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Quote:The game was fine for eight years without an issue 23.I can kind of see both sides of this. People should have seen this coming since SBEs came out.
However, on the other side of things, the other proc system was in place for 5 years. I've been fairly active on the forums during that time and as far as I know, there was no word from the devs that they thought procs were a problem. There wasn't really even any significant amount of grumbling about them from players. I do think it's a somewhat legitimate question taking those factors into account.
That question is never really a valid question. It presupposes that the only reason to change anything is if you can prove its broken, or alternatively the devs should make a list of all the things they don't think are perfect so the players know in advance which of them the devs might decide to change five years from now in 2017.
That is the implication, is it not? That the devs should have said in 2007 that they were not really perfectly happy with the proc system, which was based on much more primitive mechanics that existed at the time, and that perhaps one day, in 2012, they might decide to experiment with changing it.
Or maybe its more than that. Maybe what the devs were supposed to do was say in 2007 that they were not exactly perfectly happy with the proc system, whereupon the players would get to say "well, if you want to change it the statute of limitations starts now, and if you don't change it within the year, I'm sorry but we're not going to allow you to do so." That way we would all know we were safe now.
Maybe the devs have been seeing problems for years, like how procs work in AoEs compared to single target attacks, and how they work in hyper-accelerated powers compared to conventional levels of recharge, and have wanted to make this change for a long time, which is why they were added to the store bought IOs first as a trial when the technology became available to add them. And maybe the devs aren't allowed to talk about things in development that may or may not actually get released because that always causes problems, and so they couldn't say they were unhappy with the previous proc system until they were certain it was going to be replaced.
I say maybe, but of course I don't really mean maybe. -
Quote:So far, I haven't found a level my Staff/SR Brute sees poor performance on, from 1 to 34. I tend to run Soul most of the time, which allows me to run Staff's AoEs all the time, which ends up pumping out a lot of damage overall because I don't have to ration endurance. On Staff/Ela I would probably run Soul until I got to Power Sink and then switch to Mind for the recharge buff. I do that when I find I have a tray full of blues, which tends to happen over time because I don't use many blues when I am running Soul. I will switch to Mind for the recharge boost while popping blues until they run low, then switch back to Soul.Staff fighting is the powerset Ive been waiting since I started playing the game.
And all the hate threads about it... I was like: "People are overreacting" lol
But now Im suffering the low performance of the set for my SF/Ela brute.
Takes too long to defeat enemies, and is dying a lot... Im sure it can shine more of higher levels but so far... FAIL!
At some point I realized I wasn't giving the AoEs enough targets and switched from x1 to x2, and things improved because Staff is using so much AoEs at low levels killing five doesn't take that much longer than killing three. Soul means I can keep all my toggles up simultaneously and still attack at full speed ("all" in this case is Focused Fighting, Focused Senses, Evasion, and Combat Jumping which is a lot of defense for the earlier half of the game).
The only bad news is if people are right about the set being subpar at the level cap Staff Fighting is going to propel me there faster than I've gotten there in a long time.
Oh darn. -
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Quote:Having determined that Staff Fighting has better AoE than nearly every other melee set it can tolerate quite a bit of lower performance in single target. The argument that this is balanced is based primarily on the fact that the offensive output of sets should be compared against the actual PvE balancing criteria the game follows. The standard benchmark is running solo base difficulty missions, aka the three minion spawn. However, the devs have also stated in the past that the balance metric for strong characters at higher levels with stronger slotting is probably closer to the equivalent of +3 x three minions. That implies, based on current difficulty slider functionality, a difficulty somewhere in the range of +0x2 and +3x1, which represent approximately the same difficulty apportioned in different spawn generation ways.We have both experimental and theoretical data that Staff is underperforming in single target scenarios. This normally would not be a problem, because nearly half of all sets are going to below average by definition. However, it can be argued that Staff deals too little AoE damage to make up for its lack of single target damage, which is likely to be below all but 1 or 2 sets.
