Arcanaville

Arcanaville
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  1. Arcanaville

    NCSoft Store

    Quote:
    Originally Posted by Aggelakis View Post
    I'm pretty sure they're not getting rid of them entirely. I don't remember who said it, or where it was said, but a redname confirmed it. You'll be able to purchase what you want piecemeal from a certain booster, and you'll be able to purchase the whole booster at once (this part is speculation: and it will likely cost 800 PP to do that, aka $10, a penny more than they cost now).
    I believe in one of the recent coffee talks, if not the most recent one, the devs strongly recommended that people who were interested in having *all* the items within a booster pack buy it now rather than wait for Freedom launch, because its likely to be cheaper than buying every single item ala carte in the new store.

    This doesn't factor in the fact you'll be getting free points as a subscriber, of course, so YMMV.
  2. Quote:
    Originally Posted by LostCreation View Post
    The ratio is actually closer to 5:1, male:female. The document I linked is pretty short, there's no need to make numbers up.
    I read the entire document. The ratio of 5:1 is inconsistent with their measurements, but by their own admission the ratio of 5:1 is approximate. Either you accept my ratio of 3.75:1, or you accept the fact that their actual measurements for couples has huge error bars, or you assert your belief MMOs are dominated by lesbian couples.


    Quote:
    Personally, I would hope that CoH in 2011 has a more favorable ratio than whatever game he surveyed in 2003. And if CoH's actual ratio is better than 5:1, then we're talking about more than 25% of players (male + female) for whom being able to play with a partner is likely a significant factor in determining if they play.
    No, because once you decide that CoH is qualitatively different from the members of the study, you don't get to extrapolate its results in that way. Since the ratios are coupled mathematically, you cannot arbitrarily state that our ratios of male to female players might be very different, but our ratios of players for whom this type of conjunctive play is critical is similar. And the reason has to do with a fact I don't think you're giving sufficient mathematical attention to: for every woman who plays a particular MMO with a romantic partner, there has to be a man who can make the same claim within that MMO. It is, for example, equally likely that in MMOs with sparser female populations a far higher percentage of females that play those games are encouraged to do so by partners, whereas in MMOs with a more equal population it is more likely females seek out and play the game regardless of partner interest.


    Quote:
    That's not what I'm arguing. These aren't people "who would not be paying to play in any capacity for at least a significant amount of time if ever", these are people who:
    1. have yet to make an initial assessment of the game, and
    2. consider playing with a romantic partner or family member a significant factor in their decision to start playing.
    For that population of people, I'm suggesting that the restrictions placed on teaming for free accounts may be too strict.
    Actually, you're talking about couples who want to play City of Heroes such that neither member of the couple are willing to pay to become Premium or were ever paying customers in the past, *and* for whom teaming with each other is a critical requirement for trying the game, *and* are completely unwilling to pay any small fixed amount to unlock that ability. And you're saying the loss of such people is materially important to City of Heroes, because these people still have a very strong likelyhood of ever becoming either paying Premium players or VIP subscribers. That's a lot of maybes given:

    Quote:
    I'm not arguing that free players need to be able to send invites ("blind" or otherwise) to premium or vips. I am arguing that free players need, at the very least, the ability to form teams with each other. If there are ways to achieve this goal without disturbing VIPers, then I'm all for it. But even if it is all or nothing, I think that the population in question is valuable enough to justify some risk to subscribers and premium players if being able to team would make the difference between them playing (and paying) or not.
    Why? What value do they actually have, that makes them so important you're willing to apparently very cavalierly allow for additional imposition on the existing players, when such impositions are currently considered only when absolutely necessary to minimize such disruptions on actual paying customers.

    Paying customers still come first, second, and last in City of Heroes Freedom. Non-paying "customers" get a really, really good trial of the game.


    Quote:
    [1] And that's just considering romantic partners. The survey also includes data for people who play with family members. Specifically, 16.4% of men play at least "sometimes" with a family member, and 29.5% of women. That can be compared to 12% of men, and 49.2% of woman who play at least "sometimes" with a romantic partner. (This is a narrowing of criteria from the numbers quoated earlier to exlude those who only play "seldom" with a partner/family member.)
    If you read the document thoroughly, you'd know that while the document states this for romantic couple play:

    Quote:
    Respondents who played with a romantic partner were not more likely to spend more time playing the game, but they were more likely to indicate a greater willingness to stay with the game when compared with players who do not play the game with a romantic partner.
    it states this for family member play:

