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First things first (meaning that I'm starting with the stupid questions first, to get them out of the way):
1) Are you looking at the costume screen, or the character select screen?
2) What graphics card are you using?
3) Have you updated your video card graphics? -
Quote:OMG! They added an influence-draining mob?!?!?!?! Man, I knew we needed influence sinks, but come on!I guess that is my point; the suggestion being made is useful at a very specific time. When you are completely drained of influence (with or with -recovery) and your opponent has a sliver of health. Otherwise you just wind up wasting time and effort trying to brawl a mob into insensibility.
As a matter of fact why not add a secondary effect to Brawl that gives it a better than average chance to stun your opponent. That would be more helpful overall IMO.
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Useless data is useless. Not only are some of the lists truncated, you give us no mention of what times these were taken, both in terms of the day and the calendar.
Also, you have two points of 'proof':
1) Level 50s don't stand around in Atlas any more.
2) Can't find teams easily in the Hollows.
To counter point 1:
There is more for level 50s to do now, not only at level 50, but also in Ouroborus at any level, and the fact that exemped level 50s retain more of their powers, so they're more useful at lower levels. Add to that the desire to get merits for IO rolls, and more of them are likely on Task Forces.
Also, before IOs, there was VERY little to do with your influence on your 50s other than give it to lowbies. As such, costume contests were much more frequent, since it was a good way to give a useless currency to somebody that could find it useful.
To counter point 2:
The Hollows were seen for a long time as the only place to go for the level 5-15 level range. Now, with radio missions, the ninja pack making low-level travel easier, and the fact that the Hollows just got old to many people, you don't find as many people there. Also, while much of this game is instanced, a lot of the missions in the Hollows were not, which led to more people in the zone being out for you to see. In other zones, there are less hunt missions (usually), so more people are "indoors."
Spread out population + more of the population indoors = worse chance of finding a team by broadcasting.
Again, NOBODY is here saying that they shouldn't advertise more. However, basing that desire off of shaky facts and opinions doesn't make your point stronger. It makes it weaker.
IF you had come here and just said that you think that NCSoft should advertise the game more, you'd have likely gotten no challenge to that. But basing it off of population, which you have no idea of, or the player's desire to stay or join the game, means that you then have to defend that assumption, which you can't do. -
NCSoft used to in their quarterly reports. Though I haven't seen them doing that lately.
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Quote:Please show facts that in-game populations are down.Have you been in game recently? Have you looked at how less active the channels are? Have you looked at search and noticed how many less names appear? It hasn't just been a recent thing either. I've been noticing it for months, on multiple servers, at multiple times during the day/night.
Just because you personally haven't noticed it, doesn't mean that game population must not be going down. Instead of being so quick to jump on a thread and demand proof, maybe you should take a long around in game, and realize that if more advertising was done, more players would join, which was the point of this thread.
If we did have more advertising, maybe we wouldn't notice the population spikes as much, as we would have more active players in the game. If we didn't just concentrate on getting players from America, chances are the game would be more active at different times, throughout the day, as well as during holidays.
My global channels are just as active as they were before. Maybe even more so.
Annecdotal evidence can go either way on this. So, if you have some actual PROOF, then that would be welcome. -
Quote:No, it doesn't. Especially considering that they've increased the server hardware a couple of times, especially those that handle Virtue and Freedom.Dunno how long you been playing. But back in the day Server status's use to be Yellow not green.
Edit: Even Virtue and Freedom are green which says ALOT
Also, notice how he agreed that there should be advertising. All he said was that you should offer proof that the game's lower population is based on lack of advertising.
It could be due to many factors right now. Lack of advertising might only be a small percentage of that drop. It could be due to people being in the various betas and tests that are going on now, people that have taken a break waiting for GR to come out, the summer holidays, etc.