Any argument Staff is fine despite this is balancing using the perks of the set as a justification
Its thus not AoE which is preeminent, like so many players have suggested in the past, or single target which is preeminent, as the trend now seems to be, but the overall offensive output when compared to spawns of approximately that size and strength. And since the difficulty slider is under the control of the player, single target focused sets and AoE focused sets should be compared across the range of spawn sizes indicated above, to ensure that they have some opportunity to perform within the same range as everyone else does.
The recharge capped AoE flooded cases is about as relevant to this game's balancing metrics as the pop a full tray of inspirations case is to balancing defensive sets.
I can, therefore, say that Staff appears to be, in the absence of a better analysis to the contrary, reasonably balanced against its peers without having to resort to a qualitative judgement of its bonus features. And all evidence I have says Staff's AoE attacks allow it to maintain reasonably high performance in a significant range of situations at every level including incarnate content. And I can say I have not yet seen any evidence of a numerical analysis which comes remotely close to the burden of proof necessary to contradict that assertion. If the set has issues, I'm very certain at this point they are subtle enough to not be trivially computable in this way.
This fact bears repeating: single target and optimal AoE calculations are interesting metrics, but there's no such thing as underperforming on single target damage in actual fact any more than there is such a thing as underperforming in cold resistance. What matters is defeating critters in combat, in the variable situations they present themselves in. That's always an amalgam of single target and AoE damage output. -
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Quote:I understand what you're saying, and you're correct.I completely support a revamp of AE as I think it could be an amazing system - but this particular forum is not about systems; it is about zones.
You know how every time on uStream Zwillinger has a guest who is talking about powers, or character design, or story content and it's time for questions and people continually ask about PvP and Bases?
Same thing.
You're asking the wrong tree.
You could also be incorrect. I can imagine a way to pitch the idea that the AE should be revamped, and as part of that idea it should become a place, like Pocket D, rather than just a bunch of buildings scattered throughout the game. As a place, certain things start to make more sense. For example, it could become our version of the Power Station: a place where we could test powers and respecs, inventions and incarnate powers, in a try before we buy atmosphere. It could be a place that had standard fixed environments players could experience separate from the instanced missions currently available. It could be a place where authors could hook up and communicate. The AE could even one day absorb the arenas, allowing for more flexible PvP environments and rules. You could reinstate pre-I13 mechanics if you wanted to. After all, its the AE: anything is possible.
Making the AE a place, and a very big place comparable to Pocket D, could allow for expanding its role in the game and getting another shot at tapping its potential. Form follows function: think about all the ways we might want to leverage the AE, and then design a space that can accommodate that.
Its probably a hard sell. But not an impossible sell. You just have to find the right hook, and the right pitch. I don't think I have the magic pitch myself for this at the moment, but I can see an avenue to attempt it. -
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At this point, I believe I've gone far beyond the minimum required to point out the flaws in your analysis. If you believe I've overlooked something, you will need to be much more specific, because at this point I feel I'm doing someone else's homework for them.
The assertion that Staff has worse AoE than SS has been definitively disproved. With that, the assertion that Staff is only a "second tier" AoE set is similarly destroyed. And with that, the notion that Staff is an underperforming set is also objectively disproved in this case. I believe the burden of proof is now on the people attempting to state otherwise, and I consider that burden to be very high. If its getting to the point where people believe these assertions are trustworthy enough to abandon the set, then clearly I've become far too accommodating of bad analysis lately. -
Quote:Burnout doesn't recharge pool powers, so Pool Burnout would only recharge the buff Burnout, but the buff Burnout wouldn't then be able to recharge the pool burnout.One easy exploit: if a set has burnout, you can take the power pool burnout and have all powers recharged whenever you want them, indefinitely.
The bigger problem is two players burnout buffing each other repeatedly, which would require a lockout switch of some kind. In second place are stackable recharge powers that could wildly accelerate a burnout-like power even if it doesn't insta-recharge. -
Quote:Until someone actually *proves* Staff's performance is bad under more than marginal conditions, this is only a hypothetical problem I don't think you should spend more than a few milliseconds worrying about.Dag nab it. Reading this about Staff makes me want to abandon my Staffer, and be highly suspicious of any new melee sets the Devs may be planning...and I was enjoying my little Staffer very much....why is it the fun to play sets have to be terrabad in performance???
