-
Posts
1909 -
Joined
-
I would like to see the Ancillary Pools expanded to include Weapon Pools; four weapon-based powers that wouldn't be as powerful as they would be if they were found in a Primary or Secondary Pool.
At first, there could be direct (animation) ports from existing Weapon-based Primary/Secondaries:
Archery
Assault Rifle
Dual Pistols
Broad Sword
Katana
Dual Blades
Battle Axe
War Mace
Ninja Blade
Then it could progress into the weapon sets found only in Mastermind Primaries (+1 additional animation/power):
Pulse Rifle
Whip
Merc Assault Rifle
Finally, weapons that aren't currently available in-game that have been on player's wishlists; so even though they may not get an entire set (due to resources or whatever) they could probably still get a few weapon-sets (and clones/shared animations; like Staff/Double-ended Sword or Whip/Chain/Ribbon, Dual Blade/Escrima, etc)
The emphasis would be on having the opportunity of 'rounding' out toons that may have picked up some additional (and reasonably/easily obtainable) skills here and there in the course of their careers (Meaning, again, that they wouldn't have the same impact/strength as if they had been Primary/Secondary powers). -
-
Quote:Kind of funny considering your tag line.alternately, you can just look at the date before you reply.
or, having replied, say "my bad" when folk point out the necro.
either of which are more reasonable than demanding the forums be retrofitted to safeguard you from making easily avoidable mistakes.
Anyhow, I did ask (in that thread) the amount of time required in order for something to be considered a necropost (being that a few seemed to be 'in-the-know') either no one knew or no one cared to give an answer and it became an active thread (albeit, just not on the main topic of that thread).
I regret that my post (which was an addendum to a side-point being made there) turned into a thread-jack of sorts (which was not the intent); which I acknowledged in the thread but considering that I was able to stumble in on the thread as easily as I did; I didn't see the need for a thread-lock based on that. The thread-jacking; sure.
Being that there is no 'set in stone' standard and it is 'apparently' at someone's whim; then I really have no choice but to play it by ear (and I stand by my guidelines for it). It wasn't like the thread was 4+ mos old or anything. -
If all it takes is a few weeks for a thread to be considered dead... then please put in an auto-lock feature if you don't want it to be posted in.
As far as I'm concerned, if it shows up on the front page of a section or is a link through from another active thread... then it's fair game to be posted in if it hasn't been locked already; especially if it holds relevance to current issues. As well as if it comes up as a netiquette-based search result for something I would like to post but not flood the relevant section with.
Thanks. -
Quote:About the same number I see on the whole of Infinity, Victory or Justice when I play redside on those servers at the time I play them.And how many other people are in those zones when you are doing so? I'd be willing to bet the number is less than 5 for the Hollows, and closer to 0 in Perez.
Quote:Boomtown gets no love. The newer players I've run into lately don't even know there's a GM that spawns in there. I'm sure poor Babbage suffers from nearly terminal loneliness because no one even cares he's there anymore, same for Adamastor. I ran a Kahn a while back with a player who gushed about how cool the second mission was, because he'd never been in Boomtown before then, and he playing his third level 50 at the time.
Quote:CoH has more zones, but it kind of evens out because half of those zones sit completely unused the vast majority of the time, while CoV makes better use of it's available space.
I agree on the structure of content being more cohesive in CoV but that doesn't seem to be doing anything for its numbers when comparing it to CoH.
And I'm not saying that number of maps alone are the reason for some of the apparent exodus from red to blue; was just stating that the diversity of the maps that are available (and being used) may have some bearing on it. (This being based on comments that the whole of the Rogue is one big dingy mess and less instanced map variety.
IMO, as it stands, both sides can use a revamp in content (blueside needs a set of cohesive 1-50 storylines outside of the HEAT arcs as well as self-contained arcs within the zones; redside could use a 'Loyalist/Resistance' styled counterpart to its one-sided 'Destined One' story line, redside could also use some mega-arcs for the Patrons centering around their favored areas); graphics (thanks to Praetoria) and now that Praetoria AND Paragon both have an underground system, it would be nice for one to be discovered under the Isles.
