Android_5Point9

Super-Powered
  • Posts

    388
  • Joined

  1. Quote:
    Originally Posted by Chase_Arcanum View Post
    I'm not anti-steam (I make absolutely no use of their community, have everything I can have in it set to private, never look at the achievements, and occasionally curse at it when I want to play an offline game during a stormy evening when the 'internet becomes unreliable, but I don't have any objection to it on principle).

    Steam just has no reason to list F2P in its store unless they take a cut somewhere. They're not a charity. They're not a mysterious patron of the arts. They exist to make money.

    Since a F2P doesn't make money in initial sales, they've got little incentive to list a title. They may be taking a cut of each transaction or get paid up-front in "finders' fees" or perhaps they get a monthly "advertising" payment to list the product.

    They might use all these different revenue methods among their titles, for all we know.


    Whatever it is, it costs Paragon/NCSoft money- either up front or in a share of unrealized revenue from microstransaction sales. If steam's benefits really justified this, I think we'd see CoH return to steam at some point.
    Obviously they take a cut somewhere in the process. I'm just not sure that many people would (or could) retrofit an existing title with Steamworks to take advantage of the built-in microtransaction support there. It's very possible that they take Steam Wallet funds as a payment option in other already existing games like Champs or DCUO, but if one wanted, it'd be rather easy to circumvent doing so (run the game outside of Steam if it relies on the overlay, install from a non-Steam source, etc) which is why I'm skeptical that that's what they do. It could be that there aren't enough people who care enough to work around paying through Steam that it's still a viable choice, but like I said before, this is wild speculation.

    If it is that simple though, I imagine the explanation for CoH's absence is just, "our store provider is tough to work with so we can't add support for transactions through Steam." Which seems fairly likely.
  2. Could always burn 2 server transfer tokens to switch names.

    - Take Bob, and pick a destination server.
    - Make sure the name Bob is taken on the destination server.
    - If the name Bob isn't taken, make a character with that name on the destination server. Alternatively, check a different server to see if it's taken there.
    - Transfer Bob, get prompted for a rename.
    - Re-name Bob something that you like that isn't taken on your original server.
    - Transfer the re-named Bob back to the original server.

    Not exactly efficient, but I rarely use those transfer tokens anyway.
  3. Quote:
    Originally Posted by Aura_Familia View Post
    Sooooo, why is it not back in steam?

    I think it's more than what you stated but have no evidence otherwise.
    Clearly a nefarious plot that proves Valve is a company that feasts upon the souls of the unworthy, and is determined to destroy gaming as we know it.

    There was also something to do with swapping from the old updater to the NC launcher that caused some issues. I don't know if they ever got resolved or not. That's a Black Pebble question, most likely.

    Quote:
    Originally Posted by Chase_Arcanum View Post
    As I understood it, there are two different elements here:
    - the steam API (steamworks), which would allow users to add a game to their steam library, community, achievements, and overlay. This essentially gives the user steam features, doesn't require giving Steam a cut, but also doesn't give the developer any of the steam features like listings in the steam storefront, advertising, etc... the stuff that might help promote the title.

    - Steam's distribution agreement, which gives the game a steam listing, results in steam searches & promotion space... the stuff many people think of when they say "on steam." (IIRC) steam's servers hosting the downloads & updates. For these, steam relies on actual product sales, or (in the case of F2P) microtransaction sales through their Steam store (so they get their cut).
    Steamworks and what you're describing in the first point there are two different things. You can add any program to Steam to get an unsupported version of the overlay that would let you chat with people on your friends list and whatnot while in the game, track hours spent, take screenshots that are uploaded to an online gallery, etc. Steamworks is a set of features that you can build into a game that gives it Steam's DRM, microtransaction support, retail encryption, matchmaking support, and so on. Skyrim uses it, as an example. It's not required for every game that's on Steam to use Steamworks. though, and the old version of CoH certainly didn't. Most (if not all) MMOs don't publish their updates directly through Steam either, and instead just uses Steam as another retailer, and let them handle the distribution of one particular build of the game, and then just launch the game's updater.

