Samuel_Tow

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  1. Quote:
    Originally Posted by Fuzz_JDC View Post
    OK, many people don't like the animation for what crippling axe kick does and there is a reason. the animation is 'actually' 2 kicks in one. Note that the first half of the animation is a straight kick to the face then hooks over for a dropping axe kick. Yet the power itself only deals one hit for damage. The whole move is similar to one from Tekken.

    Although, I believe in Issue 16 you can change it, so changing it to do 2 hits would then be pointless.

    Yes. the idea it was one hit as it should be 2 is bugging me.
    It's not two kicks, it's one kick. The first part is raising the leg so that you can deliver a downward "axe kick," as it were. It's no different from Parry having a single empty swing that's the actual parry, followed by a second swing that's the hit or Soaring Dragon having an empty motion of raising the sword which can be interpreted as a hit but isn't, before delivering a downward slash.
  2. While it sucks to rebubble 6-8 people every four minutes, I'm not sure I like the sort of cost increase I foresee these powers suffering. Currently, each bubble costs around 10 endurance points, so 20 for both bubbles. At 6-8 people buffed, that's 120-180 points of endurance over the span of 12-16 seconds, which only recovers about 10 endurance points or thereabout. If you make the buffs AoE, then you shouldn't really go higher than about 20 endurance points, which is almost a 10-fold decrease in cost AND simultaneously an increase in cost on small teams and a decrease in usability as it becomes harder to buff everybody. I suppose making it an ally-targeted AoE might mitigate some of the usability problems, but I just can't imagine the developers would be willing to alter the powers' costs by so much.

    And here's another problem - both ally- and self-centred AoE can affect the caster, whereas single-target buffs cannot. One of the original reasons for making it like this that I remember was so that Defenders would not end up with Scrapper/Tanker levels of defence.
  3. Samuel_Tow

    Dev Digest

    Quote:
    Originally Posted by TheOcho View Post
    Wow my posting is boring. I recommend personally removing Moderator_08, since the reason for that account is so that I can do stuff not tracked by the Community Digest. Regardless, thanks for creating this tool!
    So Moderator_8 is the new SuperMod? And they thought they shamed Lighthouse into abandoning that concept, the silly posters

    As for the player-made developer digest, THANK YOU! Lacking a digest really sucked and made me feel like the developers had simply stopped posting (I knew they hadn't, I just couldn't find their posts) and searching through their posting history sucked. This is very, very much appreciated. Thank you.
  4. Personally, I think people complain about travel time too much. Yes, I realise spending time not playing the game sucks, but short of asking that outdoor zones be removed from the game or a zero-recharge mission teleporter be given to everybody, I can't rightfully claim travelling is anything BUT playing the game. Unless we consider that "playing the game" means "something that gives experience," there is no other way to look at it. Otherwise, putting out fires, beating back Troll raves and even fighting Giant Monsters are just about "not playing the game."

    Seriously, how long does it really take? Peregrine Island to Brickstown is two minutes, tops. Hell, the Storm Palace to Perez Park isn't more than 10 minutes without dropping off the islands. I've timed it. And there really isn't any farther you can travel in this game without having to rethread zones. And for what it's worth, I like to travel around from mission to mission. To me, it is superior to the CoV model of always looking at the same five doors and the same damn zone day after day after day.

    Yes, the hero-side 40-50 content sucks. It was designed with the idea that it would be a lot more "grand," so it's chock-full of enormous outdoor instances, lots of kill-alls, long missions, long arcs, long mini-arcs, lots of travelling and annoying enemies. In his CoH-dis, Jack says he and Positron got together and decided that 40-50 should take as long as 1-40 did. This part of the level-range was supposed to be the ultra-hard, ultra-long, ultra-boring EQ-style end game, designed back in the time when everyone thought it was a good idea to have that. So everything you'll find in Peregrine Island sucks. I2's Shadow Shard is even worse, being the game's crowning achievement in chasing the "if you build it long, tough and boring, they will come" fallacy, a true testament to how wrong that notion really is.

    Everything made after I2 has been closer and closer to the reality of the actual game. I'm not a fan of everything being broken up into 3-mission arcs, myself, however. After all, every one of Crimson's mini-arcs is a 3-mission story, and he has about 20 of these. In CoV, a 3-mision string is not a mini-arc. It is a full-fledged yellow-book macro-arc. This, to my eyes, is going too far in the other direction. Small arcs have their place, I won't deny that, but the occasional long, elaborate arc is NOT a bad thing.

