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Posts
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Quote:Including replacing dropouts between runs... say 16ish ITFs to keep it real?2 - I'd say 6; and that's if you speed them all and keep the same team for every single run, so you don't waste time of having to form again.
Uhm... yeah, you definitely can. Without any exploit, you can. -
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Quote:Awww...It's something she's been clamoring for a long, long time. But everyone knows only Ghost Widow is allowed animated hair, and it'd be par for the course that only villains get animated hair when/if it does show up to add to their dramatic effect. Dramatic hair to go with their "muahahaha" or some such and all that.
I was wondering for a moment if I missed an announcement somewhere or something. That's a pity 'cause tbh I think animating hair would be totally awesome also.
There's definitely a few toons of mine I could think of that it would work extremely well with if the right effects were available. -
The single most important reason I like playing CoX more than many other MMOs is still the pure action itself especially in higher level teams.
The combat, the intensity - in some scenarios intwined with simple to moderately complex strategic team efforts and (also playing a major role in this) the awesome visually pleasing mixture of graphical effects.
At the same time, I have to add however, this on its own wouldn't have been quite enough to keep me around for as long as I have been.
A, to me, important aspect of the game that's responsible for keeping me around in addition to the before-mentioned is the wide variety of customization options available both for aesthetics and performance - although performance much more than aesthetics.
In one word: builds.
The whole in two words: action, builds. -
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Quote:Wrong. To you it might be nothing more, but there will be others to whom it enriches the overall gameplay experience.I know we've gotten enhancements to travel in recent times. Ships go to more places, fly and sprint are faster, and whatnot. But it's still not a solution to the real problem: asking you to zone is nothing but an ancient relic of time-wasting past; an artificial lengthener to slow you down and make the content feel longer than it is.
Quote:Let's make the game contain one building with infinite missions.
The zoning is part of a game concept that doesn't revolve around a selection menu and a quick play button. There's a virtual world out there and it's there for a reason. Personally I see no trouble with making my way across some of it even if the task I've got at that particular moment doesn't strictly require it.
That's really my whole 2 cts right there, but just for the sake of demonstrating there's a different perspective from yours that goes in an entirely opposite direction I'll have you know the following as well:
I in fact am one of those who'll never be fully happy with all those "improvements" you mentioned. I don't want temp travel powers, but alas, so be it. The fact trains and ferries started going to all places though made me even a whole lot more sad. Green line and yellow line merging. Ferry going right from Grandville to Mercy, that was just horrible. The day the update that implemented those changes was deployed is a dark page in my CoX history book.
To be perfectly honest, I long back to hovering through Hollows. -
Still one of the things I like playing most is my ill/storm troller.
Partly because all the visuals it comes with look mighty great and partly because of the INCREDIBLE versatility.
When in teams it can always fullfill a useful role, be it helping in aggro control with PA, intercepting ambushes with Spectral Terror and Freezing Rain until PA's recharged to do some real work, keeping mobs at bay from all casty blasty types with Lightning Storm and Hurricane or any of a million other imaginable things.
The build I'm using left plenty room for some goodies, like a Group Fly useful on STF (probably still my favorite TF which as a result I've always run regularly) Recall Friend, etc.
Recall Friend and Sup Invis make it a fine ghoster and perma-PA, Sup Invis and the OH-SHIZZLE-button known as Hibernate give it great survivability.
When dead it has a great comeback that works most of the time and just makes you feel cool to boot. Line up the insps properly, hit wakie -> breakie -> cab(by) -> Hibernate and giggle at all the mobs swinging their weapons at you while you recover. The moment Hiber ends drop a tornado point blank on your feet and away they go. Then the usual little stormie battlefield thing with Hurricane, Lightning Storm, Freezing Rain, Ice Storm, etc. Once you throw PA out there again you'll be fiiiiine.