    Admittedly I'm not positive how they handle microtransactions for other f2p MMOs that are already on Steam. At first glance they don't have anything listed for points bundles or something like that for say, Champions, and I don't think there's anything done in-game with it either, but I'm not positive either way.
  4. Quote:
    Originally Posted by Aura_Familia View Post
    Then why was COH removed from steam?

    If it wasn't a revenue issue why remove it from steam?
    It didn't support f2p titles around the time CoH's conversion was announced, iirc. Very shortly after and by the time it launched it did though.
  5. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Fair enough.

    All I know is Steam is an absolute nightmare and I don't want it to have any involvement in CoX. I don't care what they'd be making money off of, my money goes to Paragon/NC, not Valve.
    It's already had involvement. City of Heroes was purchasable on Steam not too long ago. Even though Valve does take a cut for Steam purchases, any non-Valve title that doesn't have direct integration with Steam (ie, most games) doesn't require that you run Steam at all. Steam achievements aren't, well, that important (and don't need to be there at all), and any packs would just generate a code that you would enter in the store to receive some stuff.

    Also, Steam's huge, and used by a lot of people. The exposure certainly wouldn't hurt.
  6. To name a few in no particular order...

    - Dual Pistols feels fairly slow to animate and doesn't really pack much of a punch. The set's feature, the swappable ammo, is barely worth the loss of extra damage from the incendiary ammo.

    - Electric Blast. Too little damage and a janky secondary effect. I could see it being kind of useful if the end drain was really cranked up and maybe it floored enemy end recovery as well, but it's not really enough for me.

    - Stone Armor. More or less a one tricky pony with Granite, and probably won't be changing. Granted, it does its one thing very well, but the penalties feel "cheap", and using teleport to get around all the time or building for run speed or whatever you need to do seems like a hassle.

    - Mind Control. Just can't get into this one for whatever reason, not sure why.

    - Spines. Set felt slow. The addition of a potential 2nd damage aura is awesome, but not so awesome when it's not on a Brute.

    - Peacebringers. Same deal with Mind Control, could never get into them. Supposedly the way to go is human form only, but that seems to be against the idea of a shapeshifter AT to me.

    That's mostly it for my "I can't play this set no matter how hard I try" list. There are a handful of others I generally avoid mostly for thematic or playstyle reasons (regen, stone melee, energy blast, empathy, etc), but I don't really consider them bad.
  7. Quote:
    Originally Posted by Bullet Barrage View Post
    Can you supply a quote for that?
    He mentioned they would do it on one of the weekly livestreams. They started the trend with Staff Fighting.
  8. It's because we vent all of our horribleness here on the forums, so we have none left by the time we actually play.

    For an actual answer, I think at least a small bit of it has to do with the gameplay. There isn't much competitive play at all, the general atmosphere is positive and heroic, teamplay is both extremely powerful and rewarding, the objectives are fairly straightforward, etc. There's a level of "accountability" with global names and such to the point where you can't log in on an alt and harass people, and probably a handful more strictly mechanical reasons I'm forgetting. The playerbase here is also a good deal smaller than most, so you get a friendly more tight knit atmosphere. That's not always the case with smaller communities though - they have just as much potential to be cliquey and full of jerks as they do to be friendly. So, I guess we just lucked out.
  9. Android_5Point9

    Who is dead?

    Quote:
    Originally Posted by DarkGob View Post
    No Praetorian Black Scorpion, Mako or Scirocco that I'm aware of. Same with Barracuda, Ice Mistral, Wretch and Silver Mantis. Stefan Richter, of course, was killed by Praetorian Marcus Cole at the Well.
    I don't think it's been confirmed, but I presumed Captain Mako's Praetorian is Riptide.

    I do remember Praetorian Infernal being confirmed as alive during one of the livestream Q&A's as well.
  10. It is a little tough to decipher, but the general rule is that Alpha affects all the other incarnate powers. The exception to this rule is recharge, which none of the powers were designed to be affected by. Alpha is also applied to any pets you have, Mastermind, temp, Lore, or otherwise. So, Spiritual would buff the healing of Rebirth Destiny, the regen component of Melee Hybrid, and any healing powers a Lore pet might have, for example. Musculature does increase Judgement and Lore pet damage, but I'm not positive if it buffs the damage boost of Assault Hybrid (I don't think it does, though).