I happen to agree with Sharker: the game should have more advertising, but also know that the game's population is at best only marginally related to said advertising right now. -
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Quote:Well, I thought that the ITF lag came from all of the team buffs needing to calculate, and then all of the capes being added on to that.To A_T: I'm hard pressed to argue numbers, but 20% seems high for a team buff, especially if allowed to stack (I guess I'd like to know the duration, too. I'm also tossing end discount vs recovery). I could see that bonus for the tank and then a lesser buff for the team, which is in turn subjected to diminished returns (especially with multiple tanks crying). Teams of 8 tanks would run amuck as burzerks (actually thats kinda funny). The buff could also extend to secondary effects a lot like blaster/energy_manipulation/power_boost for maybe 10 seconds
I am also concerned that an ITF'ish lag would happen with all the crying and what not. I've *heard* that bosses/leuts doing this is significant cause for lag (but I'm often wrong).
This is really enforcing the idea of a tank as melee controll, which is fine to me. In all, I like it.
But, with just 8 Tanks on a team, versus hundreds in lag valley, it shouldn't affect it too much. It should just act like another power.
20% might be too much. Maybe it could be lessened in effectiveness the more people are in range? I don't know. It was just an initial thought, and probably needs some work before it's a good idea. -
Quote:Yup, both a team and self buff.Aett, that's a great idea, especially if it's both a self-buff and a team buff. It would go a long way toward addressing the issue of tanks "not stacking"; if it's a desirable team buff, having two tanks on a team would be even better than one!
Obviously, the numbers would have to be looked at and figured out, but I wanted to address several issues that I see pop up in regards to Tankers:
1) Endurance costs of attacks for the damage they do
2) Stacking multiple Tankers on a team
3) Soloability
It seems like this would cover a lot of those issues. -
No worries, it happens. It's one of those not-well-known things about CoH. We see the question a decent amount around here, so don't think that you're the only one to make that kind of mistake. And, after all, we are here to help!
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1) Knockback and Knockdown are the same. Knockdown is just Knockback of less than Mag 0.8 or something like that.
2) Anything that is weak to knockback could be knocked back by a knockdown power.
3) If you are fighting enemies that are lower in level than you, your Knockdown mag might increase to above 0.8, turning it into knockback.
4) If you slotted at all for KB, it might have increased the magnitude over the required amount. -
In response to your question of what we would want if Gauntlet was just considered part of the power, I've actually been thinking about that recently.
Since the inherent has to be something that helps all Tankers relatively equally (i.e., can't be a resistance buff, since that helps some sets more than others), and since we're already pretty good on teams, it should be something that at least helps out solo (and it can help teams, too).
As such, I've been thinking something along the lines of Domination or Fury. Basically, give the Tankers a new bar that will charge up as attacks come in. Once it gets to 90% full or so, allow the Tanker to activate a click power. The power? This:
Battle Cry:
The Tanker is able to take point for the team. Some are natural leaders. Others are more of a Barbarian than a skilled warrior. Others just know how to scream. Any way that it gets done, the Tanker's Battle Cry inspires the team to new heights. Increasing End Recovery and Recharge for the team for a short time (maybe a 20% boost to each?)
This would allow a solo Tanker to be a bit more endurance efficient, and to be able to use his more damaging powers (and things like heals) faster when he needs to. It would also be a decent team buff, allowing for multiple Tankers to both contribute to the team's speed.
What do people think? -
Well, I guess my question is: how does this help solo play past level 10 or so? At that point, most Tankers have their mez protection power, and rarely do I ever get mezzed while solo after I get that.
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I also believe that Invuln tends to be weaker in PvP than in the general game, since the benefits that it gets from Invincibility are much less without enemies saturating it. I would imagine that Willpower would be along the same lines, though it might be a bit better off.
Electric might be a good choice, but I don't PvP much. -
Just wanted to say that I pretty much agree with everything that Emberly said.
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1) You will get it, the recipient won't.
