Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by DMystic View Post
    While that's true, When the LRSF was first released the Devs had never been able to actually complete it.

    Now granted they don't think the same way the Players do, but back then this was very telling for the difficulty of the Task.
    I'm not sure what that says, because I'm not sure the devs ever completed the original level 50 Hamidon either. I do know the +4 LRSF was completable, even if the devs themselves never did it, prior to I9 (when inventions were introduced).
  2. Quote:
    Originally Posted by ZephyrWind View Post
    The only thing that bothered me about the reboot was the fact than in EVERY other instance in the entire Star Trek universe that the characters realize that the timeline has changed, they work for the rest of the episode (oe movie, whatever) to RESTORE the previous timeline.

    This time, they just sort of look at each other, shrug and move on. Really?
    That's actually not precisely true. For example, in Star Trek Generations Picard has no problem with deliberately using the Nexus to return to his own timeline prior to when Soren fires his rocket in order to change (what is for him) the past. Technically that would be a violation of the Temporal Prime Directive, but no one seems anxious to correct it.

    A potentially even bigger one: Picard sends the Enterprise-C back in time to Narendra 3 to defend the Klingons. Time travel *forward* in time is not a temporal violation: it would be no different if the explosion shoved the Enterprise-C forward at ultra-high relativistic speeds and ended up in the future. Picard sending the Enterprise-C *backwards* in time could be interpreted as a huge violation of the Temporal Prime Directive from his point of view, and all because Guinen decides that the altered timeline is the more appropriate one than the original one where the Enterprise-C wasn't sent back.

    What's more Picard allowed Tasha to go back, another huge timeline violation because ultimately she survives Narendra 3 and her daughter becomes a historically significant figure. No discussion is ever made to consider for a moment attempting to return the timeline to its original form, even though Sela is a living, breathing temporal violation.
  3. Quote:
    Originally Posted by galadiman View Post
    6 million dollars? In two years?


    Thas wight, I in your base steewing your goldz.
  4. Quote:
    Originally Posted by Ms. Mesmer View Post
    He has the same shoulders as virtually everyone else in that shot. It looks like only the generic robed Minion doesn't have them. Since they're nearly-ubiquitous, one would assume that only one type of spiky shoulder was made. Perhaps that could be changed to provide something a little more ornate for just the Bosses, not necessarily bigger spikes, but an extension toward the neck and hemline of the robe.

    What sets the Death Mage apart is the tall spikes that look like they come out of his back, which is a feature shared by all Boss-class Mages currently. I'm not sure why he gets to keep them and the others don't. Giving them to the other Bosses would help to distinguish them from the Thorn Casters (though only Agony and Death Mages actually spawn with Thorn Casters) and preserve a consistency of appearance across the Boss rank.
    You seem to be arguing strange tangents, and handwaving away the fact that the current minions and bosses actually look visually distinct while the updated ones do not, and the death mage looks visually distinct from the other bosses and the minions, which means its possible for the bosses to look distinct without violating the artistic boundaries the artists have for the costumes.

    So just to be direct: the current minions and bosses are visually distinct: they have radically different silhouettes even if the difference can be described on paper as just a few parts. The proposed update radically reduces the visual difference between minions and bosses for all but the death mage. That's an undesirable feature both in artistic terms and in gameplay terms. The death mage is an example of a visually distinct boss, and while it may not be the best model to use to create that visual distinctness across all the bosses, its being noted for the fact that such visual distinctness is ipso facto possible given the current artistic guidelines for the CoT update.
  5. Quote:
    Originally Posted by Bad_Influence View Post
    There are so many powers going off, not to mention red and blue bubbles, etc. that yes! I admit it! I saw no green circle on the ground whatsoever, to be able to even try to dodge this disintergration ray. This is clearly my fault, I am a simply horrible player.
    After being on several MoKeyes runs this weekend, I got a pretty good hang of avoiding the green patches. So good, I relaxed for a moment and took my eyes off the clock and the ground to check on something else going on in the trial and promptly ran right into one. That was not the fault of the trial, that was clearly my fault for being, momentarily, a horrible player.