    Personally, I would take 10 minutes of travelling over 1 minute of playing the Architect. The players' crappy writing aside, I just don't feel like staring at that God damn room all the time, knowing there's a whole city out there to see.
  5. Quote:
    Originally Posted by DarkAvatar View Post
    Oh come on... certainly this must spell DOOOOOOM somehow. Are we not even trying anymore?
    It does. The revenue is gross! We don't want it! Take it back!
  6. Quote:
    Originally Posted by Anti_Proton View Post
    Give Emps the special ability to switch their primary and secondary when not teamed. Done.
    Switch, as in select a different primary and different secondary, or switch, as in make the primary secondary and the secondary primary? Because the former is out of the question and the latter would accomplish precisely nothing.
  7. Um... I like the idea of this "super sidekicking," but I'm a little concerned about the MANDATORY nature of the change. I liked fighting a couple of levels above what a mission is set for. It's not rare that I'll leave a mission behind and it will be a level or two below me. I don't feel like exemplaring to it, honestly. I also like levelling up mid-mission and suddenly seeing the rest of it become easier. I'm also terribly worried about what this will do outdoor travel, especially with exemparing put into account.

    It's an interesting idea, but is fighting powerlevellers reason enough to make it mandatory?
  8. Quote:
    Originally Posted by paradox_NA View Post
    Depends on who is the leader of the group. What's grey or purple is completly relative with the new sking. Beyond your power selection and enhancements being level 10, 32, 50 is relative based upon the team leader. Which is pretty close to what I suggested, except I wanted to remove having to constantly adjust the groups level by changing the leader.
    What you suggested eliminated levels. This allows everyone to play at the level of the team leader. The capital difference is that it doesn't eliminate levels and you still require a person who is legitimately the level you are sidekicking to. Almost no-one is ever going to have a problem with one person being able to SK more than one other person. This eliminates nothing but the need for more mentors. Chiefly, it doesn't eliminate levels or the con system. It just gives you a way around it IF you want and IF you can find a mentor.

    Quote:
    but thats only a problem because that's how it has been, not because it's the way it should be. At level 30 even if a skull is a white con, it's still going to be an easy fight at level 30 reguardless. And like I said before, unless you never exemplar it's already a cvontradiction in the immersion of the game.
    Existentialist nonsense. It's a problem because it's a problem. A white con minion does not go down from a single brawl delivered by a Mastermind. A -49 minion does, several times over. A white con minion can deal damage and land attacks. A -49 minion cannot land almost any attacks at all, and the attacks he does land do nothing. An even con boss is a meaningful obstacle even if he possesses NO powers at all.

    Lower-level players not being able to engage in high-level content and fight high-level enemies without a genuinely high-level player present is a good thing, as is high-level players vastly outlevelling lower-level enemies. Multiple sidekicking changes nothing in this regard.
  9. Quote:
    Originally Posted by FrozenDeath View Post
    If you don't want to reply to specific suggestions made, why are you posting here? It's obvious you don't like pvp, it doesn't need to be repeatedly endlessly.
    No, actually it DOES need to be repeated endlessly until people get it through their heads that this will never be a PvP game, nor will you ever get people who dislike PvP to engage in it, hence, any suggestions for bringing PvP to the PvE masses are bad by default.

    And whether or not the rule of PvP not affecting PvE is valid (developers have said they strive for that), there has never been a rule stated or even implied that PvE will not affect PvP. That might be true now that powers have PvE and PvP stats, but any illusions that PvE content shouldn't exist in PvP encounters are quite unrealistic. In fact, PvP's quintessential failing is that it has almost no PvE components and what it does have is relies on AVOIDING PvP, rather than participating in it.

    Stick to improving PvP without butting it into PvE zones.
  10. I just wish we had enough slots to 6-slot our last power if we so desired. Since the reward for getting to level 50 is unimpressive right now (three more slots, the same as level 48), I wouldn't mind seeing something a little more. Say, five slots for reaching level 50 would be fine. That's only two extra, so it shouldn't throw things TOO far out of scale, and it would be a nice little benefit, as well as a chance to 6-slot your final power.

    *edit*
    Fixed my level ranges!
  11. Here's an interesting concept - why is the Tanker self-buff modifier lower than the Scrapper one? I mean, sure, there's the whole "Tankers will do less damage than Scrappers!" law from above, but here me out:

    What if Build Up did a LOT more for Tankers? Technically, that would be stepping on the toes of damage dealers, but Build Up style powers aren't on very often, anyway. At 10 second duration and 90 second recharge, they're a nice bonus, but not something you can rely on. So what if they were buffed to something like 160-200% damage buff? I suppose Rage can stay at 80% and I'm not even going to touch Brute versions of Build Up.

