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In a lot of ways, this feels more like a team problem than a powerset problem. It's one of the biggest headaches with playing a Stalker where that mob that you could have taken out or at least softened will run rampant because the team won't pause for 3 or so seconds.
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Quote:Pretty valid point. Some FPS games do a decent job of straddling the line by having unique weaponry.FPS games for example are easy to get into because you just pick up a gun and start shooting; you can learn to be more careful and pick up tactics on the fly. Bullets don't suddenly stop hurting enemies because someone hit ability D (usually anyway), so you can immediately pick up on your shortcomings and improve. There's none of this "Hah! My power nullifies your entire offensive capabilities for 30 seconds!"
I do wonder about the percentage of bad apples in the PvP community since while I've been killed a number of times in zone, I haven't really suffered from trash talk. I have been followed and killed but that's par for the course since I didn't have any form of stealth.
It's interesting to think that I13 is proof of concept on why the Cottage Rule shouldn't be broken since in all intents and purposes it "broke" PvP. The well meaning concept of bringing in more players wound up actually losing players and disappointing many who stayed. -
The wording seems fine as is.
Quote:- Psionic Dart's activation time is too long for such a low damage quick recharging attack.
Quote:- Energy Assault has unacceptably low damage compared to the other assault sets, with non-existant AoE damage and marginal at best single target damage, all in commonly resisted damage types.
Quote:- Snipe powers are not particularly useful to Dominators. Our crowd control powers provide much better openers for battles. Snipes don't fit well in an attack chain with melee attacks, because of the greater risk of interruption at melee range. They do grant additional flexibility, but most come too late for that to be meaningful; by level 35 our tactics are pretty well defined.
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Actually, I think this is incorrect if your second rating is is done about a week or so afterwards. I had uprated someone's arc about a month after I first played it since they made some changes and I noticed that the number of ratings increased. It bugged me since I was under the impression that my new rating would be overwriting the old one.
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Or atleast get rid of TOs. I can somewhat see DOs staying, especially if price scaling stays as it is. Inf comes easy but not everyone knows how to manage it.
I don't see the teaming system as that hard. They just need a LFT tag that notes a player is on a trial account (since they can't send tells) and some sort of tag/coloration that notes the player is the team leader so you can ask if they are full. -
Quote:Doesn't seem controversial at all. I have a sneaking suspicion that it's not truly the "5 star vs 4 star" that causes the problem but rather that placement in the lists and that people aren't checking past page 3 or 4 of the search.This one will be the most controversial. I very strongly think the "default" setting should bring up arcs in completely random order the first time in a session that a player opens the AE interface.
I still reiterate that the "More" options need to be expanded by default since you currently you don't even see the bar for typing in arc IDs/keywords unless you click it. Oh, and do like the team search for searching level ranges as opposed to "My level" which is thwarted by the tons of 1-54 arcs. -
Something I'm wondering is if part of this could be tweaked/averted with different math. Currently the system is using pure averages so it is exceptionally easy to fluctuate a score with just one rating.
What I propose is figuring out the median number of ratings is and base the average off of that number. Foe example, let's assume the median is 100 ratings. Every arc--rated or not--has every rating assigned a 3 star value. These silent 3 stars are replaced with real ratings as people play the arc and averaged in. With everything deviating towards 3 stars, singular ratings won't have as much of a crushing impact. Plus, this is only for the sake of calculating the order of appearance. What will also help is the ability to actually see the exact percentage of ratings an arc has received.
Oh, and the "More" search option should be expanded by default. While many here know the ins and outs of the search engine, most of the average players probably don't even know it exists. -
Thing is, while the game IS fun overall, it could stand to have a little bit of housekeeping done to it before they attempt a major push at bringing in newer players.
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Hopefully bringing my Stalker. What time?
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You know, I'm really wondering if only allowing SOs and/or reducing IO benefits is the answer. It would make things less build centered and more focused around the player's skill. Also, PvP IOs seem ill conceived in the concept that they are only purple level in strength/rarity and that there aren't any weaker ones that are much more common. Regardless, changing to a system mostly like the I12 rules might help simply due to goodwill though many things like the uselessness of slows show that I13 simply didn't work as planned.
Another interesting point that was touched on was that this game as a whole revolves around team synergy but most people's first experience with zones is sticking their head in solo. I don't know of a proper way to rememdy that for zone pvp outside of making a "PvP TF". -
This was your cue to either to find either a nice story mission or to find one of those "hard missions are hard" arcs and left.