If it is for balance purposes, I say Bah...and...if this is the case, when are you going to release to us, for the sake of balance of course, an extremely ugly, eyesore of a melee powerset which is uber to play in the higher levels????
No way do I want to get into the high levels only to find I am hitting like a kitten.
:Sigh:
Well, hmmm, tell me, how does a Staff/Fire Brute do in the upper levels?? /Fire has Blazing Aura, Burn and Fiery Embrace..do these help shore up the kittenish damage I have been reading about in this thread?
Lisa-Scowling a mighty Lisa scowl which could be a power in itself
As I recall, the forums did an excellent job of being totally wrong about Kinetic Melee's performance as well. -
Quote:I'm actually alarmed that you think that: that when presented with irrefutable evidence that your calculations generated the exact opposite of the correct conclusion, you still believe they were correct because a completely different set of calculations now appears to support your conclusions under a completely different set of situations.I wanted to show that the way I was calculating produces the expected results: Staff is better with no help and SS is better with everything going for it.
Furthermore, while discussing powersets in a vacuum can ignore set synergies that might be important, generalizing one powerset combination into a judgment about the entire set is something that I have to state categorically is objectively incorrect.
If you want to say "SS/Fire/Mu is a higher damage farming build than Staff/Fire/Mu" go right ahead. But when you generalize beyond that, those generalizations have to be held to a far higher standard, a standard this analysis doesn't come close to reaching.
Do you still want to stick with your original calculation's conclusions:
Quote:Therefore, I can safely say that it is possible for a SS Brute or Tanker to beat the best possible Staff chain under a large variety of circumstances. If they have double-rage, they will almost certainly beat it in any situation (requiring a total of 334% for brutes and 260% recharge for tanks to beat the best staff chain with just FS). Even using single rage, the max AoE of Staff is fairly easily eclipsed with a single patron AoE. SS can even beat Staff at it's forte (5 targets) with double rage and with multiple patron/epic AoEs. -
Quote:Nemesis Yacht.April 28th, 2012
Atlantic Ocean
Approx. 39.76 Latitude, -70.70 Longitude, 700 feet below the surface
Aboard the Prussian Prince submarine
The steady ping of the brass plating of the Prussian Prince expanding as it gradually ascended from the depths 5 miles from the brightly glowing lights of Talos Island was like a metronome.
Quote:Ping
Each sound signified another 33 feet he calculated the depth of the submersible vehicle by marking the passing of the metallic report. Where others would have synapses firing, silently relaying commands to his body to properly adjust the dials and valves controlling the ballast levels, there was instead the steady whirring and clicking of gears and the steady hiss of steam powering his every move.
Quote:Ping
660 feet
Small crystals of ice delicately broke away from his body, blanketing his chair with a thin layer of frost. The chill of the air would have made his breath visible that is, if he still drew breath. It had been many years since Gerhardt Eisenstadt had last drawn air, having made such human concerns unnecessary well over a century ago. Whatever remained of his flesh had long since decayed, replaced by the more reliable and stronger Clockwork bodies of his own design and construction. These bodies were the purest incarnation of his genius his brilliance the same genius that struck fear in the hearts of all who heard his name. No longer Gerhardt Eisenstadt; He was now Lord Nemesis, and his infamy spanned generations!
Quote:The story of his conquest to bring the whole of the United States of America under heel was still told in hushed tones by those who survived the national nightmare. Washington D.C., and most of the U.S., had been his, held in the palm of his enormous brass hand. The populace had been no match for his clockwork army and with their vaunted superheroes spread across the globe fighting the Second World War in Europe and Asia, they were powerless to stop him.
Until Marcus Cole.
Always Marcus Cole.
Quote:Ping
396 feet
Every time Lord Nemesis was on the cusp of global domination, on the verge of his final victory, ready to take his rightful place, Marcus Cole no Statesman would foil his grand design. There were others over the years, so many others, but it always came back to Statesman. The man was unkillable, not for a lack of trying. Of course, this made the notion that one as simple as Darrin Wade could succeed where he had failed inconceivable. The theft of Rularuus powers was simply adding insult to injury.