    Why bother with this? It sort of fits with what Johnny is saying - incredible damage every once in a while. I'm not sure if it's a solution I would like, but we've already established that any solution that's even remotely solution won't be one I'll like, so let's not even bother with that assessment.

    It sounds like an interesting idea, at any rate.

    For the record: I cannot agree with Tankers doing more damage to bosses.
  12. That's an easy answer. In this game, I play primarily Scrappers. In real life, I'm not a violent person and physically quite a bit of a wimp, but it's not about being physical for me. To me, it's the fact that Scrappers are a no-nonsense, direct AT, which allows me to simply get down and get the job done without having to bother with fancy tricks and cheats. If something needs to get done, I'm going to just go and do it.

    And then on the other hand, it IS about having power. In this game and in real life, I enjoy having the confidence and security in my own ability to handle at least day-to-day activities without them turning into an epic struggle of cunning and ingenuity. I enjoy a character who's strong by default and needs especially hard enemies to be in danger a lot more than a weak character who is always in danger, but is a "challenge" to play.
  13. This is an effect bug concerning an NPC. All Nemesis soldiers with rotary gatling guns, in fact. Dragoons and such.

    Now, normally the weapon is comprised of two parts - the spinning barrel on top and the pipe with a flared end for the flamethrower. However, when the Dragoon is using his Full Auto, a second spinning set of barrels appears over the pipe for the flamethrower and then disappears when he stops shooting. This doesn't occur when the Dragoon is using his flamethrower, only when he is using his gatling gun.

    It looks almost as though the weapon was originally designed to have a set of two counter-rotating rings of barrels, because the second one is positioned pretty centred over the flamethrower pipe, but this business of appearing and disappearing is most definitely a bug.
  14. Samuel_Tow

    Street Sweeping

    Quote:
    Originally Posted by gec72 View Post
    Maybe treat the clues like Recipes - you can store a certain number of them, or delete them if you want to make room for more.
    I can work with that. Make them into special salvage that you can turn in at any Security Chief for a one-off mission. I like it
  15. Quote:
    Originally Posted by KaliMagdalene View Post
    I think you're splitting a lot of hairs I didn't even begin to imply. SWG was a fairly successful MMORPG prior to the NGE change. IIRC, this change was announced within a week to a month of ED, and is ultimately behind a significant number of subscribers leaving SWG. You can argue specifics all you want, and even argue over whether or not the game was objectively worse after the changes, but I think that's largely irrelevant. People liked the game before, and the game it was after was no longer the game they wanted, they quit. You can find ex-SWG players all over the place who are more than happy to explain this. My current WoW guild is full of them. Don't pretend this is a theoretical discussion about a theoretical game with theoretical changes. There's a real documented history.
    The question isn't whether or not it happened. It did. The question is whether or not it was because of the introduction of classes, or whether other factors had a role in it. I, myself, wouldn't feel confident to claim it was classes that caused it, and as such am not very confident in accepting the failure of SWG as evidence as to either that a classless system is good or that a class system is bad. I find its failure to be inconclusive on both counts.

    Quote:
    I believe that several tests have made it debatable whether scrappers deal significantly more damage than brutes, unless Castle or another dev has made a point of posting datamined figures. BillZBubba has two threads in the scrapper forum about this, and more than a handful of players (who play scrappers and brutes) feel their damage is too close relative to brute survivability vs. scrapper survivability. I would think at this point that there's really not a strong consensus on how scrappers and brutes compare to each other.
    Scrappers deal exactly 50% more base damage than Brutes, which with damage slotting makes them do close to double the damage of Brutes. This means Brutes need 100% Fury just to break even, and it also means that their damage buffs, smaller to begin with because of their lower self-buff modifiers, are smaller still due to their lower base damage. An ally-buffed Brute can indeed deal more damage than a Scrapper, but a lone Brute has to work really hard just to break even, let alone exceed a Scrapper's output. Brutes are still dedicated damage dealers, I'm not saying they aren't, but I don't believe they're held true to the same formula of damage vs. defence that makes Tankers what they are. Brutes have above-Scrapper mitigation, Tanker mitigation caps, and yet almost Scrapper damage, all things considered. That's not fair.

