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Thank you.
You turned a depressing day into a good one! That was awe-inspiring!
Please keep up the good work. -
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Zeus' Lightning?
How'd States get a hold of that? Cole ventured "to the far east" and "unlocked his inner will" IIRC.
Which is it Manticore?
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If you are quoting the website the paragraph actually reads:
Cole claimed to have unlocked the power of his own Inner Will, an obscure explanation at best. Whatever their true origin, it was undeniable that Cole possessed something that hadn't been seen since the age of the Greek Heroes: superpowers.
Note the word *claimed*
Statesman was clearly obfuscating there. As time has passed and he has shown no signs of aging, more questions are being asked. Issue 2 of the comic will give more details about Statesman and Issue 3 will bring the loathesome Lord Recluse's connection into sharp focus.
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Wonderful. Except that I *finally* received #11 and #12 about a day apart last week, and *still* haven't seen the new comic.
You guys need to change your distributor, he's clearly not up to snuff. -
Neither of the Gravity/Radiation links works.
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Ah, hadn't considered using hasten for mobs with slow effects, good call. I think, 6 slotted flight with unstoppable and not picking up Superspeed is the way I will go, may drop a slot in sprint, maybe 2 to help with ground speed should I need it. In an ideal world, I could just drop sprint and get Ss.
Prof
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6-slotting flight is a waste. If you've got SO's, flight caps out at 3 slots. Any more doesn't give you any more speed. If you want Flight at it's max, 3-slot it. -
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Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?
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He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.
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Woah.
That seems unfair. I would think the person would get xp as if he was solo in that situation. If the other team mates are not in range to get xp then they are not in range to help the hero. In other words, that hero, for all intents and purposes, is solo.
This actually discourages teaming in a way. If I'm out of range of my team mates I would be better off dropping from the team before taking out the mobs.
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No, this makes sense. With the system as Statesman described it, it keeps somebody from playing Kill Stealer againt their own team. If the team member got *more* exp for running ahead and killing stuff himself, he'd have an incentive to KS his own team. This way, the incentive is for him tostay with the team, because that should enable more mobs to be defeated per second than if he was alone.
I may not have worded that well, haven't had much sleep these last couple of day. -
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Based on data from the Training Room and feedback on the forums, we will be making the following changes to how XP, Influence and other drops are divided:
If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.
If players are on a mission map, they always receive their full shares. Theres no distance limitation. Teams can split up in maps players can be separated by elevators everyone receives their XP.
This system does not affect Mission rewards.
Well be putting the distance and mission map changes up on the Training Room soon (week or so) to see how it plays out.
Now, let me clarify the situation with Badges and Defeat tasks. As long as you or any of your teammates are within 200 ft. of the defeated mob, EVERYONE on the team gets credit. This is not a change in Issue 4; this is the way that it currently works.
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Thank you. I'd like to see the dead timer doubled so that if I can't get to a fallen comrad to Resurrect them quickly I don't cost them exp, but this change resolves many of my concerns.
Now all I need ino order to be the complete healing machine in split-mission scenarios is the power to click on a team-mate in the team window and be able to teleport to them instead of recalling them to me. Then I could watch all of the bars and when somebody turns yellow in another prt of the map, tp to them and heal/buff, then tp to the next split group having problems.
But I'm not going to hold my breath.
Thank you for this change. I'll get to keep playing my emp defender, keep healing/buffing, and having fun. -
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Solo and Team Play
The recent change to boss difficulty has brought out a long simmering question: what does a solo player do in City of Heroes. Currently, some missions are for the lone wolf hero, but many are not. With the now sturdy bosses, even the most skilled player has difficulty completing these tasks. Worst of all, some players are surprised by the presence of a boss and defeated almost immediately.
On the one hand, this is a MMP. I believe that some of the best features of the game shine when players join forces with other players. On the other hand, Ive always believed that part of our games strength is the ability for a player to log on for a half hour, have fun, then log off. If a mission requires a team up, players spend a lot of time simply organizing. The quick fun element dissipates.
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Whats our goal? Simply put: if a player wants to do something solo, it should be CHOICE. Teaming shouldnt be required, but rather encouraged. If a player gets a mission with an Arch Villain, hell be able to drop it and get another.
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Thank You! One of the reasons I left Everquest was that I couldn't just log in for 1/2 hour and have some fun between other things in life. One of the things that I love best about CoH is that if I have 30-60 minutes before work to log on, then even though there are relatively few people on (6am Central time) I can still grab a mission and do it solo. Or go hunting. Or follow a blaster around and heal him while he hunts (I'm a lvl 10 Emp/Dark defender).
I play an Emp/Dark, because while I love to team, there's times when I don't have the time and I just want to have a little solo fun. If you take that away, CoH will lose a great deal of its attraction for me and those like me, who don't have several-hour blocks of time to devote to the game.
I really enjoy this game, and greatly appreciate the fact that you're putting so much effort into attracting/keeping/supporting the casual gamer. It makes those of us with full lives feel welcome and appreciated.
ZPE - Level 10 Emp/Dark Defender on Freedom