Solo it's great fun too 'cause when your soft control isn't affected by others meddling in the affairs between you and the mobs you get greater control. It gets fun when you get corners in-door maps with a mob on both sides. Put PA as far in the corner as you can so both mobs draw to it, close the line behind them, unleash Hurricane, Snow Storm, Freezing Rain, Ice Storm, Lightning Storm, Tornado, Phantasm and watch them squirm.
I also like the versatility and situationality (Is this even a word? "the extent to which something is situational"? If not I hereby declare it one!) of particular powers such as Tornado and Lightning Storm. It really makes it a set you have to use your head with or it'll backfire.
Tornado for instance can potentially be great if you want to focus on an AV and not bother with all the minions around him. When minions appear it'll run around like a nutter to send them flying all over the place and when they're all out of range it'll happily sit guard on the AV again waiting for more. Additionally on the AV it works as a very good damage dealer to boot!
Lightning Storm I find to be one of the most awesome powers in the entire game even.- It LOOKS awesome.
- I LOVE how you can use it for different purposes by tweaking the angle.
Honestly, I'm so in love with this set combo and have used it so much I could go on for hours about its borderless options, but I've probably already typed more than 5 times what's needed to keep half of this board's users from reading this post, so I won't. -
The current version doesn't work with 64-bit TS it seems and unfortunately it's not just a matter of changing an option and recompiling in this case.
This most probably has to do with the way in which I made .NET code interface with native code to meet TS' expectations.
Changing that isn't high up the priority list atm, but 32-bit TS can be used on 64-bit systems just fine and in all honesty for TS it matters little to nothing in terms of performance. -
I tend to just say things like "STF forming - blueside - 45+, /tell if interested." and it works fine for me.
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At the time of writing I've heard from 49 people what their experience with this is.
Amongst those are 46 confirmed cases of no problem whatsoever, but also 3 people having issues I'm still looking into with them.
If people do choose to use this service for a properly coordinated TF or hami raid or simply to have a fun chat about everyday life with their friends from the game (- yes, that works too -) I want it to be accessible to as many people as possible whilst minimizing the risk of interference from outsiders - a realistic issue I've witnessed in practice as well in the past.
The website to accompany all this isn't up yet, the support is unstructured and the plugin - although working as intended for a vast majority - is suboptimal.
Why?
Well, I only have 2 hands, 10 fingers and I can only effectively use 1 keyboard at a time to its full potential.
The website and a new version of the plugin, which from a coding perspective won't really have anything in common with the current one, are supposed to be presented to you together once done.
However, this is still a little while away which is the whole reason I made the current plugin in the first place - to bridge that gap.
At the same time I would like to keep this thread tidy and have it serve both as a place for announcements to be posted from my side and feedback from your side.
Support inquiries I'd like to keep out of this and in addition it would be much more convenient and manageable to have them consolidated anyway.
Hence CoX Teamspeak : Support - registration is not required, for convenience sake you can post as a guest.
I may not be a spider (neither crab nor bane) and I may be working on a much better version of the 'product', but I'm still going to do anything I can to help people who do find themselves having a problem getting any of this to work.
So if you have an issue, please don't assume it's going to be too much hassle to do anything about it, but post it there and I'll do my best to get it sorted. -
Quote:Out of all responses so far this one particularly intruiges me.This is still worth repeating. I was a heavy and early lobbyist for the -1 setting. If I could earn rewards in this game by reading and telling stories, I'd be happiest. Luckily, I can almost barely make it by defeating fake bad guys.
Would you mind elaborating just a little on what the game as a whole should be for you ideally? Cause it might just be the distance between your viewpoint and mine, but it seems so vague to me I just can't quite make it out. -
Quote:Even then you have to be careful you name the right group.Solo, I don't miss the challenge so much, because even with the level shift and my super rare and billions of inf worth of IOs +4/x8 Arachnos can still kill me.
Arachnos, yes, but my tank has no problem with +4x8 Nemesis or Malta these days and even Rularuu took an epic 5 minute battle to kill it on +4x8 - what the heck is up with that? -
Quote:There's very little out of my confort zone tbh.Doing things solo tends to keep the challenge alive I've found.