Quote:It had been tempting to join the Heroes and Villains (there was after all only one true villain) in their fight against Rula-Wade. The very presumption that a fool such as Wade had the right to rob Lord Nemesis of his victory well This was his victory. He was to be the one to extract the life essence from the broken and battered body of Statesman. Victory was to be his, the plot was written, it was put in motion, it was all to happen exactly as he planned.
Wade was lucky. This was the only plausible explanation. He had obviously used his obscurity and lack of being an actual threat to accomplish the improbable.
Quote:Of course this occurrence was not entirely unforeseen by Nemesis. Even something as unpredictable as Wade dispatching Statesman could not fully escape his genius plans. His robotic feet clanged across the iron floor of the Prince as he walked over to the antique filing cabinet.
Quote:He delicately slid the door open, flipping through the manila folders until he came across the one he was looking for: Operation Fallen Thunder
The outer folder was dusty, the paper starting to soften and fray from the passing of time. Hand typed on a Smith-Corona typewriter decades before, the plan was simple when compared to his recent, more elaborate plots. He thumbed through the pages yes there it was.
Quote:He would capitalize on Coles death (any fool would), but on a far more massive, and final, scale: He would attack all of Paragon City, spreading their defenses so thin that even the combined might of the citys Heroes would be unable to stop his automaton army. Finally, he would avenge the humiliation he suffered in Washington D.C. so many years ago. Yes, Fallen Thunder would be the lynchpin, a catalyst for other similar plots in the unlikely event it didnt succeed.
Quote:Gears whirred and steam hissed as his mind calculated the probabilities of success, taking into account a single possible outlying factor: Tyrant was not a consideration when the plan was originally conceived. While still a threat, calculations showed that he would soon be irrelevant. The erstwhile ruler of Praetorian Earth was quickly losing his grasp on power due to the multiple incursions of immensely powerful Incarnates (Note: Investigate probability of conquering an alternate dimension.) What was not immediately clear was the alternate Coles end game. His notes observed a 5.7% chance of complete surrender and a 6.33% chance of simply detonating a weapon of mass destruction over his own city. There was a significantly higher likelihood of him fighting to the death, less so the chance he would abandon his seat of power. No matter. All of these possible outcomes meshed well with his simple, yet masterful plot.
Quote:Lord Nemesis reached over to the brass intercom bell.
Ping
132 feet
Surface he said. Operation Fallen Thunder will commence immediately under my direct supervision. -
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Quote:To amplify, it was explicitly stated at the Freedom preview that phasing was intended to streamline the low level experience, and reduce the amount of instances which were initiated at a low level, to reduce the impact premium players could potentially create on high population servers.It's important to note that a big part of why they leaned on phasing for Atlas was to reduce the number of instanced maps. They're expensive from an operational resource standpoint. It's a LOT cheaper to manage players and mobs in a shared zone than to spin up a lot of instances. And since a huge percentage of active characters at any point are low level, Atlas Park would tend to be busy.
There's tradeoffs involved. Sometimes a suboptimal approach gets used because the optimal approach just costs too much.
Also, some of the phasing tech cannot be replicated with instancing, because they are explicitly intended to alter the environment of Atlas in response to player actions. For example, Matthew/Dana Habashy. -
Triumphant Insult doesn't have a chance to fire issue per se. It might be a quick low-hanging fruit thing for Synapse to change, or it might need to be adjusted on a separate pass through the procs for effect balancing. Depends on how much time Synapse has.
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Thanks. But separate from making an actual case, I was also trying to illustrate one way to approach this sort of thing. Some people have their own speaking style that works for them: they should stick with that.
For those that don't, and aren't sure how to approach something like this, my advice is:
1. Write down what you want to say, and rehearse it in a mirror so you are comfortable saying it. DONT rehearse in your head. It doesn't work. Your lips have to be moving and your voice audible for rehearsal to work. If you aren't doing it and can't hear it, its not going to help. Trust me. Another reason for rehearsing: people speak faster and mumble when they get nervous. Want to know how fast to talk? Watch the evening news. They *train* those people to talk at that speed, because that's the speed that people find most comfortable to listen to. And believe me: it may seem like a natural voice until you try to replicate it, and discover they are speaking at 2/3rds speed.