    Quote:
    Tankers hit fairly hard and their punches do respectable damage, with some exceptions. Ice and War Mace have received needed buffs. Tanker powersets hit hard enough that a noticeable number of forum posters have talked themselves into the notion that giving those powersets to scrappers would make scrappers overpowered. Tankers can dish out a ton of damage - the problem isn't that they're weak, because they're not weak. The problem is, apparently, that scrappers can do more damage than tankers.
    The reason Tanker powersets would be dangerous in the hands of Scrappers is not because Tankers as the final product of modifiers deal a lot of damage, but rather because these powersets are designed with scale damage values so high they make up for Tankers' low damage mod. Give these attacks to an AT with a truly high damage mod, and the results are absurd damage. This isn't evidence to the strength of Tankers, but rather to the gap in outgoing damage between Scrappers and Tankers. That powersets which, in the hands of Tankers are pretty good, but in the hands of Scrappers would be beyond broken suggests very much exactly this. The gap is huge.

    Quote:
    I've played tankers, and in my experience, they're not as ineffectual as you paint them. Seriously, they're not that bad, and they haven't been that bad ever. Not even before issue 3 and the damage buff they received then. Back then, everyone overslotted their already overpowered defenses and underslotted their attacks, leaving them with the impression of weak attacks. ED finally made it ridiculous to six-slot defenses at the expense of slotting attacks, but somehow, the impression that tanker attacks are incredibly weak has stubbornly remained.
    In their own right, perhaps not, but the fact remains that the efficiency of their attacks is low and their output not very impressive in perspective. And that's WITH their powersets designed to be vastly superior to both Scrapper melee sets and Blaster blast sets. The presance of these lovely 3.56 scale damage attacks and large-scale AoEs is something that just about only Tankers and Brutes have. All the other ATs have to make do with 2.7 scale damage attacks and below. And, above all else, what I dislike is that the AT is designed to take damage and let other people actually do the damage, with their inherent helping them only with aggro control. So, their attacks, despite being some of the weaker ones in the game, are the most threatening when a Scrapper can cleave the same enemy in two swings? That, to me, is bad design.

    Quote:
    I think this is a false dichotomy, esp. in a game like CoH where you can build a team out of most (if not all) combinations of ATs and powersets and manage to deal with 99% of the situations you'll encounter in the game. I also do not believe that designing characters around the MMO trinity makes them incomplete characters, unless all characters are supposed to be equally proficient in all situations, which doesn't make any sense - even the comic books aren't written that way.
    Only in so much as you start an expression with "you can build a team." Yes, you can build a team and overcome any AT's built-in limitations. That's besides the point. The point is that certain ATs are built with ridiculous limitations such that they REQUIRE other ATs, or at least more of themselves, to be efficient. The fact of this game is that any character's strengths are multipled the more copies of them you have, to the point where you can trivialise the game, but ALONE, certain ATs are broken in my view.

    And, also, I do believe that designing characters around the holy trinity, or indeed any "ideal" team structure, does leave characters incomplete. Designing an ideal team structure requires that you take way from everybody something that is vital to success, and place that in the hands of another, who in turn is missing something else vital that he can find in the hands of someone still else. This way, these characters are penalised for trying to play alone because they lack something vital (damage, survivability, etc.) and ever so subtly forced to find other people to help them either overcome their lack, or at least marginalise it. This isn't a question of everybody being proficient at everything, but rather about everybody being proficient alone, such that everybody levels up at roughly the same speed. If it takes one character twice as long to level up, and he often meets enemies he cannot defeat (be it because they kill him or because he can't overcome their regen), then to my eyes, it doesn't matter how proficient this character is at their speciality. I don't intend to sit down on the team seek tool every single time I launch the game, and for the times I'm not on a team, I like to feel I'm moving ever so slowly because my AT gives up a strength I need for more of a strength than I actually have any use for.

    Quote:
    I mean, no one's obligated to be happy with the state of the tanker AT, and it's fair to be dissatisfied with the state of affairs where they're not the #1 damage AT (where Johnny Butane seems to be coming from) or don't simply have the hardest hitting attacks in the game (where Goldbrick seems to be coming from), but I think it's pretty easy to confuse what one wants with what's best for the game as a whole, and I think it's pretty hard to demonstrate that tankers are actually incapable of dealing damage.
    I'm not happy with the state of the Tanker AT, and I doubt I ever will be, because it's viewed as the AT that resists damage first and does anything only afterwards. I've accepted that and gave up on trying to play Tankers slowly and safely. My priority now is to gain access to all Tanker sets for other ATs that I actually enjoy playing, like Scrappers and Brutes, so I can leave the Tanker to the people who like that sort of playstyle. I'm not out to yank anybody's Tanker from under them. Keep 'em.