    Quote:
    Respondents who play the game with a family member were not more likely to spend more time playing the game, and they were also not more likely to indicate a greater willingness to stay with the game when compared with respondents who do not play the game with a family member.
    This suggests that family member teaming is not an important decision factor relative to romantic teaming, and therefore isn't relevant to your point either way.
  3. Quote:
    Originally Posted by FourSpeed View Post
    Fair enough, but in those cases, I'd expect S/L won't help also, so it's a wash
    in that scenario anyway.
    I'm not sure why you would think that. Some AoEs are not typed smashing or lethal, but others are. For example, the fragmentation grenades thrown by Malta are AoE attacks, but smashing/lethal typed.
  4. Quote:
    Originally Posted by Judgement_Dave View Post
    Looks like the dev chat says that the female-only server may be possible:

    Supposing that you wouldn't need to pay your regular sub if you only used the private server then I guess that you may only need a few hundred people to sign up to avoid it costing any more than the regular sub.
    Getting five hundred people to agree on shifts when they could play on this private server probably scaled for one person would be interesting to say the least. Just getting a full team of eight to run a task force would probably lag you into oblivion.

    I mean, you didn't actually think your private server was going to be Freedom or something.
  5. Quote:
    Originally Posted by LostCreation View Post
    The thing is, I agree with the parent that teaming should not be one of the things people need to buy. It's like offering a free-to-play Mario game, but making people buy something before they can jump. You're not going to get very far, and it doesn't matter how "cheap" those mushrooms are, getting your credit card out to pay for something so that you can enjoy your "free-to-play" game (before you've actually played it) is a huge hurdle.

    Take a look at these numbers from the Daedalus project:

    http://www.nickyee.com/daedalus/archives/000430.php

    Assuming similar numbers apply to CoH, that's 60% of your female demographic who will likely simply pass (while their SO goes on to play some more Call of Duty) simply because they, as a couple, cannot play this game together on a couple of free accounts without first breaking out the credit cards.

    That's the demographic that needs to be able to team. No they can't send broadcasts, no they can't send tells, and yes for most players that would be a significant barrier to running a team, but not for these players. They already know each other, and as long as they can do a Team "Find Member", or start in the same zone within visual range of each other, they can and should be able to team up.

    Edit: And to clarify, the price of the purchase does not matter. Teaming could cost one thin cent, it's the credit card that creates the barrier -- not the cost.
    Traditionally, we've always gotten exactly zero percent of those people.

    And if you're going to toss those numbers around, lets see what they actually mean. Unless MMOs are dominated specifically by lesbians, lets assume that approximately the same proportional amount of couples are same sex female as same sex male and do not alter the distribution by much. For 60% of the female population to roughly equal 16% of the male population means males outnumber females by a ratio of 3.75 to one. Out of every 1000 potential customers, about 210 are female and 790 are male, and of those about 126 males and females play as a couple (again, factoring out same sex couples just for simplicity, not because they don't exist).

    That means even if every single one of those couples was comprised of a male that refused to become a premium or VIP player *and* a female with the same property, we'd be losing access to approximately 25% of all possible prospective customers. That's the worst case scenario under these numbers, assuming absolutely *none* of those prospective customers happens to be dating someone that is currently either a VIP player or someone who would be returning to the game as a premium player.

    I'm not going to lose sleep over that. That isn't a make-or-break thing. If they allowed free players to send blind invites, I wouldn't complain too much either, but to lose at most 25% of players who would not be paying to play in any capacity for at least a significant amount of time if ever seems rather insignificant.

    Keep in mind, City of Heroes Freedom is not out to pad its player numbers with as many free players as possible. It is offering people a chance to play for free, with the full understanding that the totally free experience is significantly limited, and the premium experience will always be less than the VIP subscriber experience. We're offering a chance for players to play the game, try it out, and decide whether they want to pay to gain further access. What we're offering is a lot, but absolutely nobody cares if its not enough for some people. It only has to be enough for enough people, because we're not giving away the store, and we have no need to give away the store. This is an attempt to attract more paying customers. Its not some last gasp attempt to attract every freeloader in town with a free beer sign.


    So when you say we're "not going to get very far" are you saying that if we target 75% of all potential subscribers rather than 100%, the entire exercise is not likely to come anywhere near achieving its goals? Or are you saying if we fail to find a way to encourage people who are predisposed to not pay anything at all to play the game then this business model is not likely to succeed?
  6. Quote:
    Originally Posted by Another_Fan View Post
    6 small insps away at the moment, 14 for the 700% limit. With remote auction house, there is a potential reservoir of 160+ insps available to everyone.
    You aren't being serious, are you?

    If we're going to argue that the blaster damage cap is feasible to reach solo, and therefore an increase in the blaster cap can reasonably benefit blasters, we have to assume the defensive soft cap is also feasible to reach for solo blasters, since it takes far less inspirations to reach it even with the current damage cap.

    Mathematically I understand its reachable. But to actually say that increasing the blaster damage cap from being 6 damage insps away after using BU and Aim to being just 14 damage insps away and that's a credible buff to solo blasters is venturing far outside the realm of conventional game balance.

