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Man, Venture...the thought of you possibly reviewing my Arcs actually scares me.
I doubt my tender ego could handle it.
btw...how about giving us your global so we can see what you've published. As detail oriented as you are, they must be really good ones.
On a side note, I created a single mission that is designed to do two things...introduce SG Members to the leaders...and explain our SG Policies.
I didn't want to make it overly tough, but I did want it to at least me tough enough to not be boring. So at lvl 50 on invincible, most mobs are yellow or orange, with very few purple (easy ones on my fire/kin). There are no EBs or AVs in it, but an occasional boss.
I WOULD like you to take a look at that...just to determine if changes could be made to improve it. It's designed for all levels.
The Mission Number is 63384. It shouldn't take long to do...maybe 20-30 minutes if you take your time.
I even designed a comic book cover for it at:
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I have to say...I have never viewed changing difficulties as costly...not even in test mode for MA.
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SGSpaces Play my arc section
SGSpaces Arc discussion/rating (Under Construction)
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Please note...registration on sgspaces is bugged...says passwords do not match...when I even copied them in text form to make sure they matched. -
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Personally, I don't like the thought of the badges being by the character. I would hope they could be account wide, done in a way similar to vet rewards badges that apply to the overall account.
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Ok I'm reading your question as "Who will players see as the writer of that awesome mish? My global name or my toon's name?"
They will see your toon's name as the writer. Now just to keep it clear, the 3 published arc limit is still per account.
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Hmm. So, if I publish from Greyhawke on the Virtue server, with a couple of great missions that everyone loves, and someone else comes along with a mission that's... not so good, with the character name Greyhawke on the Protector server, how does the consumer know which Greyhawke created the mission they see? If they run into a couple of bad or boring missions from this other Greyhawke, they may never even give mine a try thinking it will just be more of the same.
Along the same line, if I publish enough missions with Greyhawke and earn whatever badges are available so I decide to start publishing with my redside badger to get him the badges also, how do my adoring fans know those new missions are from me?
I definitely think it would be much less confusing if the published mission shows the global name rather than the character name, even if the badges themselves are based on the character that published them.
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This is exactly why I think it should be limited to 3 per account per server. No confusion that way.
Consider also...one account might have different SGs on different servers...and so what works right on one server might not on another. -
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I think the Mission Architect has a lot of potential to be much more than a less random radio mission generator, but I do worry that it may take quite some time before that potential is realized. How much, or how little, beyond a radio mission generator it is at launch will depend on how many features the extra development time has allowed them to add in.
Triggers are a great example of content that will be needed as soon as possible, if its not there at lauch.
I will make a comment on a couple of items from above
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Scale player's levels to match the content.
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Radio mission scale their level to match the player. Some might argue that the feature quoted above is a limitation of the Mission Architect, rather than a feature.
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Make mixed hero/villain teams.
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Technically, missions from Borea in the RWZ are radio 'style' missions that allow co-op play.
Which reminds me... I would love to be able to create missions which would allow two teams to play on the mission at the same time with conflicting objectives...
Anyway... I do think the architect is going to be more limited in the beginning than what we want it to be, although I do hold out hope that it will have quite a bit more flexibility than the more cynical among us are expecting.
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My concern is the run-around we usually get. They release something, say they'll improve on it later, and years pass with nothing done. They have done this before, right? -
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When I think of my favorite missions in the game, it isn't the flavor text that grabs me. It's the mechanics: the mission in Striga where the robots start out as statues and then come to life, the exploding volcano in the Hess TF (though I dearly wish we could actually see it go boom), the Nemesis invasion in that RWZ mission. Missions where things happen, where things change, where it feels like something is going on, instead of just a building full of static spawns waiting their turn to die.
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I'd like to be able to have someone you rescue (blue target) fight with you for a bit...then turn on you, and be someone you actually have to fight (maybe sub out the mob similar to what is done with the Lost Cure). Not possible w/o a trigger, but it could be an interesting twist.
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This is something I wanted to do also...where players rescue evil versions of our SG leaders...who later in hte mission turn on them...and disappear when they are reduced to a certain number of hit points...so they can appear in a different mission of the arc. -
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Ok, I'm going to step in here.
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Then I read what you can or cannot do, and anything I was going to do seems to have gone out the window, it is just a radio mission creator by the sounds of it. I doubt i'll be reactivating my account again come I14 if it hasn't added some useful features.
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This isn't helpful, and calling the Architect a radio mission creator is a misrepresentation of the known facts on several fronts.
Things you can do in the Architect that do not occur in radio/newspaper missions include:
Earn badges related to a specific mission/arc.
Scale player's levels to match the content.
Make mixed hero/villain teams.
Rate content.
Earn skeeball tickets.