    The green patch is actually not that hard to see, and its actually virtually impossible to be obscured if you are using proper strategy. The proper strategy is to move away from other players and get some breathing room just before the Obliteration timer expires, or just all the time really, so you can always see the ground around you. The green patch is a hazy green circle maybe thirty feet across, but with a green cross hair at the center: you can't miss that detail. If you aren't totally surrounded by players when it appears, you should see it easily and be able to move away. If you are totally surrounded by other players it'll be hard to avoid even if you do see it, which is why its important to keep some spacing around yourself.

    It helps if you are not running a full league for this, because the less players the less crowded the area around AM is. AM himself is a relative pushover, and does not require 24 people beating on him to take him out.
  6. Quote:
    Originally Posted by Aura_Familia View Post
    I'm glad this trial exists for people who like.
    For people who like it, Keyes is there to provide an enjoyable trial.

    For people who don't like it, Keyes is there to provide an incentive to not complain about Lambda and BAF so much. The devs are doing a really great job of slowly ratcheting expectations upward. Remember when Lambda and BAF were super-hard content that had no business being in a casual-friendly game like City of Heroes? People were saying that less than two thousand hours ago. Now, people talk about BAF and Lambda like they were talking about running Maria's arc at +2.
  7. Quote:
    Originally Posted by Shubbie View Post
    couple of things, how many times have the LRSF been nerfed? and I know purples came in way after it debued, but I dont remember if it was in before Io's. Av's had their stats changed, the game has changed alot since it came out, now isnt then, its not challenging anymore.

    My point is if you remember when it first came out Dominators and stalkers were in an uproar because they never got invited, except for the pity spot....

    Because stacked Buff/debuff overrode any other need in the game.
    Also because players always overestimate the difficulty of trials
  8. Quote:
    Originally Posted by Ms. Mesmer View Post
    Right. I edited mine to agree with you about a shorter hat. I still think the differences in them, aside from that, are pretty minimal, even on Live, and the one new area of obscuring looks like it can't be helped that much, since the new aesthetic is spiky shoulders for all.
    Well, I don't agree it can't be helped in theory, because clearly the Death Mage didn't get that memo: he's radically different looking. I'm not suggesting all the bosses look like the Death Mage, but I am suggesting the artists are clearly creative enough to stay within their "thorns for everyone" motif and still distinguish the bosses in some way, both from the minions and from each other.
  9. Quote:
    Originally Posted by Dr_MechanoEU View Post
    I will say that Extra Credits does edge into the 'naive' side of things sometimes but LordKat just came across as a proper (PANCAKE) in that rebuttal, there's a way to disagree with someone without being petty and whiney about it.
    LordKat was naive in his own way:

    Quote:
    for example, your contention that developers shouldn't sell items that unbalances the game only applies in cases where player-versus-player interaction is essential to a fun environment
    Because game balance doesn't matter in PvE MMOs? LordKat seems to suffer the same problem many people suffer: using the word "balance" within the context of "game balance" to mean something far more limited in scope than what game designers mean.

    I hear this a lot in online discussions:

    Quote:
    While I fundamentally agree that keeping a multiplayer game balanced between the haves and have-nots is essential to cultivating a positive ecosystem. This model does not apply to games that simply don't rely on player-versus-player interaction; for example player-versus-enemy only online games, single player games, and social networking games.
    Its amazing how many outside observers think this, given how almost no actual game designers believe this. Its almost like the people who think this get weeded out of making the kinds of games for which this is tragically wrong.