    When Freedom launches, we'll be able to buy inspirations on the fly. That means we'll actually have an unlimited amount of inspirations at our disposal, all the time. We'll just have to pay for them. Anyone who therefore presumes blasters to be at the defensive soft floor, the resistance cap, the damage cap, and constantly mez-protected at all times for the purpose of balance discussions, or any discussions really, is free to do so, but they will be talking exclusively to a highly limited pool of like-minded individuals.
  7. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Got melee/range softcap and aoe at 39.5%...
    There's no way your brain is made of meat like the rest of us.
  8. Quote:
    Originally Posted by Sarrate View Post
    Except for that nagging problem of Sting being melee and Flashing being PBAoE.
    And in the hands of a lesser player that might be a problem.

    Fine, swap the Obits for a full set of Multistrike. You lose some recharge (which would make the build 2.5% less as opposed to 2.5% more) but you'd gain some AoE defense out of the trade, dropping melee to 42.5% and increasing AoE to 38.7%.

    That's still a great deal, and Multistrikes cost nothing last I checked.
  9. Quote:
    Originally Posted by Another_Fan View Post
    You may want to think that through a little more. Higher damage caps would be exceptionally useful to both solo blasters, and ones on teams with large amounts of buffs.

    In the former case they would be able to achieve higher levels of self buffing, do deal with difficult spawns. Earlier in the thread you spoke of giving blasters a tier 9 or tier 10 power that would let blasters go completely nuts, well 40% more damage output for the cost of burning most of your insps or being able to peak much higher for fewer insps but in 10 second bursts is exactly that.
    Solo blasters can barely reach the 500% damage cap: you could increase the cap to a million percent and that wouldn't help solo blasters at all, unless they wanted to hunt around contacts while burning inspirations.

    Which, by the way, is what Super Reflexes scrappers used to do back when their defenses were tissue paper.


    Quote:
    *Capitation might not be the word you want to use ? perhaps limit ?
    I was thinking capped, but "capitated" seems to get transposed for capped a lot when I'm working on medical billing-related projects.
  10. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I'll bite, but it's not gonna be pretty.

    It's also easier to say which powers ARE negotiable... basically, Combat Jumping and Conserve Power. I suppose I could swap out the latter for Maneuvers if I were truly inclined...

    Click this DataLink to open the build!

    Wow, and I'm worse off than I thought... only 33.2% to Melee/Ranged.

    And if you think that's bad... remember I didn't have Evasion or Lucky until Issue 19.
    Well, try this on for size:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    It literally changes *none* of the powers, and even keeps them in exactly the same place. It rearranges slots here and there, and although I don't know if its the best I can do given I only spent a short time thinking about it (but I have been thinking about builds in general these days, so I'm not approaching the matter cold) I do pull deeply from my bag of build tricks. I believe the endurance balance is very similar to your build with and without Focused Accuracy toggled on, the endurance balance of all your primary attacks is similar, I use no more purples than you do and I use no PvP recipes.

    I end up with 44.3% melee/ranged, and 36.8% AoE. A hair better than your build's AoE, and a lot better on melee/ranged. I do have slightly less regen and max health, but I did manage to pull out a fraction more global recharge. My guess is that this build should play just about exactly the same as your current build, only you'd get hit a lot less often. I even left your Energy Torrent slotting completely alone.

    I think the biggest differences will be in the endurance slotting of Flashing Steel and Lotus, which are much lower in my build. I'm not sure if that's critical. Flashing Steel was so underslotted for damage I wasn't even sure you used it all that often. Oh, and by the way I did get global +DMG up by 7.5%.

    The most expensive part of trying to make this build, given your current build, would be the Kinetic Combat set in Sting. Also, if you're really concerned about the endurance slotting in Flashing Steel, I would replace the Obits with another set of Kinetic, basically duplicating Sting's slotting, which would reduce your melee defense by about 2% but allow you to slot that attack with a lot of endurance reduction *and* still slot aggressively for damage, accuracy, and recharge.
  11. Quote:
    Originally Posted by Gary View Post
    I don't think that is the case - it certainly isnt from my perspective - I see it as the Rogue Isles maps are scruffy and dreadful, whereas the heroside maps look great (well most of them - lets just forget Faultline and Skyway and Steel C ..and Bricks and Boomt..) .... ok forget I said anything..
    Personally, I don't subscribe to the entire EvilRyu rant above (in particular the "pre-nerfed" part) but I do think the red side experience is hampered by two critical flaws:

    1. The PvE content is significantly harder on the red side, and specifically in ways not conducive to attracting new players. Consider that the red side sees far more endurance drain in the early game than heroes do, and endurance drain is notoriously annoying in a number of ways. If inherent stamina is intended to be attractive because you get enhanced recovery from the start, the red side is almost the equivalent of having inherent anti-stamina. Its also much more mez-happy, and critters statistically have a slightly higher number of attacks (critter offensive threat is almost directly proportional to the number of attacks they have, because unlike players they can't slot for recharge: the more attacks they have, the more offense they have, almost proportionately).