Unpublish an arc.
Place an Elite Boss, Arch Villain/Hero, or Giant monster. Alone or in multiples.
Tell a story.
Not an exhaustive list, but enough to convey the idea.
Now if you still want to FEEL that the Architect has a radio dial, well I can't stop you. But I can say I believe such sentiments belong in a different thread.
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You have a point...but so does he. Although the MA is not a glorified radio mission creator, it maybe isn't what we all hoped for.
1) Only 3 missions?
I'm still reading this thread and maybe this was addressed, but if arcs are limited to 5 missions, limiting our missions means not allowing people to finish arcs?
If it, instead, means 3 arc limit, that's better...any I can see the reasons for placing such a limit in the beginning, but I sincerely hope they raise it to 5 arcs.
2) I don't like the fact that the missions will be available cross-server. (if I understood the correctly).
Servers like Freedom and Virtue already have far too much lag associated with them. If the missions are stored on our computers, let us be lmiited to 3 arcs per account per server. It only makes sense, since we may play different characters on different servers.
4) The have got to add triggers. Period.
5) Placement of NPCs in specific locations that can give information would seem a must too.
6) I'm still not clear on the reward system. Others than MA badges, where is the reward system? Will people be able to get experience at all? Prestige? Influence?
If not, the newness of MA will wear off once people get the badges, and this whole thing will be a waste of time. -
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If your can't earn merits from MA story arcs....well, I'll just say that would be a shame.
[/ QUOTE ]So far as it's known, no i13 merits will be awarded through the Architect. However there will be "skee ball tickets" awarded. How these might be redeemed is presently unknown.
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Merits for the Hall of Fame missions might be good... -
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I'm usually in your camp on many things, but how is this not exploitive PowerLeveling for a fee?
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In fairness...that is exactly what is happening ingame now. If you go to PI on Freedom, people are paying 1-2 million per fun on farms. -
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..It would be a development nightmare.
Let's do it! Flowing hair!
*Watches the devs have heart attacks*
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Actually no it wouldn't. It would operate in the same wat capes do...with a bit more detail. -
Threads I would like saved:
> Post your coolest i13 rooms <
http://boards.cityofheroes.com/showflat....;gonew=1#UNREAD
Supergroup Thread:
http://boards.cityofheroes.com/showflat....c=#Post12787913 -
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Hey Everybody!
We got on the schedule for this weekend to get some much needed forum maintenance. We would have pushed for this earlier but we couldn't do maintenance before Issue 13 was launched and we always block out a week or more for follow up.
You all should start to see new Live Feedback threads created in the Developer's Corner around Issue 13 so don't worry we still need all that constructive feedback coming in on the latest Issue.
Also please make sure you let us know if there is a thread that is important to the forums that you visit. Some of our forums are marked so they do not purge information, our Player Guide section is like this.
Other threads may not be saved from forum maintenance so please make sure you let us know to mark them to save.
**Please note that a sticky thread doesn't equal a saved thread** so just because it has a pin doesn't mean it won't be purged.
Post to this discussion thread with a link to the thread you want to make sure is saved. If the thread has been recently a hot topic chances are likely that it won't get selected for purging but often folks forget about these threads over time and they drop out of view. While we don't want to encourage every thread to be saved we do know that historical reference to topics is important to us as a community.
Regards,
Ex Libris
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heh...at first I thought you said game maintenance and I was going to complain about the game being down on a weekend! lol. -
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I GOTTA know how you make the tree!! That is coolin!
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It looks like a couple of trees stacked (overlapping) on top of one another and sunken with their trunks below (the raised) floor level.
The Ornaments are small groups of bottles.
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Exactly...with a mound of dirt and some shrubs and tall potted plants to help hide the bases. -
Okay, here are my first screenshots after i13 release.
First, a Christmas tree for the Holiday room I'm making:
screenshots/screenshot_2008-12-02-19-07-21.jpg
Then, of course, the Base Entrance:
http://2ndpeter.com/cohlegends/scree...2-19-11-27.jpg
http://2ndpeter.com/cohlegends/scree...2-19-11-32.jpg -
Bumping this because the Issue is now out and I plan to put pictures in here
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Please include screenshots when possible. But with the new i13 base construction methods, lets see the most creative, coolest looking rooms out there!
With i13 coming out tomorrow, I expect to see a bunch of awesome ones in the next couple weeks at least!
I will post mine once I get them done after release tomorrow. My TEST base isn't large enough! -
Base Repricing
1) How will the repricing of bases affect you personally?
I love the repricing. The only complain I have is the costs of telepads and the lack of recipe varieties for them. Three are not enough.
Note: I have the largest Hidden Base size.
2) Will you dismantle your base to gain the additional prestige from the repricing?