I wasn't really planning to go down this cluttered road (see original post) but since I was both Necroposting and Threadjacking; I'll just roll with the punches here. -
Quote:Okay, when was the last time you were in Boomtown, Perez Park, Dark Astoria, Crey's Folly, Eden, the Hive, or the Shadow Shard for any reason OTHER than hunting some enemy group you need for a badge or aura mission?
Sure, you get sent to one of those zones for a mission occasionally, but those are random location missions that could appear in ANY zone, making their appearance in one of those zones pure coincidence. There is nothing to actually DO in any of those zones. No story arcs, no task force, no contacts, stores or anything else the rest of the zones have.
They are wide open areas that, as far as I can tell, have no legitimate reason to even exist. There are TFs in the Shadow Shard, but how often does anyone run them these days? There's the Hamidon raid in the Hive, but that is pretty rare nowadays as well, except for the 2 or 3 servers that raid it weekly.
Red side has fewer zones, that much is true. But at least red side actually USES the zones they have available, as opposed to blue side where you will frequently find yourself to be the only person in any of the aforementioned zones for hours at a time.
I actually made a new global friend the other day because I saw him in Boomtown, and it was the first time I'd seen another player in Boomtown in at LEAST 8 months.
Point is, all they have to do is add content to remedy that situation and I'm sure it's far easier to add content than it is to add zones (or zones +content). And I'm sure the core blue-side areas USE a similar amount of content as the core red-side areas (if not more). Even if you remove some of the outlier zones (like the Hive and the Shard), you still have the Sewers and the Hazard zones (both which get substantial play... even if only at the lower levels) and subsequently, an alternative route of progression that is not available redside.
And yeah, when I do play blueside; I do a lot of Boss hunting in the Hollows and in Perez.
Anyhow, the topic I was addressing was the apparent move FROM redside TO blueside. Personally, until the UI upgrade, I couldn't stand playing blueside because of being required to do cross-zone runs for a single contact and just getting lost trying to figure out the level appropriate geography. Now that I can better find my way around... I too tend to play there a bit more to break my redside monotony.
Also, to add to the original intent of my statement... movement may be happening because that's where much of the playerbase was to begin with, making it easier to find social based activities (teaming, active SGs, Taskforces, costume contests, farms, etc) -
lol, so what's considered fresh dead as opposed to Necroposting?
Anyhow, I caught this on a casual read-through and one of the posts caught my eye; wasn't paying attention to the date. (I'm thinking that I'm probably thread-jacking anyway)
Quote:Progression through redside usually consists of:strongly disagree. Blue side is a homogenous mush in comparison.
MI>PO>Cap>SI/Nerva>Grandville while sharing the same PvP and co-op Zones with blue side... and thats it.
Blueside has a choice of two starting points, sewers, sole access to 'privileged' zones and hazard zones (at least 24 diverse, open world, maps to progress through)
Praetoria is just as bad as redside (if not worse... so far) but I'm kinda looking at that as just an oversized co-op zone as it applies to this thread-jacked portion of this conversation. -
Quote:IMO, I would add that it may not just be the content; it could also be redside's overall infrastructure compared to blueside. More linear, less acreage; less opportunity. Also, there's the general feeling of map sameness; the variety just isn't as plentiful.I'm running out of analogies. Ok, lets try this. Suppose I were to say that, if after side-switching was introduced, I would be concerned if the devs datamined that the net number of characters switching from red to blue was many times higher than the total number of red side characters being created that wouldn't mean I was opposed to side switching. If someone said "who cares, with side switching its all one side now, so it doesn't matter any more" they'd be missing the point. The point would be that the net result of that metric is what few characters actually play within the entirety of the Rogue Isles would be dropping in an unsustainable way. It suggests that players don't want to play villain content, they just want to play villain archetypes. And that suggests that the justification for supporting the Rogue Isles as a viable part of the game is itself increasingly suspect, and that there is a serious flaw with the content explicitly designed for villains.