    But I simply don't agree with the notion that a large, hard target can ever be perceived to be a threat without actually having anything more threatening to offer than just about EVERYBODY else. Tankers right now are threatening because the system gives their attacks a high threat rating. However, from a purely practical standpoint, they're the most harmless AT of them all. What does a boss or an AV stand to lose by completely ignoring a Tanker and focusing on the Blaster or the Controller? When we actually have an answer to that questions that's something other than "nothing" will I ever be able to accept that any Tanker is actually threatening.
  16. Quote:
    Originally Posted by Prof_Backfire View Post
    Playing that Diablo clone has made me realise that even though the loot, crafting and equipment systems in this game make absolutely no sense at all, but they're so much better.
    Interestingly, it is Diablo 2 that made me buy City of Heroes back in 2004. I HATED HATED HATED Diablo 2 for its crappy, gimp-prone character building system, replete with useless or redundant skills which you had to take over and over and over again, as well as for its soul-suckingly complicated items system of normal, magical, unique, set, etc. items with eleventy billion random combinations of magical effects, slots, gems, runes and so forth. I spent probably a full year playing Diablo 2, and all I had to show for it was a crappy, gimped Barbarian with a bit in every skill and no elemental damage to take on the enemies immune to physical damage, and a gimped druid who focused on turning into a werewolf and ended up with... Yeah, no elemental damage to fight those things immune to physical damage.

    What was really fun, though, was how unfair the game could become at times. For instance, a friend of mine had a screenshot of a unique skeleton, who was immune to physical damage, immune to cold damage, resistant to fire and ice damage, and strong against poison damage. What the [foul language] am I suppose to use to fight this [REALLY self-censored] thing with? Wishful thinking? And on top of that, the game was ugly. Uglier than the original Diablo, in fact.

    I bought City of Heroes because it was advertised as a game without a reliance on items and where you didn't have to take the same skills over and over and over again, and could instead take NEW skills. Such revolutionary ideas that they have gone right over the heads of developers before and since.
  17. Personally, I'd like to see some more reward being given to things like the Steel Canyon fires. The event can KILL you, yet you get nothing in return? Come on!
  18. Samuel_Tow

    Street Sweeping

    I actually like this idea as an alternative to paper missions, though I wouldn't make it overcomplicated with agendas and mission goals and suchforth. Those sorts of things are better left for story arcs. Plain and simple beat up bad guys in the street and ANY of them have some chance to drop a vital clue, which you can then choose to follow up on or ignore. Don't want to force people into unwanted, unexpected missions, after all. That way not only are you able to go look for random missions, but you also have a chance to get a random mission from just beating up a bunch of crooks for no specific reason.

    I'd also be interested in introducing contacts of opportunity. Just random contacts who have one-off missions, don't appear in your contact list and are scattered all throughout the city. You walk into an alley and find a bum who had an old medallion that wizardz stole from him because it was magical. You walk down the street and see a little girl crying because zombies dragged her dad in the sewers. We already have the infrastructure to do that - contacts give missions. Someone just needs to make a bunch of contacts and hide them around the zones. Heck, I'd even like to see these contacts appear and disappear in different parts of the city just to make it a bit more interactive. Their point isn't to be a reliable source of missions, but rather a random occurrence you sort of run by. Might even give people a reason to NOT fly/jump/teleport over everything.
  19. Quote:
    Originally Posted by Shadowclone View Post
    Yea, I agree with your point Samuel. I just want something where the actions we do actually amount to something.
    I'm not against player actions making a difference, but I don't want them to make such a difference that it impacts OTHER people's gameplay. From the standpoint of the difference-making player, it's really cool to see other people remarking on things he did. From the standpoint of a difference-suffering player, on the other hand, it's often quite a bit less cool when you find someone else made a difference you don't like and now have to deal with. That actually extends to even basically just cosmetic differences.

    Here's an interesting idea, though - why not make these differences personal? For the sake of retaining status quo, let's put in a toggle at the difficulty NPC that says something like "I'm interested in the long term/The here and now matters the most" that switches between these "consequences" appearing or not. Then, if you beat up enough on a gang, say, instances that feature them start having bigger spawns and occasionally people who talk about you. Maybe you occasionally get outdoor ambushes, maybe you even get special missions where you go to the door your waypoint is showing, but it isn't the mission your contact gave you but an ambush. I'm really not putting a lot of effort into coming up with examples because I'm more interested in the general idea of things that matter TO YOU.