    But just to close out the idea, I'll look at an exception that proves the rule:

    Quote:
    While we're on the topic of social games, let's talk about Zynga (pronounced "zin-ga" as clarified numerous times by the CEO, you erroneously called "zain-ga"). This company - and many others like it - does not fit your model of the ideal microtransaction business. In fact, if they were to take your advice, and balance the haves with the have nots, games like Farmville would undoubtedly see their profits take a sharp dive.
    There's a reason Farmville sells "power." And that is because the "game" has no balance requirements. The game is solely about participation and there is no amount of stuff you can have that alters your ability to participate in the game. The whole point to Farmville is something I don't think most people - even most analysts of gaming - really appreciate. Farmville makes money by taxing impatience. Everyone can have almost anything with very little effort: the *only* thing you need is time, and patience. And the only thing money can really buy is speed: you can get to where everyone else is by buying resources that speed things up. And Farmville makes no attempt to hide the fact that people can buy their way to big farms. Balance is a binary metric: it compares something to something else. In PvP you have players vs players: one player's power must be balanced against another player's power. In PvE, you have players vs the environment; you have to balance one player's power against the threats they face in the game. But in Farmville, there is nothing against anything. It is, at most, the player against his or her own patience and expectations. And Farmville has no incentive to prevent a player from paying money to play the game for less time. That is, in fact, the only way Farmville actually makes money.

    Because there is no balance requirements in Farmville (in this sense) there is no balance to break in selling "power." Its not that the rules don't apply to Farmville, its that Farmville doesn't implement anything the rules talk about.
  10. Quote:
    Originally Posted by Ms. Mesmer View Post
    Not as much as you might think.
    Well, the differences are kind of exactly as much as I think, because I double-checked in-game first before posting. Those two are easily distinguishable because the boss hats are much taller and only the bosses have the exaggerated spikes. The difference now is very minimal for every boss except the Death Mage. In my opinion the Bosses should look different from the minions in at least one or two overt visual ways beyond just color scheme.
  11. Quote:
    Originally Posted by The_Spad_EU View Post
    Not quite.

    Selling a faster levelling speed doesn't inherently unbalance anything; sure some players level faster than others, but they're always going to be equal at any given level. The same goes for things like enhancement unslotters, they're not conferring an inherent advantage to paid players, just a convenience.

    The problem comes when you start selling things that give specific advantages to paid players. Things like massive buffs or epic armour or perma-Quad Damage. These things mean that players who pay money can do things that free players can't no matter how much time and effort they put in.

    Giving paid players a time/convenience advantage isn't bad (unless you've designed your game in such a way that it is), giving them an ability advantage that free players can't achieve is.
    Actually, the problem here is that the notion of an "advantage" is vague. Let me be precise. The reason why you should be cautious about selling "power" is specifically because most MMOs are built with a design principle of game balance: balance between the power levels of players and other players, and balance between the power levels of players and the content. If you're going to factor these metrics into the design of your game, then selling power that can directly affect these metrics is, essentially, selling the ability to affect those design metrics to players. Its, in effect, selling your design soul.

    That's why you have to be extremely careful. But I think the Extra Credit video is being extremely oversimplistic, because even by their own reckoning there is a difference between "convenience" and "power" when that line is actually very blurry. They also specifically mention the issue of earning in-game *real* money, and and if anything equals power, its cash. They say its fine to earn actual currency that is equivalent (if not directly exchangeable) to cash, so long as the time cost is balanced to be extremely long.

    If that is the case, then as a corollary it should be ok to sell "power" provided that the boost that is sold is counterbalanced by their effective monetary cost. For example, no one would care if players could buy small insps from the store at almost any cost however small, because those things fall from the sky and can be earned in-game trivially. Their monetary cost is practically zero. You'd only be selling convenience. Access to much more powerful inspirations, on the other hand, has to be more carefully considered because those are things that can grant to the player more effective power than they otherwise could have. But that's tempered by the fact that inspirations have limited lifespan, ones you can earn in the game are already pretty powerful anyway, and in terms of overall impact they can't do much more than affect a single fight or two.

