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Quote:If you remember the substance of what he said, it was telling the then current PvP community that the changes weren't meant for them. So its not surprising that people in that community who had worked incredibly hard on coming up with changes to help the game got insanely frustrated when they figured out they had been played.There was a big stink all around about PVP in the Issue 13 beta. Those in the closed beta broke the NDA and started raising a stink about it on the public forums. They resorted to personal attacks on the devs (making donut jokes about Positron and saying all matter of things about Castle). The community rep, Lighthouse, put his foot in his mouth and lost his job over it.
I still maintain that Castle had the right idea with virtually every change he made to PVP, but he cranked the dials to 11 when a 3 or 4 would have sufficed. And since the most vocal members of the PVP community were mudslinging the whole time and wouldn't work with the developers, we got the version that rolled out and have only had bugfixes since.
I'm not saying the ENTIRE PVP community was to blame, either--there were several who were calm and polite, if earnest, about their feelings on the new system. But, when you're looking around in the zoo, no one pays attention to the antelopes peacefully eating grass when the monkey cage next door has a poo-flinging fight going on.
Egos were asserted on both sides of the fence, rules were broken on both sides, and feelings were hurt... With that kind of history, are people seriously curious as to why PVP questions get vague dodgey answers?
Of course, I wasn't really participating on either side of the PVP argument in the i13 beta; I was too busy protesting effing Day Jobs. Hate them soooo much...
Quote:Nope I'm definitely going to have to say that it was the attitudes of the vocal PvPers in the Beta. They basically screwed everyone else over and were a major contributing factor to what happened. The devs were initially working reasonably with people until the vocal group exploded. Certainly the devs involved were one side but as much or perhaps more of a contributing factor were the militant vocal PvP folk. They essentially ruined it for themselves. -
Quote:I doubt I'll have any more luck than people do with irregardless or alot. In this case it's more comical than most. Given the devs track record, their data analysis resembles Kentucky windage more than knowledge extraction.So, whenever someone says "datamining" they're supposed to list an incredibly long list of stuff/functions/options/what-have-you in order to be consistent with your expectations of the actual meaning, anytime this word is used?
I wish you luck in getting people to comply; you'll need it. -
Quote:So is limiting your flagship endgame to one exclusive playstyle when the game it's tacked on to is famous for its casual, pick up and play nature. They tried to limit this by creating the team up teleporter but that seems to have failed as a solution.
They can't cater for everyone, that's true, but focusing on just one playstyle seems terribly shortsighted to me.
Its not that it is just one playstyle. Its a playstyle that has proven not particularly popular in the games past. Hamidon raids (Still the best reward/time in the game), mother ship raids, shadow shard tfs the long hardcore events are all things people like but only in small amounts. -
Its one part of the process of extracting knowledge from large data sets. Imagine if someone said U.S. Steel built your car, or the Minnesota Iron mining association built a bridge ?
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Quote:And if they aren't some people will still insist they were anyway.The devs are mostly "casual" MMO players, so they designed Trials to be casual-friendly - the kind of raids they'd like to do as MMO players.
They also got a huge amount of positive feedback on the Trials during beta, and once they went live, and datamining will show them that the Trials have been incredibly successful.
Edit: It always amuses me and irritates but, the word Datamining doesn't mean what your usage indicates you think it means. -
Quote:Why was that a bad thing? Even if you didn't have any immobilizers on the adds, the people with KB should be able to knock the adds against the wall of the nearby building, which doesn't slow things down at all. They're pretty much in the same area, and should be in a nice clump of their own as well.Code:
0QMQRQRQRQRQRQRQRQRQRQRQRQRQRQRQRQRRRE QQbERMRMRZRMRMRZRZRMRMRMRMRZRZRMRMM9QQ Qf UQ Qh XQ Qp SQ QX pQ 1QQQQQh Q9 XQ QQQ0h0QQQ QX PQ QQ QQ Q9 SQ Q pbaoe QF QP PQ Qp 7Qi Q9 SQ 0QR bQQ QX PQ hQQQQQQQ0 Q9 XQ PP9. QP PQ QP hQ ^ Qf FQ | QMthhPhXSPSXSPSPhXhXhPSPSPhXhXSXhP12EQ | QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ Spawn point
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Quote:Hover blasters always remind of thisSince it's derailed anyway, I actually had an argument with someone in the Stalker forums a while ago where they claimed their Blaster was more survivable than their Stalker. They were told that they're doing it wrong, but they insisted that with a ranged hover-blaster they could do more damage with better survivability than a Stalker.
So based on one person's uncorroborated claim, Stalkers are less damaging with less survivability than not only Scrappers, but Blasters as well!
*runs away from thread after throwing out troll bait*
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Quote:Because this game revolves around Pylon soloing.
Not only that, a blaster has to sacrifice offense to attain the kind of survivability required to stand toe to toe with a pylon. Let my tank do nothing but taunt the pylon and I'm sure you'll see that 10% margin grow quite large. Yes, I'm aware that the scrapper can survive the pylon on his own. Nobody's meant to solo pylons in the first place. This kind of comparison shouldn't happen outside the SO environment.