For example last night I ran the Incarnate arc on my Plant/Emp at 0x3 and that was a fun challenge, I managed to do it without dying too (with quite a bit of running away from Honoree and the good Captain which separated them and meant I could take them down individually).
Then afterwards I joined an 8 man PuG running +3 radio missions and it was horrific (for them) and a breeze for us.
So if you're really pining for that challenge try soloing something out of your comfort zone.
It is a decent solution and therefore I also do solo a lot, from simple things like my tips on high rep without a whole team to make it too easy again to tougher challenges like a solo MoKhan and solo MoITF recently.
But the point of this thread was to discuss the matter a bit more generally, rather than for me personally to figure out by what means I can at least get some challenge back.
As it currently stands I agree with you these things are good fun and keep things interesting though. Because of that I'm also by no means anywhere near getting bored of the game or anything, but still those thoughts as outlined in the OP keep crossing my mind every once in a while.
Quote:Now secondary to this and mentioned in the above paragraph is 'Challenging for how long?'
Take Augustus at the end of the ITF, when first released to live servers he was quite a bit of a challenge but fairly sharpish, people worked out basic strategies for him to the point where everyone knows how to deal with that scenario now and he nolonger presents a challenge.
World of Warcraft for example, there are very few raid bosses that are constantly challenging, especially in vanilla, most of it is basically learning to do the right 'dance'. Do this now, now do this when the boss does X, move out of the fire. Once you both know and outgear the encounter it nolonger becomes challenging.
Generally speaking the idea here is to add new more challenging content, tailored to the latest developments in character potential, in parallel to said developments in character potential.
Old content becomes easy for characters that have already surpassed the potential for which that particular content was designed, but new content is a new challenge.
In my experience this has gone a little out of balance over the course of several of the most recent content additions and I expect this trend to follow through in i20. It seems that characters grow so much more powerful so quickly the new content being added at the same time just can't keep up with it.
Apex and Tin Mage didn't pose a challenge for a while (yes, the first evening maybe), they were steamrolled from the start. -
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Quote:This entire post seems to be based around the assumption by "working your way around it" I meant anything whatsoever you have to turn around and come back later for rather than - as you stated - a real time solution. Where did I say this?When the solution to a problem requires me to simply make a different character, that is what I consider a "bad" challenge. Years ago, I complained that running bosses were hard to catch. People told me to immobilize or slow them. When I exposited that I had no such powers, (Kat/SR Scrapper), people shrugged their shoulders in response.
Not I said "require me to use all my abilities," not "swap abilities I have for other abilities" or "go get more items/powers/etc." Challenge, as such, comes down to what a player does in real time, not how a player prepares beforehand, at least in my eyes. "Challenges" where the only difficulty comes from having minimum build requirements, after which point they become easy are exactly the wrong kind of challenge, and those are the sum total of challenges we have.
Build stronger. Optimise more. Grind for more "phat lute." Bring more people. The game encourages us to trivialise challenges by building to prepare. These, I am sorely uninterested in. I don't play City of Heroes as a puzzle game where the point is to find the right build to tackle each challenge. I play it like an action game, where MY build has to tackle each challenge, or I do indeed walk away and never try again.
Not with 1 letter in any of my preceeding posts I intended to so much as even hint at that. The challenges I refer to are real time approaches of a current combat situation, nothing like speccing a toon for a particular enemy which would be rediculous.
In the very most basic of scenarios it could be as simple as classic unwritten good practice rules like follow the tank rather than rush in your uber solo... squishy, because that should kill you. -
Quote:If only it were that easy.I guess if you really want the challenge back go back to using SOs or just unslot everything and run with base powers
Quote:The game is still balenced around players who use only SOs so any IOs or Set bonuses or Alpha slots or temp powers already push the players past this.