I think we all suspect that, but this would be proof that the net result of that wouldn't just be an imbalance, but a potential death of the red side content as a viable component of the game, except increasingly as a degenerate single playeror insular oddity. I'm not saying side switching is doing that, by the way, I'm just saying that *if* the datamining showed what I mentioned above, that would be strong evidence it was happening.
People keep thinking I'm saying there could be a potential problem with the red side economy when I've said nothing of the sort. I've said those metrics would suggest a problem with the red side period. There is no more red side economy as a discrete entity. I only mention the phrase "red side economy" to refer to activity originating or terminating on the red side, rather than have to say "all economic activity which either originates or terminates with a sale or purchase by villain or rogue characters within the Rogue Isles." -
I wouldn't mind a F2P option if its put in like a lifelong trial account with the option to upgrade. I just wouldn't want to see the entire game go F2P.
-
Quote:I would propose that 'farming' probably isn't the best term to use for this tactic from a true farmer's point of view.If you want to say "dabblers like to clear maps at -1", great.
Farmers aren't dabblers, they're fiends for efficiency.
Running a map at -1 is inefficient and wasteful. The only efficiency argument in favor of doing it that way is not being able to consistently survive +0, and any even marginally competent farming character should be able to handle that with no problem.
However, I do see people using this to balance out/maximize the +A/xB equation to get the increase in their drop rate from normal play.
People who maximize their grinding while not actually farming? -
Quote:lol, I do get tons of temps (I do like Recovery Serum); what gets me about those is that you'll get multiples of a temp but they'll have different salvage requirements???If I'm farming for purples I farm ONLY for purples and I ALSO often go -1. It doesn't matter if I'm -1, +0, or +1, the number of TEMP recpies drop so often now that I find it's pointless to even care about other rares or drops when I'm farming for purples.
Without fail just about every run I get a purple on, 90% of the rest of my recipes are a mix of commons you can buy at a university table + insane amounts of temp recipes. So again pointless if I go -1, +0 or +1. If I want to more consistently get non purple rares via farming I go AE, collect some tickets and ROLL for them in the appropriate ranges.
EDIT: And just in case it wasn't clear the number of temp recipes that now drop NO MATTER what activity you are doing (tfs, farming, tips, radios, etc) are FREAKING INSANE. If there was an auto delete temp recipies button in options I would have clicked it long ago.
Back to your regularly scheduled discussion about risk v. reward (rofl).
/rant off.
-
Quote:I also don't know any farmers who farm at -1 instead of +0.
Maybe there are some, but they must be using terribly poor farming characters, and/or are farming AE so the level of the enemy has no bearing on the ticket roll reward levels... but still must be using terribly poor characters, since in AE you directly do get more tickets for fighting +cons.
Or else they're just misinformed, like very many people are about this game.
There are times when I do go -1 (all solo):
When I use a second/new build that's lacking good enhancement slotting
When I'm trying to push through 'need-to' content as quickly as possible
When I'm testing to see if I'm ready to move up to higher mob numbers
Meat-Grinding for Purples.
I push +0 on most when the toon can handle it... but I don't see the point of pushing beyond that (at 50) when soloing; considering its the ( /x_) that'll push up the drop rate.
Maybe I'm doing something wrong. -
Wolf: Head, Tail, Feet, Torso
Eagle: Head, Feet
Bull: Head, Tail
Leopard: Head, Feet, (updated pattern?)
Lion: Head, Feet
Tiger: Head, Feet
Beast Run
What else was in there (so far)? -
Now all we need are some oversized, Afro Samurai type cybernetic teddy bear heads and we're golden.
-
Quote:True, but a lot of money still can be made just from running the content and then dumping non-set IO recipes and SO enhancements off at a vendor. Is it as lucrative as hitting the Rare or Ultra-Rare Set IO every so often? That just depends on how the dice rolls for you. Plus you're still getting some valuable set IO recipes.You are getting uncommons and rares much more often than purples. Price of some rares (and even uncommons) at level 50 approaching and perhaps exceeding the price of low end purples (Numina heal, performance shifter proc anyone?).