    There is a huge grey area that I think the Extra Credit video bulldozes over. Perhaps that's because its been radically oversimplified to target a relatively uninvolved audience. But if that is the case, its basically saying nothing interesting to me I haven't thought about myself for a long time.
  12. Quote:
    Originally Posted by El Topo View Post
    Howdee friends
    Welcome aboard, El Topo.

    A couple of comments about those.

    1. For some reason I feel like suggesting swapping the Madness and Death Mage costumes. The Madness Mage has the darker, leaner costume and the Death Mage has the more wild one, and that seems backwards. You almost get the sense the Death Mage's costume is trying to reach out and grab you, and that makes more sense for the Madness Mage in my opinion. You're changing the look of both the Madness and the Death Mage anyway, so there's some latitude there.

    2. There doesn't seem to be enough distance between the thorn caster minions and the bosses. The original group had a visual progression of formless robes for the minions, the robes with exposed head for the LTs, and the spiky robes with head dress for the bosses. Here the minion looks kinda close to the LTs, but the caster minions look really close to the bosses. I think that is an important visual cue that will be lost in combat. The casters should probably get shorter, less impressive head gear than the bosses to visually distinguish them.

    3. Something about the necks on the LTs looks a little off. I think its the fact that the original costumes obscure the neckline with face gear, but here it looks like they are wearing high necked sweaters. Something about the look feels off to me.


    I think its a lot better to see the costumes in progression like this (although were the Force and Soul Mages on a lunch break at the time?) but I think seeing them like this also cues me in to some additional tweaks that I think need to happen to make the costumes work when we're seeing many of them at once, rather than just one at a time.
  13. Quote:
    Originally Posted by Shubbie View Post
    I said some time ago, if the devs EVER want to make challenging content they are going to have to implement AT diversification. No more than 2 of any one AT, otherwise we will get the LRSF syndrome of TF's made up of 6 cor/def and 2 brute/tank/scrap and everyone else will be left out.
    Hmm, my blaster's been on lots of LRSFs (weirdly, more than STF) and I even have the MoLRSF badge. I was just picked up on that run because I was available at the time. Also possibly because I'm just that awesome, but mostly just because I was available at the time. No one questioned my bringing a blaster at the time.

    Maybe one of the interesting advantages of playing on a lower population server is that you can't be picky, so you learn over time that any group of anything can do anything, so you eventually get the attitude that any group of anything *should* be able to do anything.
  14. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I like hanging onto Elude (with just the base slot) for two reasons: it's very handy on Incarnate trials and the enemies are all higher level with To-Hit bonuses, and it's a great source of +Recovery if you've just been tagged by an errant Sapper blast or whatever the soldiers in the trials use to drain your endurance.
    Just a note: the +4s in the trials do not have higher tohit for being higher level: as of Issue 7's accuracy change critters get accuracy bonuses and not tohit bonuses for being higher level, up to +5. At +6 and higher they start to get tohit bonuses. But some critters in the trials are "Praetorian class" critters, and those have an intrinsic 64% base tohit, effectively 14% higher than normal critters.

    Your biggest source of tohit in the trials are the 9CUs with their self dmg/tohit buffs. Every time they shoot their weapons they self buff their own damage and tohit, and that buff is essentially permanent (it lasts 10 minutes per buff). They can, if they live long enough, eventually have +20% tohit, +40% tohit, even +100% tohit. It will take extremely well-slotted Elude to have any chance against those when they get out of control

    Otherwise, the "praetorian soft cap" is 59%, and alternatively people can build towards 46.5% and use one small luck to cap against Praetorian tohit.
  15. Quote:
    Originally Posted by Grey Pilgrim View Post
    I'm with you on Twilight, but there is more to Potter than just being popular, which is about all I can say for Twilight.
    Harry Potter is not anywhere in the same zip code as Twilight. By no means is JK a stellar writer, but she's a decent writer and more importantly she had a story to tell that was engaging. I think people will look favorably upon Harry Potter in twenty years.