Although the game is indeed still doable with SOs, when I most recently played a bit again like that I came to conclude it didn't feel the same as before. In fact, vastly different in certain specific scenarios.
So I went and asked myself what could be the cause of that.
Again, I use an i7 ish point in time for reference.
As said most gameplay was doable, but some things proved to be terribly much harder as anything I did back then with similar toons.
Why? Because of the new approach in the new content.
Tip missions are the best example. In one word: ambushes.
Most of the older content was much more limited when it comes to ambushes, but tip missions for instance are absolutely LOADED with them.
One of the most major reasons most any AT survives the vast majority of all that are set def bonusses. -
Quote:Just to put this in a different perspective...No. I never wanted challenge, and I never cared about challenge. To me, games are about entertainment and problemsolving, not difficulty and exclusivity.
What can you do when you encounter a "difficulty"?
- Give up and walk away.
- Work your way around it, which directly relates back to "problemsolving".
That's my approach. I'll be the last to say I like difficulty for giving me a headache. I like difficulty as a strategic challenge. I like difficulty because it presents the opportunity to do precisely that problemsolving you mentioned. -
Quote:Surely you'll also be aware then that this "fact" is not so much a universal given, but it'll find itself proven wrong by certain particular cases?Going up to +0x2 is FAR easier than going to -1x3, and I've tested both enough to know this for a fact.
The before-mentioned brute is a decent example. It's helped in its survival by the presence of enemies in close proximity.
More enemies = more def = easier survival while picking off the enemy.
And no, you can't really state that hitting 12 mobs, 4 of which are bosses and hitting 3 mobs, 1 of which is a boss, in combination with the scaling difference in defense from invinc comes down to the same effectively since the def scales with the additional mobs.
Firstly you can't because... it just doesn't as such, but that aside.
But much more basic even: secondly you can't because you can use the defense you get out of all the mobs to pick off just the bigger threats first if you want. -
Quote:Aye, this keeps bugging me.But Technically there is no "Slider" not sure why everyone insists on calling it one.
Anyways, it depends entirely on the toon for me. Usually with stuff like my WP tank or invul brute etc numbers are the key to survival so x goes up.
However, a whole other story for instance is my MA/SR Stalker. By default she does everything I do solo on +4x2. Numbers are a killer for SR, but level doesn't matter anywhere near as much. -
Personally I'm a huge fan of making content challenging rather than trying to steamroll everything, though it seems that's becoming increasingly hard to do these days.
I seem to recall a time (I'm thinking around i7-i8, along those lines) many AVs were a challenge. Doing Maria's arc was a challenge. Doing even something like a Crimson arc could be tough with the wrong team - the regular mobs on it, that is.
If it wasn't already you could often make it that with your rep setting. As such I ended up running everything on Invincible I think it was called at the time, and its blue side counterpart.
Now if I set my difficulty to +4x8, which already equates to a lot more than Invincible was back then, the average PUG still seems to have enough alphas, level shifts and hundreds of set bonusses to steamroll it with one hand tapping the controls and the other graciously tilting the beer bottle.
Note: This is all generally speaking.
Ofcourse there were simple things back then too and ofcourse there's the occasion challenge now. Yet somewhere underneath it all I can't help getting caught by the impression that somewhere the upping the content difficulty and adapting the available difficulty settings to rebalance this took a wrong turn.
This leads me to the big question: Is it all just my imagination?
Or is anyone else getting plagued by that dominant feeling of relative lack of challenge as well? -
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Basically what it comes down to for me is this:
The visuals of each particular power are just one thing adding to looking cool, but there are more.
For instance: if you leap into a LARGE group of mobs and fight an epic battle, doesn't it look cooler to come out on top standing there possibly scratched but dominantly in the center of the group as the last few mobs fly off of you in their incapacitated state than it does to get owned in a visually pleasing manner and end up doing pro floor inspection with bored mobs stood around you?
Yet aesthetics as such aren't the fuel that gets you there. -