    I'm not sure if this doesn't defeat the purpose of making things matter if the only way other people can see them is if you invite them specifically, but that's honestly the only kind of "consequences" I'd be willing to accept, anyway. While I must admit it is interesting to play in a living world that is shaped by the actions of others as a general concept, the reality of such a world isn't nearly as glamorous, and by and large results in frustration and anger, because people will never make the world better, only worse. And I don't log into this game looking for a challenge.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    Sorry, Sam, have to disagree. A breakfreee won't get you out of Caltrops or Quicksand, for instance. Teleport certainly will. And I have, indeed, used Teleport as a combat power on non-Stoners - many Controller AOE holds, for instance, are PBAOE, as well as several buffs/debuffs (it's a standard part of my Warshade play, for instance - TP/Eclipse/Mire - and I've done similar things with my Ice/Psy, given Arctic Air/Drain Psyche.) I *could* do that with sprint, sure - and eat plenty of incoming fire on the way.

    I've also used it to *avoid* groups and get into a better position. I used to use it on one of my blasters to get from the ground up onto a shelf for a snipe.

    Hell, I've even used the much-maligned Team Teleport - it's fun to have a group of Electric blasters hop in, drain (and stun - cheap procs can do nice things) everything in a good size group and then finish everything off.
    Well, I never said you can't use Teleport in combat, but merely that it's no more useful than, say, Super Jump or Super Speed for it. Heck, you can do that even with Flight for a fraction of the cost. And while Warshades get Teleport for free and it doesn't make sense NOT to use it, they are an exception. Generally speaking, you can move in to initiate an alpha strike with any travel power. You can super-jump in, super-speed in, fly in and yes, even Sprint in. I do that a lot, and I don't eat nearly as much return fire as that. And while I do appreciate the ability to teleport past spawns, a variety of other powers allow you to do that and they don't have ridiculous costs. Heck, a properly executed Super Speed dash can allow you to run right through the centre of a spawn and not receive any aggro. Trust me, I used to run to the dam and back in the old, non-flooded Faultline and I had to pass clean through a lot of spawns in those narrow cracks.

    My point isn't that Teleport doesn't have out-of-combat utility, but rather that, Stone Armour aside, it doesn't have THAT much more utility than all the other travel powers, yet they don't cost nearly as much as Teleport. I teleport as slowly as I can, waiting until I'm literally dropping out of the sky before initiating the next teleport, and I STILL run out of energy along the way, something that NEVER happens with any of the other travel powers even without Stamina and with a bunch of other toggles. It doesn't need to be this expensive, that's all I'm saying.
  21. Quote:
    Originally Posted by FrozenDeath View Post
    It would be a blast to to be able to have an impromptu duel in a pve zone. I'm sure there are ways that this could be implemented that would increase the popularity of pvp while minimizing the distress caused to the anti-pvp establishment. That is my speculation of course, but that is what the majority of the content of this thread is: speculation.

    Resistance to the idea expressed here boils down to a few points:

    1. My fear and loathing of possibly being involved in pvp is so intense that I will immediately nerdrage quit over something like this being implemented. People ragequit over changes all the time. I knew a guy who guit over vigilance. When the dust settled the majority of these people would still be here.

    2. Speculation over the technical infeasibility of doing something like this. Yeah, there might be code-based limitations that would prevent this. Only the devs know for sure. Concern over technical limitations shouldn't prevent someone from forwarding an idea.

    3. You spelled "you" as "u", ergo I reject you and your ideas because you fail to uphold the standard of grammatical perfection that I set for this forum. When all else fails, flame someone over how they are communicating.

    Try this--if you cannot understand someone's point because of their grammar mistakes, mispellings, etc. ask for clarification. If you can understand their meaning (e.g. I believe most people here are bright enough to get that "u" means "you"), then don't make an issue of how they say it.
    Congratulations for shooting any credibility you may have had in the foot. "Resistance to the idea expressed here boils down to wah wah wah." Great, if that's your way of forming an argument, expect people to disagree.

    How's about this: I don't want PvP. I will not have it in a coat, on a boar or with a goat. You drive me nuts, that's really true. I've really had enough of you.
    -Johnny Bravo, who likely ripped it off from somewhere else.