    Twilight is primarily interesting for its ability to be the canonical example for the phrase "this writing hurts my teeth."
  16. 1. Fireball is typed Fire_Attack, AoE_Attack. AoE defense and Fire defense work on it.

    2. Critter AoE follows the same basic AoE factor rules as player AoE: meaning, for a given recharge AoE attacks do less damage than single target attacks, in proportion to a formula based on their radius and arc of effect (for non-cones the arc is 360 degrees). So all other things being equal, AoEs will do less damage than single target attacks, except of course for the special case of Masterminds.

    3. About 2/3rds of all attacks, melee, ranged, and AoE, that do any damage at all, have some smashing or lethal component of damage and likely typed smashing or lethal (or both). Many mezzes do no damage and tend to be positionally typed only. This is probably part of the reason why going smash/lethal is a viable alternative for melee characters but less so for blasters. A large percentage of the positional-only attacks are low or zero damage mezzes which melee can usually safely ignore, but those are particularly lethal to an archetype with no mez protection, especially when getting mezzed might take down your otherwise soft-capped defenses.

    4. Virtually all attacks have a positional type. The largest exception are psionic-only attacks. Most attacks have a non-positional type that matches their damage components. Some attacks have no damage and thus have no non-positional type (i.e. mezzes like web grenade). A very few attacks have unusual typing, such as Fireball (which is typed Fire but not Smashing, even though it does Fire and Smashing damage). But these are rare exceptions.

    If you say for the purposes of valuing defense that all attacks have one positional type and one or more non-positional types that match their damage, except for non-positional psionics, that will account for probably 98% of all attacks in the game.
  17. Quote:
    Originally Posted by Ironik View Post
    This seems to treat Freedom as a trial account, but that's only partially true. F2P players might also buy costumes and other geegaws and doodads without becoming Premium or VIP players.
    That's basically impossible. The moment they buy the minimum batch of points, they become Premium players. Free players are players that have spent nothing on the game. Premium players are non-subscribers who have spend some amount of money greater than zero.
  18. I'm still considering my votes, but I did note oddities in the list. I think the Discworld series should be considered as a series much like other series (i.e. Xanth). I think its a little odd that Brin has Earth but not Kiln People (although Earth is more noted for its predictions, which is probably why its there). His Dark Materials should probably be in there somewhere although it might be (incorrectly) classified as young adult fiction along with Twilight and Harry Potter.

    I'm finding that some choices just seem automatic. Ender's Game, for example, and Lord of the Rings. But then I start wondering: is Neverwhere really a great story, or do I just like it a lot. Am I really remembering The Lathe of Heaven as a great novel, or am I just remembering the really crazy movie (the original, not the remake). Do I vote The Demolished Man on the strength of its historical importance and its very obvious trailblazing work even if I don't know if I would necessarily recommend it to the average scifi reader today? And things like the Manifold trilogy and the Night's Dawn trilogy are great works, but extremely narrowcasted towards lovers of extremely hard science fiction and space operas respectively.

    Plus, I find myself thinking as much about the authors as the works. A list of the best science fiction and fantasy works that doesn't include something by Isaac Asimov, Harlan Ellison, Neal Stephenson, Phillip K. Dick, Arthur C. Clarke, or Ray Bradbury just seems wrong, but that doesn't seem fair to the works themselves.

    I don't even know what to think about works like The Time Traveller's Wife or Gravity's Rainbow.
  19. Quote:
    Originally Posted by PeerlessGirl View Post
    While I respect their choice. I highly doubt that "all other MMOs who had tried it regretted the move." I mean..sure I suspect LotRO wishes a bunch of us hadn't bought them, but on the other hand, if we hadn't they wouldn't be here now. For games like CO and DCUO it's obvious they're only doing it to milk what's obviously a dying product, I don't believe that was the case with LotRO, nor have I ever regretted my decision.
    The question is not whether *you* regret buying a lifetime sub, but whether the company that offered it did. And almost by definition, every time you didn't regret it, they did.