    Interface can't be affected by buffs/debuffs on you, but will check against enemy resistances and so on as usual. The chance to proc Interface is similarly applied to every pet you might have out. The proc affects of Interface only stack up to 4 times on any given enemy, even from multiple players. The control affects are supposed to be "weak" for that purpose, but some are far less effective than others, and most people tend to use the high chance for a DoT version. Reactive is by far the most popular though, but is also arguably the most effective, so a popular strategy is to keep a team centric Interface, and use Reactive as a solo Interface.
  11. Don't worry guys, December is only a few short months away!
  12. Quote:
    Originally Posted by Arbiter Hawk View Post
    These may see changes. They should be high damage and good power picks but they are also ranged attacks in PPPs on Melee ATs. They should not be as awesome as the Ranged Blast snipes.
    Sounds fair. You mentioned maybe giving Dominators in Domination fast snipes all the time. Maybe Stalkers have to be in Hide to utilize it, and Scrappers get a more vanilla tohit requirement?

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Interestingly, due to Blaze's insanely fast activation time, Fire Blast doesn't gain that much relative to other powersets if both Blaze and Blazing Bolt are off cooldown and the 22% To Hit threshold has been reached. Fire Blast was designed with the notion of its secondary effect being "Moar Damage". Is that fair? It does give up some utility for damage, and the amount of "Moar Damage" is not huge due to how DoTs work in our game, but on top of having extra damage, it also has some of the highest DPA of any ranged set, which is not a controlled balancing factor in our powers system (though Synapse and I both take DPA into account when making changes these days, it is not expressly limited by our damage formula).
    I think it's fair when you look at what the other sets gain from fast snipes, but it doesn't do much to help close the gap between other sets. I think a lot of it has to do with the secondary effects being lackluster or a set's mechanics not having enough of an impact to warrant the hits it has to take elsewhere. I think a lot of people point to Electric Blast and the meager end drain, and Dual Pistols and the minuscule secondary effects from the ammo swaps (to the point where it's not a choice, and just incendiary all the time) as examples.

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Changing Drain Psyche at all would necessitate drastically reducing the amount of Recovery it grants, flagging the Regeneration debuff to ignore enhancements and outside buffs, and dropping the Regen buff per target but frontloading a more significant amount of its overall Regen buff. Would this be a worthwhile trade for greater ease of use and higher accessability for lower-end and non-IO builds?
    The recovery and regen debuff could probably stand to take hits. I don't think any other regen debuffs are enhanceable at all, so that's fair, and it's main usage is on large groups, not single hard targets that need regen debuffing. I do think the buff duration should match the power's recharge - it feels like a penalty to players not in the know that their survivability tool doesn't have equal uptime with other secondaries. If the per target portion takes a hit, maybe you could keep the per target buff and the frontloaded buff separate, and allow the per target buff to be stackable? That way high recharge builds can still benefit, but not by an enormous margin.

    Quote:
    Originally Posted by Arbiter Hawk View Post
    My pleasure. I love this community, and talking about powers is probably my favorite thing ever. XD
    Trust me, we love the open communication too. I'll admit it's not quite as awesome as the time I realized I could call anyone at Valve on the phone and talk to them, but it's certainly up there in terms of "this company rocks."


    edit: Oh, and one last minor change that's been bugging me forever: could you standardize the power pool Leadership toggles' activation times to match the VEAT ones?
  13. Quote:
    Originally Posted by LittleGreyDuck View Post
    Um... Stalkers have Assassin Strike, which isn't a ranged snipe. And Scrappers... I don't know where you're getting "Scrappers have a Snipe" from at all, honestly.

    Did I miss something?
    Patron Power Pools have snipes.
  14. Have a few questions, actually!

    - Will each set's snipe be normalized as far as activation times go?

    - Are Scrapper/Stalker snipes getting harsher tohit requirements? The Stalker ones will be doing incredible damage from Hide.

    - With the changes, will Fire Blast be seeing any performance adjustments? It's already arguably the best set for damage (probably in part due to Blaze), so having a 2nd Blaze seems a little scary.