    Believe it or not, some people simply DO NOT WANT THAT. Either respect their right to their opinion which differs from yours, or go to hell. I don't have to defend my opinion to you. I don't want PvP in PvE zones. Period. You're not going to change my mind by browbeating me with straw man arguments. I don't want it. It doesn't matter how good you try to make it sound or how little you claim it will affect me. I don't want it.

    Either accept this and stop treating people who disagree like whining children, or give up on trying to argue for it if that's what your attitude is going to be.
  22. Quote:
    Originally Posted by KaliMagdalene View Post
    Is it open to debate that SWG lost a significant portion of its userbase after changing the game?
    It would be if the specifics of the change were the ONLY thing contributing. Any change at all is going to drive people away no matter how small or how beneficial. People will leave. You've been here long enough to know that. As an extension of that, a MASSIVE change to the status quo is very likely to upset a lot of people who quit based not on how better or worse things became, but simply based on the fact that things are DIFFERENT and they want the old status quo. Add to that the fact that such a change isn't just big, but also one that fundamentally alters the game in many, many ways, and you have a recipe for disaster before the merit of the actual change ever comes into consideration.

    It would be open to debate if they launched SWG2 with these changes and it tanked, and even then it wouldn't be entirely based on the changes, themselves. Let's not indulge in tunnel vision and grasp at only one of a multitude of reasons for failure and proclaim it to be THE reason. Maybe it is, maybe it isn't. It's more complicated than just that.

    As for giving Tankers more damage, I'm well aware of the "damage to survivability" ratios and how they must be upheld. Interestingly, they aren't upheld very much in this game. Blasters have significantly less survivability than, say, Scrappers, yet they don't have a proportionally higher level of outgoing damage. They have more, just not as much as their defences are lacking. Brutes have more survivability than Scrappers, but their are much farther behind in damage than Scrappers are behind in survivability. In fact, Scrappers aren't very far behind survivability at all, yet they deal significantly more damage even WITH Fury taken into account. Masterminds have, all things considered, about as much survivability as your typical Scrapper. In fact, in certain instances, they may have even more, such as a Forcefields Mastermind defence-capping all his henchmen and nearly defence-capping himself. Their damage is less, obviously, but not by too much AND they have the benefit of providing team support on top of that.

    The game isn't consistent when it comes to who has how much survivability to how much damage. Scrappers and, to a large extent, Masterminds get the most beneficial ratios while Tankers, with a few exception, get the short end of the stick, being regarded as taunt bots and sheep herders. Walk into any Taunt debate and you're likely to get at least a few people who believe it's not a Tanker's "job" to do damage but rather to run around slapping things so they don't attack his team-mates. Not doing damage, but applying threat. Forgive me for saying this, but for a big, hulking monster's greatest output to be imaginary threat rather than, you know, PUNCHES, is disappointing.

    I wouldn't say Tankers need a straight-up damage increase. That'd turn them into Scrappers. Yet Brutes, with below-Tanker damage, still somehow manage to have their cake and eat it, too, yet not become Scrappers in the process. There ought to be some way to allow Tankers to hit REALLY hard without being Super Strength or Energy Melee (and even then that's only on a couple of attacks altogether) without making them vastly overpowered in terms of sustained damage. Right now, as balance is made based on endurance cost to SCALE DAMAGE and Tankers don't benefit as much from their scale damage as true damage dealers do, they feel like those damsels in distress you see in cartoons, where the girl is slung over the bad guy's shoulder and is banging her fists against his back while he doesn't even feel it. A lot of energy spent for not a lot of return.

    Personally, I'd rather make Tankers into a REAL threat, rather than a pretend one. I saw an idea around the time this thread was posted about making Taunted enemies take more damage from your own attacks, but Castle said he didn't see a need for it. I guess as long as people are happy, I can just as well wait for Brutes to become available hero-side via Going Rogue and use them, instead, but that still leaves an AT that is designed more with the MMO trinity in mind than with making complete characters on the agenda.
  23. Priority override:
    Desmos! What game is that avatar from, and if it's not from a game, what is it from? I love it

    On topic:
    I've had a few looks at this Twitter page and, aside from me never understanding what the point of things like Facebook, Twitter and all the other garbage icons you see on each blog everywhere, it seems that a lot of it is filled with personal comments. I know it might make me sound like a jerk, but I'm not interested in other people's personal lives,friends and strangers alike, and I sort of liked our old Dev Digest and how it collected mostly game-relevant information. I still skipped developer comments on movies and celebrities, but there were a lot fewer of them.