2. Stick to a few simple points. A lot of people tend to overestimate how long their time will actually last. It tends to always feel faster when you're speaking in front of an actual audience. Another reason for rehearsing: time it. My presentation above clocks in at two minutes forty seconds with my normal presentation speaking voice. That's just about right for a three minute presentation.
3. Have a progression. Start somewhere, get somewhere. Pick some way to make it seem like the points have a distinct and natural order. Mine go from the general to the more specific, and end with a punch line.
4. Inject some passion. You have to care about what you're saying, and appear to care.
BUT
5. Don't argue with nobody. Many people can only make a case by argument. So they will invent an opponent and try to argue against this imaginary foe. "I think it should be Skyway. You might think Steel is a better choice but you're wrong because..." Unless you're really good at it, this doesn't work. Be positive. Debates only work when you have a real live opponent. Arguing with one in your own head doesn't play well.
6. Leave something to the imagination. You want to engage your listeners. You want them to not just listen, but THINK about what you're saying. And it can get easy to drone out on an endless chain of speakers. The way I do that is, I build to a finish, then start asking questions. I have my own ideas about how those things should go, but its far more useful to my cause to have the devs on the panel thinking about how *they* would do those things. Because once they do, I have them hooked.
7. Wrap up. Summarize. Three minutes doesn't seem like long enough to need a summary, but just some ten second "why I'm here" thing can be useful. It'll be one of the last things your audience hears, and possibly the only distinct thing they will remember. Make the last fifteen seconds count, by giving a simple summary of why they should pay attention to you. My idea is great because blank.
8. I usually end with a thank you. Alternatively, if you have a special touchdown dance, crumple up your notes and spike them and then do that. Oh, did I remember to say bring notes? Bring notes. Bullet points written in BIG TYPE that you can see without squinting.
This isn't about being artificial "polished." Its about the fact that people can only judge your ideas if you can get them out of your head. If it gets stuck in there because you freeze, or you skip parts because you get nervous, or you accidentally say something entirely unrelated because you get distracted, it doesn't matter how good the idea is. Give yourself every opportunity to get your idea out of your head and into the devs' heads.
Remember, you don't have this guy helping you:
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At that point its obvious SS has the potential to beat any other set because it now has the potential for a full or nearly full AoE chain, but conversely I find it difficult to accept the position that evaluating Super Strength with its one AoE and two other AoEs added is an evaluation of Super Strength itself. Its really more the case that you added SS to those two AoEs, not the other way around.
I will concede that Super Strength can, in some cases, beat Staff in AoE damage in environments where the majority of the AoE damage is coming from outside those sets. But the statement "SS has better AoE damage" would still be, at best, highly misleading in that situation.
As to the actual calculations, I probably won't have the time to validate them until the weekend. -
Since I'm not going to be at the Pummit, here's the case I would make, and about how I would make it in three minutes.
I would vote Skyway City as next in line for a revamp. There are a number of reasons. First, it would allow us to extend the improvements and technology introduced in Atlas moving forward, so newer players get to continue to experience them as they level. Rather than shotgunning them around, I feel it would be better if the devs extended them upward in level from Atlas through at least one "teen" zone, then through a 20s zone (probably Talos), then into Bricks or Founders, and on up, over time.
Second, there is a way to connect the revamp to the lore. Rather than simply polishing the zone up, its worth noting the Admiral Sutter task force basically destroys Skyway City. So there is a canonical reason to change the zone in almost any way desired. We aren't limited to what the zone looks like now in any way.
Third, compared to the relatively flat and thus accessible Steel Canyon, Skyway's design makes it much harder to navigate. While earlier access to travel powers reduces this problem, its also not a *fun* zone to navigate in many areas because you're surrounded by relatively uninteresting geometry, particularly near the center of the zone. I believe it would be interesting to rethink making Skyway City vertical, but more visually and navigably interesting.