Also, not everyone that's farming are uber-marketers; some may be farming for utility; with marketing as a backup plan or side job. -
-
Quote:That's pretty much what I was saying. The people that stand to gain the most from being able to shift down are the same people who were steamrolling through content before. Whether it's -1 or +4 is nearly irrelevant to that group (why anyone would want to farm at anything beyond a '0' modifier anyway has always eluded me anyhow).Actually, farmers typically set to -1 because they get the same drops as they would at +4.
The upside is that the -1 setting potentially increases the farmer pool; potentially decreasing market strangleholds. As does the Ticket, Merit and Alignment Merit systems (and to an extent, the Incarnate system). -
I could see using the comparable level portion of the new difficulty system as a drop modifier (being that Inf is already affected).
IMO, though, there's not much difference now, than when the people that would stand to gain the most, were asking for fillers... outside of the fact that now; there is a -1 modifier and the existence of Purple IO Sets (and a level shift for those who get to it).
The -1 mod doesn't make as much difference as having the ability to set x8 missions on your own; it just helps create the opportunity for more people to do so.
The -1 mod is also counter productive to what many 50s will be striving for in the end-game content; Incarnate Salvage. Although Purple hunters can get drops from mobs as low as lvl 47, shards can only come from lvl 50+ mobs; -1 farming will drop mobs to 49.
Those that stand to gain the most from the level differentials as far as drops are concerned, will primarily be the same group of folks that were already doing this.
They also stand to lose some of that ground to those that ticket and/or shard farm[]; or even those that do like a challenge.
The odd thing is; from personal playing experience, the trend for many PUGs is to run at +2 or greater because anything less becomes too easy and boring.
...Blah, blah, blah...
Even without the level shift (or the difficulty modifier); the whole of the endgame system (which has yet to be seen) puts the normal game into mere mortal mode -
I was getting this issue on my laptop copy; have to run it as admin each and every time... (I think I'm using Vista Home on that one); will have to apply the update to see if I am still going to have that issue.
-
Quote:Thanks. Will definitely give it a look. [nice tool; will come in handy]I think I can help you out.
I've got a survivability analysis tool that will help you see how much your regen is doing for you. It's also a great tool to compare similar builds and see which gives you the most survivable incoming DPS.
The link is in my signature.
(I know that there's not a magic bullet when it comes to giving an overall avg comparison but I believe an average DPS by rank can be determined across the board (at least per Enemy Faction) and that can be levied against DR+Base Regen towards figuring out immortality lines (at various DPS points) and that these lines can be compared against the immortality lines for just Regen to come up with an Res vs. Regen approximation... at least for a predetermined DPS range per faction... could be wrong though) -
Quote:I updated my followup post to your earlier suggestion and took into account the info from the other thread as well.We've had one other person report this (with only Cardiac and Musculature), so it seems to be something the two of you have in common. He also reported that the text was overlapping a bit, which makes me wonder if it isn't some kind of system display/font issue.
I'm not getting that overlap; my fonts have been changed back to default and I think he's using a more recent OS than I am. -
cool; I'm asking because of 2 toons:
My SS/WP Brute has some Def, some Res and a lot of Regen/Max HP and I was dancing around which way to go on Epics to best increase his survivability... Energy Mastery gave me more Regen; Artic has a solid -Rech power (Shiver); otherwise, it would be Soul Mastery for Darkest Night
My Plant/Storm Troller was looking at dropping Maneuvers for Snow Storm (while her regen and DR are in comparable range to my Brute, the Def isn't as strong)
I'm also looking at Incarnate ability choices.
Thanks for the links and the direct info. I think I'm more prepared to mess up a few builds now. -
Maybe I've missed it but when comparing Damage Resistance to Damage Regeneration; at what point does Damage Resistance plus Base Regen start hitting the immortality line (given the mean DPS of a minion? Lt? Boss?).
-
I'm reading through those now and I'm liking the 'immortality line/point' info, thanks for the links.
Any similar info on -Recharge effects?