    If this Twitter page is indeed the future of the developer's digest, or even just its replacement until the current developer's digest that shouldn't have been broken in the first place and should have been fixed as soon as it was understood to be broken is fixed, then I would appreciate an official address with an official link to it posted somewhere on the forums.

    One thing I'm going to say - it makes me feel a LOT less close to the developers and a lot farther out of the loop when I can't find developer comments on the forum but through trudge and kludge. Developer commentaries ON THE TOPIC OF THE GAME always gave me a sense that these guys really do care about us, really are working with us and really do want to make a better game. Maybe they still do, maybe they don't. I don't know and can't know, because I can't find their posts.

    Pity.
  24. Krapton? I think you just gave me a glorious new character name
  25. Quote:
    Originally Posted by Nights_Eclipse View Post
    Combat jumping is technically a travel power. . .what stoner doesn't have teleport? Hover is a travel power. . .oh yeah, and the Blessing of the Zepher Set? +3% defenses isn't it? That can make it awfully helpful as a Combat aide.
    Combat Jumping and Hover are not, nor have they ever been, "travel powers." They are combat powers in precisely the same way Jump Kick and Air Superiority are.

    Quote:
    Just saying. Also, many master minds take teleport, because no matter how far away their pets are, if they teleport, so do their pets. . ."here I am, unprotected come get me" *gets attacked and teles* *suddenly has 6 angry pets surrounding it which will take damage for it, and kill it's attacker.
    Also not true. Henchmen teleport to the Mastermind only if they fall behind a certain distance, which is several times more than the range of a single teleport. You can force this to happen even with simple Fly. Unless you're talking about Group Teleport, of course, and even then... Ugh!

    Quote:
    As has been mentioned, tele is also the fastest travel power. Also it is the only travel power that doesn't have a direct movement cap (Range cap effects it, but. . .if you hit that you are moving to fast O.o)
    It's only the fastest if you spam it, such that you queue the next teleport as soon as you pop into existence, as the power's recovery animation can be interrupted. Achieving this kind of speed is VERY expensive even with endurance slotting, and is decidedly NOT sustainable over long distances, say getting from place to place in Independence Port. As well, people keep clamouring about speed, when just using the power is one of the worst, most obnoxious mechanics in the entire game, just in itself more than making up for whatever speed the power may have over the others. Personally, I feel like I arrived faster via slow flight than via fast teleport, because I worked so much on teleporting around it felt like ages.

    As well, Super Jump can just about catch up to Teleport, only default slot provided, and that power costs next to nothing, takes only token effort to use and is pretty much just as safe. It's not a case of Teleport being the fastest, it's a question of Fly being the slowest.

    Quote:
    Edit: Just remembered that SS has a low grade stealth, again a combat tool. Several blasters have fly, and use that to avoid melee combat. Actually as I recall. . . that is why all AE custom critters must have ranged attacks now isn't it? Because fly was being used as a combat tool. The only one I have left out at this point is SJ. . .granted I can't really think of a good one for that one other than maybe kiting, which is better done with CJ and SS.
    Super Speed's stealth buff is intended to assist with in-the-field movement. Being the only power that doesn't allow you to void enemy aggro radius, it's the only one that gives you the tools to avoid needing to. If they could, I guarantee you they would make the Stealth component active only when you're moving. It's also intended to simulate the way the Flash can't be seen well when he's running too fast.

    Fly is a TERRIBLE power to use in combat. It suppresses down to stupid-slow speeds every time you so much as think about combat, costs far too much to be a reasonable toggle to run, and it drifts all over the place. The point of Hover is to replace Fly in combat, hence why it's a combat power where Fly isn't.

    Super Jump is similarly not very useful in combat. It doesn't cost much, but it costs too much for what it does, suppressing as it does and being far outshined by Combat Jumping. While kiting IS possible, Sprint is a better tool to do so than Super Jump, and because of how air control works, Hurdle is actually better for it than Combat Jumping.

    What's more, Teleport is even LESS useful in combat compared to all the others. Not only does it cost MUCH more than all the other powers combines, but it also takes around 2 seconds to animate, which is often longer than most of your actual attacks. And about the only time that getting out of an immobilizing situation is useful is if you're running. If you want to use Teleport to port around the battlefield, it's cheaper, easier and faster to just walk. Well, for anyone other than Stone Armour. Seriously - just use a break free. It's what they're for.

    About the only people it's actually useful to mid-combat is PermaGranite Tankers and the occasional misguided Brute who thinks doing that has any point for his AT. I don't believe the power should be such a pain just because it has such use for Granite Armour.