Fourth, I believe there is an additional opportunity to revamp the Troll Rave zone event so that it is more interesting and engaging, and not just an endless source of Troll spawns.
Fifth, there is another interesting opportunity to enhance the Babbage encounter that occurs during the Synapse task force.
Tying this all together, I think there's a way to connect Paragon City with Praetoria. We have a recently destroyed zone that needs to be rebuilt, and huge numbers of refugees from Praetoria entering Primal Earth. There are lots of interesting ways to go here. Skyway City could become a Praetorian ghetto. Or it could become the place where Praetorians resettle and help rebuild the zone with Praetorian architectural sensibilities. It seems to be a unique opportunity to connect a zone revamp with a major storyline in a way that allows for deep exploration, unlike Atlas that is and had to be roughly similar to its original form.
Do the Trolls become a new force in Paragon after an influx of poor Praetorian refugees swells their ranks? Do we have Primal and Praetorian Clockwork fighting for supremacy? Does a new Praetorian spire rise in the center of Skyway? Revamping Skyway could be an incredibly rich mine of ideas for future content.
Thank you. -
Quote:Predicting how the players are going to value IO sets is not a science. Look at crushing impact over the years. But while I think its possible Castle was at least thinking about Dark Regeneration when the Theft of Essence set was being created, its far more likely that ToE's proc is +End for the simple reason that +health and +end tend to be associated with each other a lot in the invention system. cf: Numina's Convalesence +regen/+recovery, Panacea Chance for +HP/+End, Miracle +Recovery. Notice also how often health-related and endurance-related set bonuses appear side by side in sets.One could argue that Theft of Essence adds significantly to Dark Armor's playability. Not that DA is broken without it (leveled my SS/DA long before IOs) but that one proc does make a huge difference in survivability (via increased ability to spam DR) and QoL.
It's also the only proc that I would be genuinely upset about if it were significantly nerfed, simply for the QoL loss. I've always viewed it as Castle's sneaky underhanded means of buffing DA without actually buffing DA. After all, there's exactly one power in the game that gets any real use out of it, and it's a huge use. I doubt that was accidental. -
Quote:You're not from around these parts are you.Allow me to explain it in a way that cannot be picked apart or misinterpreted:
Quote:if these procs under-perform after the switch over I will buff them.
Entropic is definitely one worth reexamining - although its not *immensely* low, just pretty low. There's a couple of 2% chance to stun ones that seem quixotic and might be typos: Debilitative Action and Unspeakable Terror. -
So someone asked me to look at this thread, saying someone was saying Illusion controllers were weak. And I said "wut?" I'm not even sure where to begin.
Does Superior Invisibility cost too much end? Maybe. But its also not a critical problem with Illusion Control. Does Spectral Wounds do too little damage because of the healback? No: it deals 1.0 DS net with the healback, and the healback doesn't obey damage enhancement meaning the base damage goes up with damage slotting but the healback stays the same. Even with DOs SW acts like a 1.2DS attack, and with SOs like a 1.3 DS attack. Assuming the healback happens which it won't if the target dies. But its a good attack even when the healback happens.
Does Illusion burn more end than the average controller? Not really: outside of SI, the slightly higher cost of SW relative to its damage is more than made up for by the free (in endurance) damage from the phantom army. And even if the PA can't be up permanently, Illusion controllers learn to use it as it recharges, speeding up and slowing down, averaging out to a higher kill rate than without it.
Can you give full XP for confused enemies? No: that's exploitable. I could just hang out with SI and spam deceive on a bunch of +7s and let them kill each other. In fact, I was on a task force a few months ago in Striga on my Ill/Rad, and I happened to find myself exiting a mission near some +6s. So I figured, eh, and started confusing them, every once in a while tossing in the occasional SW so I got some of the XP. The tank that was with me decided to jump in, and before I could stop him, splat. I lured them away with the PA and rezzed him, but the fool decided to jump in *again* and splat. So I decided to leave him there. I ended up killing about a dozen +5s and +6s that way, and got rewards for them by virtue of nicking each target at least once. Imagine if I was getting full rewards for that.