    Also, CO offered lifetime subs prior to launch.
  20. Quote:
    Originally Posted by HighEvolutionary View Post
    I want to know if they plan on Givng lvl 50's with incarnate powers Instant recharge on their powers? I have a Lvl 50+1 with 3 LOTG 7.5, Perma Hasten, An Alpha Recharge t3, An damn if they recharge isn't slow as a Snail.
    Incarnate powers have fixed recharge. You can't speed them up with recharge buffs.
  21. Quote:
    Originally Posted by SlickRiptide View Post
    It's my contention that treating customers in that fashion is bad for business.
    People who do not pay to play the game are not customers.
  22. Quote:
    Originally Posted by SlickRiptide View Post
    On the contrary. They can easily ignore it. If they're going to put roadblocks up then they should be meaningful roadblocks. As it stands, if I am a gold farmer and I make $100,000 of profit annually off of 1000 RMT play accounts, and the cost is that I pay $5,000 one-time to get access to teams and to more channels for communication, then there isn't any question that I'm going to pay it and get on with my farming. It isn't a roadblock at all. It's just one of the costs of doing business, as far as I'm concerned.

    The only people who get "roadblocked" are the true newbies who are trying the game out and might actually want to spend money on it if they have fun playing it.
    The reason City of Heroes: Freedom asks for an investment from the player before allowing them to participate in activities that can be socially damaging is that this then creates a material cost associated with account banning. If I can abuse the community or the game with a completely free account, there is zero cost to making another one if its banned. If there is a cost associated with equipping that account with the rights necessary to produce that abuse, it will tend to discourage players from risking a ban, and it will increase the costs associated with chronic abuse.

    The more likely a particular activity can be abused to the detriment of either the player community or the game in general, the more likely it is a restricted activity for free players. This is a logical precaution for any MMO to take, but specifically mandated for City of Heroes Freedom, because as I keep saying the emphasis is on the subscribers and the paying customers first.

    The devs can ignore RMT in the same sense they can all hold their breaths until they pass out and then reorganize the company based on who regains consciousness first. That it is possible does not make it any less stupid.
  23. Quote:
    Originally Posted by Aura_Familia View Post
    I'd bet money if you took a poll in game of which insp blaster players pack reds would come in second to last or very realistically DEAD LAST.
    Hard to predict what a poll would say, but I would say if you're a blaster you should be *burning* reds as they fall. You should never even *be* in a position to wonder whether now is a good time to burn those six reds, because you're not supposed to ever have six reds.

    I'm not one to tell people how to play, but my advice here for blasters has been pretty constant for years. Burn reds as they fall. Save defensive insps (lucks, breaks, respites especially) for when you will likely need them. Use lucks in bunches: if the situation is bad enough to need a luck, use at least two. Four is usually temporary immortality.

    I manage insps automatically on my blaster. I accumulate lucks, and try to keep a couple greens and a break or two. I burn everything else. When I get full, I start burning the little ones to slowly upgrade to the bigger ones. Eventually my tray looks something like eight or nine large lucks plus some mediums, three or four large respites, and two medium or large breaks. So when it hits the fan and I start popping insps, sometimes I forget I'm supposed to be squishy and go a little nuts.
  24. Quote:
    Originally Posted by Forbin_Project View Post
    Did you get your pre-order in yet? I'm saving up and splurging on the Collector's Edition. Haven't heard if they plan on offering an LTS.
    Couldn't justify the collector's edition. Registered pre-order a while ago though.
  25. Quote:
    Originally Posted by Another_Fan View Post
    How many times do you fight melissa in a mission ? Operative whoever ? vanessa devore and her entourage ?

    Its not that hard to keep the resources you need for the fight you know you will have to face.
    Which is why I pack lucks not rages, and I don't have problems. Are we discussing my problems playing blasters, of which I have none, or the balance problems of blasters, which have been unambiguously datamined by the devs across the entire playerbase of players that play blasters?