Seems like there was nothing you could have done. With a different player you probably would have made a good impression but it was obvious that he wasn't really into it. -
Quote:Actually, I'd structure things slightly differently. The Rolling/ASAP matches would be strictly set to 2 players. This would essentially give the Arena a "quick match" option that would be good for simple 1v1 against someone random.1. For preset arena matches, aka the ones that are always listed but are universally ignored, change the minimum player requirement to two. It's silly, especially on low population servers, for it to not run every hour if there's people signed up. When you're bored and sign up for one of these, it's kind of annoying that, even though there's 6 others signed up, it'll never start because it demands 8.
2. An extension of this, keep the ASAP matches to 8 player minimum for an ASAP start, but if they're short, start them on every hour regardless of number as long as there's at least 2.
I'd make the preset Battle Royale and Tournament options require 4 but be capable of taking up to 8 players. The ASAP matches would already cover the lowered player amounts plus these two simply seem better suited for larger numbers of players. Also, since these are "official" matches that are slightly harder to fix, I'd give them a slightly higher chance of dropping a PvP IO, have increased PVP Reputation bounues, and/or associate a badge/PvP accolade with them.
I agree with #3 100% and have no clue why don't drop players who log off as it is. -
Yes, so if you miss out on the temp Stealth from Bloody Bay or Siren's Call then you're out of luck.
I haven't tested to see if you can join a team with a lowbie within the range and still get it. -
What happens if you slot the coffee maker with Run or Universal Travel sets? Does the bonus go to the player or the caster? Also, what happens if you slot a Celerity: Stealth?
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Quote:It would be nice for AVs to have to face similar rules as the players do but with key differences due to their AV status. Arguably a few powers could be excusable as AV-exclusive Ancillary/Patron Power Pools. A lot of the problem is that AVs, while soloable by some, are considered team content and with what our powers are they seemingly NEED to cheat.Lately I been paying closer attention on how our developers have been historically and lately addressing the concept of challenge, and in some instances I am far from impressed. For one I prefer if AVs follow AT rules as a whole. For instance I believe its totally inappropriate for Positron, a Rad Defender, to be empowered with the Scrapper ability of Moment of Glory, that is simply wrong, since Defenders have no ability to resist status effects, should non-melee based AVs be weaker in this department? I am not saying no resistances at all like players have to endure, but perhaps half as strong as the melee types?
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Possibly, but it seems like that would be a unique niche for it to maintain. The bigger issue is probably the concept that "it wouldn't matter" due to the ranged options COX enemies have.
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That's part of the reason I like my concept of a self damaging PBAOE despite the inherant dangers of it. Thematically makes sense, difficult to just outright abuse, and fits the offensive concept.
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Not yet. However, you can have a clickie make an ally betray you or you can have it spawn a particularly nasty ambush. Be exceptionally careful with these. I like the concept if done right (ploting it for an upcoming arc) but without proper warning it makes excellent nerdrage fuel which you really don't want (unless, you actually do).
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Quote:I'm an oddball as far as playing is concerned. I like seeing more uniquely designed enemies like the Tsoo as opposed to the typical "just damage" of many. I wish enemies had higher perception as opposed to simply ignoring stealth. I have a toon with Dimension Shift and I've actually put it to use.Might I inquire as to why you wanted to know? It is an oddly specific thing to ask, for seemingly no reason.
Was glancing at some of these powers and I just got curious. I know that regular Teleport and Stealth exist on enemies but hadn't noticed any with the other powers in their pools. I noticed a number of defense sets have resistance to TP Foe (which I think Wormhole is included in) but couldn't think of any enemies that actually had the power. Plus, I was contemplating a suggestion for an enemy encounter and was looking to see if there were any prior examples I could use for reference. -
While I haven't fought him yet, I feel sort of dense for not thiniking of Synapse. Still, rather intrigued (though not surprised) by the absence of the use of the others.
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Perhaps the terminology IS the problem and thus the disconnect. Most of us just want some contacts and/or a TF added as opposed to redesigning the terrain. Especially since some places like Dark Astoria are perfectly fine as they currently are other than being empty.
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http://cohmissionreview.com/2009/12/...slumber-party/
Whenever you get back and you have the time, I'd love to get a review of An Arachnos Slumber Party #335317. In my sig is the link to my forum thread.