    - Would you consider expanding the number of powers that can be activated while mezzed for Defiance, or maybe just making that a perk of having a ranged set? Mezzes are still rather potent against ranged ATs.

    - Is Drain Psyche going to lose the target requirement or having it's duration adjusted? The idea behind the other sustain powers is constant/guarenteed uptime, which Drain Psyche doesn't have without pretty significant amounts of recharge.

    Also, thanks for the thread Hawk. We love you and your sometimes Amish/Wolverine hair!
  15. Quote:
    Originally Posted by Madadh View Post
    Slightly off the topic of the OP, but not totally...

    How does this proc function in pseudo pet powers? I'm thinking Triage Beacon and Spirit Tree? Will it affect everyone in the AOE every 10 seconds? Only the caster? Only the pet? Only the caster on original summon?
    It checks once at activation and then once per every 10 seconds for pseudo pet summons, and each healable unit in range has a separate chance to benefit. It also means if you have enough recharge to get two or more beacons/trees going at once (not exceptionally difficult), you can have each of them checking against every person in range independently of eachother.
  16. Quote:
    Originally Posted by Chase_Arcanum View Post
    This also applies to Corruptors and Defenders.
    Also applies to any Scrappers or Stalkers who have a PPP snipe.

    Beam Rifle also has a 100% chance for disintegration spread with their snipe, so that should be fun too.
  17. No, not really. It's a hobby and an interactive form of entertainment, and I enjoy it. In a somewhat similar vein, I wouldn't regret the time I spent, say, watching movies either.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Just think what the personal missions would look like if we didn't have to preserve that T for Teen rating.


    Granted, she was a bubbler.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Wait, you expected the Ultimate inspiration to benefit your pets by using it on yourself? Why?

    Red inspirations don't benefit pets when you use them on yourself.



    No, I think the moral of the story is: Inspirations don't work on pets the way you want them to.
    Except that Supremacy provides any earned shifts to pets, so it makes some sense that temporary ones might apply as well. I'm slightly curious to see if moving out and back in to supremacy range would apply the shift to them or not, but I don't have a 50 MM to test it on myself. My initial guess is "no" considering it doesn't work at all on temporary pets, though.
  20. Quote:
    Originally Posted by Olantern View Post
    Heck, for all we know, Positron is still female ... anyone ever seen any part of Positron, other than the head?

    I propose Praetorian Infernal for the fourth grandparent.
    You're gonna make me post Nuditron, aren't you?

  21. I think this is one of those situations where the feasibility of the idea is the kicker for me. I wouldn't mind having non-unique names at all, but regular naming purges seems far and away the easier option. By the logic I'm seeing, it's not hard at all to come up with a good name, so people who haven't played in years or are hogging names on trials shouldn't have much issue with coming up with a replacement name. I find it somewhat disheartening that a lot of great potential names (and I imagine a majority of the "simple" ones) are unavailable or simply being sat on. And if other games have taught me anything, it's that even with a non-unique system, you'll rarely find people with the same name. I sincerely doubt that aside from planned groups/events you would encounter more than one person with the exact same name.

    And for the record, I'm aware they did name purges at some point. Afaik there haven't been any in a while, however.
  22. It seems when they killed Statesman, they killed him so hard incarnations of him in other times felt it. Imperious is now huddled in the corner and crying, begging people to never do his task force.
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    Except, even with ABP installed, I don't get that option when right clicking on the image. In fact, ABP only shows up when I right click on the CoH logo, and even then it only says 'Block Element' twice.
    If you go to ABP's options, under the customize tab (at least in Chrome), manually edit your filters and add:


    http://boards.cityofheroes.com/style...background.jpg
    For the villain skin.


    http://boards.cityofheroes.com/style...background.jpg
    For the hero skin.
  24. Quote:
    Originally Posted by MisterD View Post
    Oh, great. Thanks White. I feel better now. Totally agree about the mob size..its much more than in any other mission.
    How the hell did it make it out of Beta? Some people running super computers managed to finish it?
    It was reported and supposedly fixed on beta fairly early on.
  25. The power of the voice of the people shines through yet again!