If that is what will be required to get the new pricing, my who base will be toast. But then again, if we will be able to do the things live that we are doing on test, I'll probably do a complete redesign anyway.
3) How long would this process take you if you were to engage in this practice?
heh...a week or two total, since I have everything from a bowling alley to a chapel to stacked porters and more. I love playing with base design, so will likely be doing all sorts of things for weeks.
4) What are the positive and negative concerns regarding repricing?
Telepad creation. Also, if we are required to sell everything and recreate it to get the pricing it would suck.
5) How will this feature affect you long term and short term?
Our base is worth about 32 million or so, if not more now. Hoping to move into secure plots as a result of pricing, just to have dual control and dual generators.
Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation?
Currently, our base salave bins hold many more than 999 items...it holds 999 stacks of items...big stacks. Selling all this is going to be time consuming.
I'm in favor of getting rid of base salvage...just would rather have an automatic exchange
2) What is the positive effect on your base for this feature implementation?
Will free up the salvage racks for community invention salvage, which is cool. Would rathe they become recipe storage though.
3) How long will it take you to adjust to learning this new system?
Not enough time to mention really. It's pretty simple for the experienced base designers.
4) What side effects to this system do you currently see from transitioning the old to new system?
telepads do not have enough recipe options, so the invention salvage to make them will explode.
Please....make telepads a non-crafted item. We already work to get them by getting the beacon badges.
5) What security concerns do you have regarding this change?
The salvage racks need rank permissions options, as do all storage devices. We have been asking for this for a loooong time. Also, all us to sort by name or commonality.
Additional Notes:
I really wish you would add two items to the base editor with this patch:
1) Double Doorway in editor
2) Larger Hidden Entry (like a 3x3 or 4x4) so we can have a little flexibility with entry design. -
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Sorry to say this, but after reading everything, this just made base building a lot more complicated and cost prohibitive. Sure you save on the prestige for room/plot costs but the i/o salvage crafting costs are a bit high. Granted there are multiple recipes for each item (that in itself is very confusing), but having rare i/o salvage for basic items such as TP pads is too much. I can understand using the rare i/o salvage for tier 3 items or even some of the tier 2 items, but tier 1 items should not have to cost rare i/o salvage.
If I may make a suggestion:
Devs, please do a focus group with some of the main base builders in this forum (both PvE and PvP) and really find out what the players want out of the bases. Leave the bases alone for i13, even i14 if need be, and really do a revamp of the base system.
Edit: deleted comments on base rent after reading Plasma's post on new rent costs- Az
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Okay, I have to weigh in here.
The people getting free rent? Get over it. You've been given a free ride for years now. Even in Real Life, if you own a home, you still pay insurance and taxes, and upkeep. It's more expensive to own than to rent.
Like creating very small themed SGs? Tough. If you can't commit to build an sg, why bother? Teams does the same thing.
As to the cost of telepads versus rent? Give me a break. You pay a one time fee per telepad, then do not have to worry about it again. You are saving millions (in some cases, tens of millions) on base rent and costs, so even if you spend 1.5 mill per telepad, in the long run you come out ahead of the game.
You people are finally getting a huge reduction in monthly costs...like people have been wanting...and all you can do is whine over it.
While I agree crafting should not be required for base items, I'm grateful for the rent and plot reductions. They more than compensate for the increased telepad costs. -
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Korith, want me to go back and add a 1,2,3 to each? I dont want to but I can.
Ill hopefully still be able to edit when I get home.
Base Salvage Conversion can be done at any Invention Table....one click at a time.
So for those of you who have 2500 base salvage waiting...have fun. 2500 clicks later.
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Why couldn't the devs just automatically convert the base salvage to the other when i13 goes live?
Or a random conversion of each? Or better yet, give us the influence value of the base salvage converted to prestige (sell for 250 influence, give us 250 prestige.
Would be a huge bump for SGs, but it would be across the board. -
I'm going to drink caffiene, eat junk food and focus on helping my SGers level. Worked on getting all my clients finished up, and I just finished today, so I'm off till Monday!
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So, unfortunately they must have customers here, or they wouldn't still be around, or do they make so much money in WoW that they can afford to keep throwing money away trying to sell in every game, profitable or not?
Honestly, it sucks but really they need to put chat limitations on the trials. Yes, it sucks, it sucked when I did a trial of WoW that I was limited to only local chat and no emails, tells only to players who have me on their friend list, but it DOES work to keep the spammers out of broadcast, tells, and such.
Second, and WoW needs to go BACK to this, trials should require a credit card (just make sure it accepts prepaids and only charge a penny to verify, not $1 like some do, as some prepaids do NOT accept chargebacks). Yes, it sucks for those that don't have a credit card, but as I said, as long as you make sure to accept prepaids. It won't totally get rid of them, but when you ban that credit card and all accounts that used it, it will be a help.