Uhmm no because that thread gives you the numbers a scrapper can put out while being survivable, you can then simply do your calculations for a blaster for theoretical maxes. -
Quote:Forgive me, but I'm not going to believe a statistic like that without seeing the research behind it.
Which one, that damage is to within 10% ? Go look at the pylon thread and do your own numbers. That AoE damage is wasted when you don't have enough targets for it to be meaningful ? That is practically tautological -
Quote:One of the problems is that you can't compare apples to apples, but yes, as close as we can compare, they do more damage.
Every time I see this brought up, everyone seems to ignore the real survivability that blasters have. They have a lot of control powers in their tool box, defensive powers in their epics, and let's not forget range itself is a means of survival.
Blasters do more damage to more targets than scrappers and brutes. Yes, it's harder for them to stay alive. No, it's not impossible.
The damage is to within 10% most of the comparisons ignore that you only need enough AoE damage to deal with the weaker foes and afterwards its wasted. -
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Quote:Stalkers aren't glass like. Any At that has decent hit points, permanent mez protection, can have fully capped defenses and a self heal isn't glass.I think the big problem is that hide and placate are being counted as a form of mitigation, so the devs do not view stalkers as glass-like as they really are.
At worst its cast iron as opposed to steel. -
Quote:Yeah, reading that on these forums back when the changes went in was worth a good laugh. I can't believe anyone complained about that. I mean, I can believe people will complain about anything, I suppose, but seriously? A Stalker has to huddle up within 30 feet of about four teammates AT ALL TIMES just to equal the single-target damage output of a Scrapper even after the changes. THAT is the problem. Teams just aren't that compact most of the time unless they are all standing around an AV and even THEN it's typical for the ranged/squishy types to be farther away than 30 feet. The *shortest* of their ranged attacks tend to start at around 40 feet after all.
The thing that WOULD step on Scrapper toes, not because it's justified but because they'll complain about it anyway, is putting Stalkers where they belong: Solidly ahead of Scrappers on damage output. It is the SAME argument they used against Brutes. If Brutes are more survivable why should they have the same or better offense?
I want to see that logic applied to Stalkers in relation to Scrappers.
Gee I wonder what other AT could use that kind of logic. -
Quote:Seeing as Arcanaville has been active in this thread I am surprised she didn't bother to make these points.*Many people don't even play CoH. Many more have never even heard of CoH. It seems likely, however, that they aren't the ones answering the questions on the CoH Facebook page.
https://www.facebook.com/CityofHeroes
Any survey or poll needs to be representative of the population you are trying to draw conclusions about.
If you aren't familiar with the concept.
http://www.wisegeek.com/what-is-a-re...e-sampling.htm
*Well it is something that someone who wanted a well informed discussion would do. -
Quote:Between that and the people who subscribe just to complain about the fact that the game isn't worth subscribing to, I'm extrapolating that my gaming is going to be subsidized well into the next decade.
I thought your gaming was placating people upset about parts of the game or changes to the game. You know, if you think about that that makes you Golden Girls anti particle as she taunts people that are upset about changes to the game or parts of it -
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Yeah but if you look at the quarterlys the melody really hits home.
I think I stated upthread, or maybe in another thread, that the game could likely go on running off just the people that can't figure out how to unsub. -
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Quote:My take on Dark Manipulation:
1. Tenebrous Tentacle
2. Shadow Punch
3. Smite
4. Death Shroud
5. Build Up
6. Black Hole
7. Dark Consumption
8. Cloak of Fear
9. Dark Pit
If they are shooting for something consistent with current blaster secondaries this would have my vote. The AoE immobilize and sutn puts it solidly at the top of current sets. Most of the other guesses are reasonable, but way overpowered relative to what is already available. -
Quote:Oh, that's what I do already. I'm talking about snatching up the cheap ones now, so that you've got a nice big stockpile for all the people who have just PLed a brand new SR tank or EA scrapper, and want 5 LotG's NAO, and are willing to pay a half billion each for them.
And honestly, doing the work to earn them myself when I can underpay someone else to do it for me just doesn't seem all that ebil.
160 astrals = 5 Lotg Globals =32 trials < (4 Tier 3) << (4 Tier 4)
Edit: If you run open leagues that's 27 trials -
Quote:That attitude, and the fact that so many share it is why we won't see a solo path any time soon. The devs may very well be convinced these trials are key to the end game. If that is the case they are going to need you and everyone else spoonfeeding the new players a happy populous successful set of trials.
I'm all for any players inflating CoHs sub numbers, so in that sense I'm ok with the iTrials, but as soon as we get a viable small team/solo Incarnate path, I'll have done my last BAF.
Eco.
I'd go so far as to say the more people hate the Itrials, the less likely the devs will get rid of them, If anything they may try upping the rewards again and again. (Note they are already giving away the store with the things as it is) -
Quote:That's the developers hope. PvP 2.0 was supposed to get lots of new players in the game as well.The Trials are the incarnate path - the whole system is designed around them - that isn't going to change.
And once I21 goes live, a lot of the new players who pick up subs will be used to multi-team endgame content from other games, so that's going to tip the population balance even further in the right direction.