2) Same as 1 -
Well, absent an online source, you can see this in-game in a couple of places:
1) If you click on an enemy and get his info, there is a tab showing what salvage he/she will drop.
2) Enemies that tend to drop magic enhancements will also tend to drop magic salvage. Enemies that drop tech/science enhancements tend to drop tech salvage. "Natural" enemies tend to drop both, or either one. -
Quote:And this right here is why I think you're at least partially insane. I would not want to play your game. It would be boring. Extremely boring, to me at least.
It's not that I don't want ATs. Perhaps I should explain briefly how I'd have made the game. Be aware that this is only a very brief description.
I would have started the design of the game with the environment. I would have created a world that was active and had things going on in it such as we see in comic books (fires, car chases, etc.). I would then have created the superhero "prototype." This character would have baseline attributes and access to all the powers. I would then have designed the powers so they were all categorized in two ways - offense or defense. All characters would have to choose one of each. They would all be balanced against one another so that the only differences would be presentation (for instance, Power Bolts and Fire Bolts would do the same damage - only the special effect would differ).
At this point, with everything in balance, I would design the ATs based on their TEAM ROLES. Each would get an inherent power designed to be of benefit both solo and teamed. Tankers are meant to hold aggro and survive, so they would get a power that allows them to do this, and which is useful solo and teamed. Other classes would be the Scrapper (do damage), Defender (Buffs, including heals), and Controllers (Debuffs).
The idea would be that all the ATs could use ANY power set. The Tanker could have Force Fields and Energy Blasts if he wanted. He's not going to do the damage of the Scrapper, and he can't buff as well as the Defender (since their inherents would allow them superiority in those areas), but he'd still be able to Tank by virtue of his inherent.
If you see what I mean. I can go into more detail if you lie, but that's really a whole other thread.
You'd basically have 5 sets: Blast, Melee, Armor, Control, and Buff/Debuff. Other than aesthetics, there would be no difference between any subsets of those. If everything is doing the same damage, in the same way (same number of AoEs, cones, ST attacks, etc.), then there's no need to make another Blast/Melee character, since it would perform exactly the same as the other one that you made. All of the Control sets would be the same, and have no differences between them except for some mild secondary effects and a visual.
That's not the game I want to be playing. That is why I don't like your ideas. You want homogenization in a game that allows for a greater amount of player customization than most any game out there. I want to have MORE differentiation between sets and ATs, and you seem to want less.
And, since you still haven't responded to this question that keeps being asked of you:
If Defenders do less damage per endurance point spent than Blasters, and you increase endurance globally, or reduce end costs globally, then Defenders will STILL be doing less damage per point of endurance spent than Blasters. So how would your idea fix the problem? -
I've got the badge, and while I might take the travel power earlier than the pre-req, I usually still take the 'pre-req' anyways. CJ is very useful for melee toons, to give them more maneuverability in combat, Hover or Air Superiority are both still good. On the rare chance that I go Super Speed, Hasten is still a great power to have. Teleport might be one of the few that I wouldn't take the pre-req for, but I almost never take that as a travel power.
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Quote:It is because it goes against one of their fundamental design decisions that there are a few things that make a character what they are, including Origin and Powersets. There is also the fact that some sets bloom later than others, so it could be used as a form of exploit, leveling up, say, a /Regen Scrapper, then later switching to a /Shield scrapper. Or an Ice/ Tanker going to level 32, then switching to Stone for Granite Armor. There are a number of problems with it, added to the fact that the Devs have, on multiple occasions, said that they weren't even thinking of doing it.Hmm....why wouldn't they; would it mess with the pvp game play? or is it a lot of work, if so make it something that you would pay $10.92 This would bring more money to NCSOFT I don't think anyone would spend 10 bucks everytime to PVP with a different power that adds up.
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Okay, first off, and I don't mean this to be rude, but punctuation can really help the reader understand what you are trying to say. There are several places where I have no idea what you mean simply because I can't follow the sentence well without punctuation.
