that I'd rather wait until the 40s or 50 to slot good stuff, just because it's more available and affordable, especially if it's backward compatible.
    Same. What that means for me is that I will sometimes buy the low-level stuff I want on a high-level character with merits, because even if that's inefficient in terms of average earning potential, it's far more efficient for me in terms of time. I can usually earn the merits to create something like a L25 LotG faster than the average time it takes me to convert random rolls into the cash needed to buy such off the market. It's oblique form of "buy it nao" translated through the merit vendor.