Illusion is a tricky set because it doesn't play like other control sets. Its probably more different than the average control set than even Mind Control. You need to manage the three pets and deal with the fact you don't have an AoE immobilize attack. The "chaotic control" that Illusion is famous for will make dealing with lots of targets more difficult, but when that control and offense is focused on just a few, or even one, Illusion shines.
I probably would tend to agree that SI's end costs are a bit high: they are probably a legacy from when Fly had similar high costs. But Illusion Control is way, way, way down on my list of sets that need attention. -
So you would like to go back and watch the original Star Trek series, but you just can't find the time to watch all those episodes. Well a partial solution is here. You can at least catch up on the first two seasons in fifty minutes.
Of course they didn't speed up all 56 episodes to play in fifty minutes. That would be silly.
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Quote:All content in an MMO is subject to change. This is and has always been true. There are no exceptions regardless of what other people think are *supposed* to be exceptions. I know this. I accept this. I choose to spend money on this game - and other games - knowing full well and accepting that risk.And if you ARE? And if you lose performance due to the change? And if there is nothing you can do about these SBE's that are no longer what you paid for and dont do what made you buy them in first place? What then?
Everyone else must make their choice. They can choose to accept that choice or they can choose to reject that choice. If they have the time and energy, and plan on very long time horizons they can try to change that choice with the understanding any such attempt will require enormous effort that will go unrewarded for long periods of time with no guarantee of success. But regardless, everyone else must make their choice, and no one can make it for them. That's the bottom line. They can also discuss it, complain about it, and editorialize about it. But the choice will remain the same regardless.
And MMO companies understand not everyone will accept that choice. A rejection of that choice by some people is not unexpected. -
Quote:Do we know that? Killing Tyrant doesn't eliminate the entire Praetorian system any more than killing the president lets you take over all of America. That's sort of the "Return of the Jedi" version of imperial decapitation, but it rarely works out that way (and I know it didn't work that way in the Expanded Universe either, before anyone mentions that).It'd be kinda pointless to keep the Resistance and loyalist dynamics when the situation that caused them is now gone - Praetoria is free now, and there's no need for resistance to an evil system, or loyalty to it.
Surely there are going to be people who thought Cole had the right idea but executed it wrong and will try to preserve the imperial system, whether it be on the ruins of Praetoria or within Primal Earth itself.
From a gameplay perspective keeping those two factions around may not be practical. But I see no story-based reason why they suddenly dissolve once Cole is defeated. Heck, the Fifth Column is proof that even when the war is over, the war isn't over, and even within the Fifth Column itself the Council took over the organization, and then the original leaders of the Fifth retook it over again. Taking out the leaders doesn't actually mean anything unless most or all the minions capitulate simultaneously.
And I cannot imagine why all those resistance terrorists/freedom fighters are going to just stop fighting their good fight suddenly. They were willing to risk their lives to overthrow Cole. Why wouldn't they try to do that to Recluse? And are you certain they would consider all of Primal Earth's "good guys" to actually be good guys? -
Quote:I don't doubt you see things that way. The fact that you imply you're absolutely certain most other people see it in the exact same way is the particular point I was commenting on. Maybe sales will go up or remain the same because more people think the changes are entirely reasonable. Maybe people are not as easy to manipulate as that, or if they are maybe its possible you've been manipulated into thinking the way you do if it really is that easy.Arcanaville I have always respected you and enjoyed your posts. I will not argue with you. I'd lose if I tried, of that I am certain.
All I can say is, from observations, it seems to me that this topic simply ignored anyone who wanted things to stay as they were and slowly but surely started a "dialogue" as Synapse plied various formulas and people jumped in to be part of the "creative process" and suddenly people are "excited" about breaking something that works just fine as it is. At least that is how I see it.
Between the nerfing of the SBE procs and the crafted procs becoming identical to them there is little reason to waste points/money on buying them. Certainly less incentive than right now. The bitter pill still comes back to the people who have paid for one thing are having it "remotely firmwared" into something else... something they didn't want and would not have paid for. All without offering anything in the way of a return policy even if only for a short period.
Being certain about the value of things to a lot of people when valuation is a highly subjective thing is not something an objective observer can ever be.