Now, onto the topics at hand:
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Quote:This is going to be a lot like power customization, except a lot more work. Basically, the animators would need to create a new animation for each powerset that is there for nothing but RP (actually, three, since you need one for each basic body type). I also have no idea why standing around would have to be a "non-power Taunt." Where does taunt come into play with these? Running around on all fours is potentially possible, but would have to be done similar to "Walk" most likely, so it would shut off all of your other powers.Animation toggle or non-power taunt: it would be really cool if you can have animation you can toggle like, if you make a beast like character and you can walk on all fours by toggling it in your tray at the bottom. Or you can toggle an animation for the sake of role-playing you have a brute and you want to cause a mini earth-quake it be a non-power taunt you can do while PVPing I would like to see toggled non-power taunt for each power there is; martial arts toggle character will do tai chi until the character turn the toggle off; a mind control character uses his mind to lift his body off the ground as a mediating toggle, a super-speed users has a toggle when they run you here a sonic boom.
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Quote:New power-pool super sonic flight: as a alternate Ultra speed powerpool this power would work like teleport and flight put toegther you start off as a normal flight but you select a area you would like to Super sonic dash to in the air you disappear leaving a shockwave to appear at the selected location.
Hyper sonic dash: this power works like the above but for super speedtsers this also would be like teleport but you select the area you want to dash to your character gets into a Olympica like-running stance and takes off with a thunderous boom instead of a shock wave; you leave a after-image of your character to reappear sliding trying to stop. I seen this in so many american comics flash..superman...etc..
Ultimate Leap: this power would work like Quroboros portal (can't remeber the spelling) you select what zone you want to go to: your character bend at the new and leaps off changing zone as it loads you see yourself descending from the sky to land on the ground creating a huge crack in the ground.
Also, what does Teleport get to balance it with these suggestions?
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Quote:Power swap: I would like to see this as in store item or a achieveable in-game mission I played many pay-2-play games and I was wondering how do you swap your powers out, if you don't like them you should be able to change out powers instead of starting all over to get that power. this will give player the ability to try all powers out without having to make tons of toons to do so. If there those who disagree just simply making it online store item. -
Quote:1) Groups are formed in many different ways. The least effective, though arguably easiest way, is to do a search for people in the game of around your level, and to send them tells/invites to team.Thanks for the quick replies. I have basic questions in regards to the game. How are groups formed? Are instances, more or less dungeouns that have Bosses and adds? Are the instances real long time wise. What are the rewards you go after in these instances? What is the level cap? These are the basic questions I have. Is the games appeal more then just putting on levels? Can you still get a lot done if you play alone?
I will read the mentor guide too, thanks again everyone
However, there are better ways. Joining Super Groups or Global chat Channels can mean that you have other like-minded players that are often forming teams, and will gladly accept you onto one. This tend to make it easier to find teams, as you only need to read what your friends are saying. To find some super groups or global channels, head down to the forum for your server, and ask which ones a new player should join.
2) Instances are not consistent, really. Some of them are just against a bunch of enemies of a single type. Others have ambushes. Some have named Bosses that you need to fight. In higher levels, some of them will have Elite Bosses or even Archvillains that you will need to take down. These can be as easy or as hard as you want to make them (within limits), since now you can set yourself to be equivalent to a number of players, and set the level of your opponents from -1 to you - +4 to you in level.
Instances range from very quick radio missions (usually in the higher levels a few minutes long) to longer arc missions (at higher levels, even these don't last all that long. Single missions on Task Forces can last up to 45 minutes, but those are rare.
You're not going after gear, per se, in these instances. You will get XP and influence (money) for defeating the enemies, for sure. You will also get various drops, from Inspirations (potions), Enhancements, Salvage, to Recipes. Recipes are the 'top end' gear nowadays, but what you want will depend on your end goals for the character.
3) The level cap is 50, and is unlikely to change in the near future.