In the end, I think stepping on the toes of the legit users sucks monkey *****, but unfortunately, it really needs to be done to combat the spammers using the trials and such.
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Here's another idea...how about IP banning computers that have a pattern of acquiring Trial accounts frequently. Then they cannot get them at all. -
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I would like to say that the complete removal of email. Sounds like a grand idea. For I never use such methods to contact people. I will normally send a "tell" to there global name. It is then displayed upon logon. They logon and read it once and then they can be done with it . Then it is erased as soon as you log off. Although a method to save certain "tells" would be nice. So basicly I am making a proposition to create an "email/tell screening system".
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Although you yourself may not make use of it, many do.
Here's and example: When Recruits or regular members are inactive for too long, I send the email below to them then remove them from the SG:
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INACTIVE: 12 Days
Limit: 10 Days
Hello,
Your toon was inactive for too long in <SG Name>.
Unfortunately, our requirement is that all new members log on at least once every 10 days. With us being full, we're having to more strictly enforce the rule.
In cases where members have to go on a leave of absense, they are required to send me an ingame email listing their alts in the sg, their global handle and when they expect to return.
I've had to remove you from the SG, but you can be reinvited upon request assuming there is room for you!
If this toon was an alt, remember we have a sister Beta SG for Alts now. To get invited into it, send me a global at address below. Details about the Beta SG are on our homepage at <name>.com
- @<name>
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I also use it for other SG duties. So yes...it does have many uses. -
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The only problem with using the /ignore_spammer command I see is the continuous use of nonsensical names used by most spammers, that makes it often impossible to correctly ignore. For the email that has been flooding our accounts specifically could the Dev's please add an in-game email address (per server) that we can forward the emails to (IE Email Petitions; Pinnacle Spammers; Virtue Petitions, etc). The player base can then easily forward the email along to the support team for their review/actions. Or add a button to the current in-game email structure to forward the email as a petition.
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I like this suggestion.
Also, haven't seen pr0n ads yet, nor heard about them from any other players. And in my SG, I'd be getting text messages about it as soon as it happened.
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As I mentioned in the original announcement, we have several improvements to the game coming in Issue 12 to address. While I don't have an exhaustive list of everything we are doing, it does include much easier ways to report abuse as well as ways to prevent abuse from the start (including limitations to Trial accounts).
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Well, duh...I should have read further first, lol.
As to removing Emails...let me just say that I hope they will NOT do this. SGs use them a lot. It would be better to have email options like "Recieve From Members of SG and Friends List only" or something. -
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The only problem with using the /ignore_spammer command I see is the continuous use of nonsensical names used by most spammers, that makes it often impossible to correctly ignore. For the email that has been flooding our accounts specifically could the Dev's please add an in-game email address (per server) that we can forward the emails to (IE Email Petitions; Pinnacle Spammers; Virtue Petitions, etc). The player base can then easily forward the email along to the support team for their review/actions. Or add a button to the current in-game email structure to forward the email as a petition.
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On the surface this is a good idea...
...but when you look deeper it has too great a chance for abuse. People could report players that just tick them off ingame, possibly causing an unfair, unwarranted cacelation of their account. Yes, devs would try to review the emails...but in truth, there is only so much time in a day.
The problem is the Free Trials. Spammers can easily get a toon to 10 within 1 Day, and then use that toon to send spams. Then they get another trial account and repeat. Ignoring globals won't even work because of it.
The Free Trials are a useful thing to promote the game, but as long as they are there, we will have spam...period.
If they do away with them? then they could implement an /ignore_global_of <name> or some such command.
And...btw...I had an SGer that I removed from my SG on heroes side for his use of foul language in SG Chat (a violation of our policies)...a few days later, I decided to play a villain for a little while, logged on the toon and there was an email from a toon with that same name...a spam email selling influence.
I replied, telling him I was reporting him...pure coincidence that I got the message from him after removing him from the sg. He later contacted me saying he wasn't a spammer. He seemed convincing to me.
But I don't see how a spammer could send a message with someone elses name a the sender. If there IS a bug that allows this (and it is possible after all the exploits I've seen in this game)...then how in the world will they stop spamming other then removing emails completely?
Even then though, I get random tells from these guys too. -
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Generator Energy Curtain doesn't work with Turbine or Fusion Generators
I believe this has been fixed, as my curtain attaches to my turbine generator at the moment.
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PicsOrItDidn'tHappen, please.
Preferably showing the Generator's item interface listing current attachments.
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and btw...if you really think I care if you believe me or not...think again, lol.
And I certainly am not going to go out of my way to prove anything.