    2. The red side content doesn't - at least overall - revel in being "evil" its more a caricature of evil seen through good's eyes. Evil almost never actually wins, and when it does it does in a way that makes the skin crawl on probably a majority of the players. The way I put this to the devs recently is that the red side doesn't range from Magneto to the Joker, it runs the gamut from Cartman to the Human Centipede.

    I can see myself being Magneto. All I have to do is believe one thing: if I stand back and do nothing but hope for the best, all of my kind will one day be put on trains and disappear. Again. I could even revel in being the Joker: I'm nuts, and I'm out to prove everyone else is just as crazy as I am.

    I just cannot relate to Phipps. This is a high level contact asking me to crush a school teacher. And whoever wrote the arc - which is well written for the most part, by the way - wasn't writing an arc intended to make the player happy. Here's what the souvenir says:

    Quote:
    You kept this class syllabus afterwards. Each blood-stained page of it is filled with the promise of new chances at the future. Promises you made sure will never come true. You took it as a trophy, but every time you look at it, all you can see are Francine Primm's eyes looking into your own as the Arachnos guards took her away.
    Yeah: this is someone who thinks people should enjoy being a villain. I say its well written because I honestly believe the writer really wanted me to feel ill after "succeeding" in this arc, and I did. Well done.

    As long as the writers don't believe in it, the players won't either. And this arc is an example of my belief the writers didn't really truly believe in the red side being legitimate.
  12. Quote:
    Originally Posted by FourSpeed View Post
    As I understand it, the defense applied against an attack follows these rules:

    * If the attack contains a certain damage type (Energy, Smashing, Lethal etc), then
    your defense for that type is considered.

    * If the attack has a certain vector (Melee, Ranged, AoE etc.), then your defense
    against that vector is considered.

    * Finally, if more than one of your defenses can be considered against an attack,
    then the one with the highest number is the one that is actually applied.
    No, yes, yes.

    The damage an attack does has no explicit effect on what types of defense work on it. All attacks are actually explicitly typed as to what kinds of defense work on it, and the game looks at that and only that. Take Fireball. Fireball does both fire and smashing damage, but its typed AoE_Attack and Fire_Attack. Therefore, only AoE and Fire defense work on it. Smashing defense does absolutely nothing. Whether Fireball *should* be typed that way is a separate question, but that's how typing works. *Usually* if an attack does damage X then the analogous defense type will usually work. When an attack does *no* damage then usually, but not always, the attack is positionally typed only. One big exception: confuse powers which are often typed Psionic even if they do no damage, psionic or otherwise


    Quote:
    So, the question we were debating is this:

    Given the large number of attacks that have a Smashing or Lethal component
    to them, is it better, or even effectively viable, to build for S/L defense to protect
    against ranged attacks (under the presumption that high S/L def is easier to
    get than high Ranged Defense, and many/most have an S/L component)?
    Ranged defense will block more ranged attacks than S/L defense will. However, the thing to keep in mind is that while most ranged attacks are typed Ranged, the really big exception are AoEs and Cones which are generally typed AoE, not ranged.
  13. Arcanaville

    NCSoft Store

    Quote:
    Originally Posted by The-Wizard-of-Odd View Post
    What I really don't understand is the limit of one transaction per 24 hour period. It's the first time I've encountered this online, and I use online shopping a lot, for both digital purchases and physical purchases. For instance, I use Good Old Games to buy a lot of different old games (digital copies) and never once have I been told that I have to wait for another 24 hours to pass before I can buy another one. Same goes for physical purchases from online department stores.
    I know many credit card companies' fraud detection software is designed specifically to look for lots of small identical transactions over a small period of time. In and of itself that wouldn't be automatically considered a potentially fraudulent red flag, but taken in combination with other factors that may surround the NCSoft store it might generate enough problems to make the practice problematic on a large scale for them.
  14. Quote:
    Originally Posted by Djeannie View Post
    I find it rather funny that a game that people keep harping on saying is about grouping doesn't allow free accounts to start groups when that's a key thing that will keep them subscribed
    Free players aren't subscribed.

    No, I get your point precisely. My point stands. Free players aren't subscribed. The free game is there to encourage people to subscribe, or alternatively go ala carte as a Premium player. To the extent that free accounts and premium accounts are missing features that would encourage them to subscribe, that is because they are missing features that would encourage them to subscribe.

    We will lose people who say "I would pay to have more if I was given more for free, but since I'm not given enough for free I won't pay for what I want" and frankly, that's a good thing.
  15. Quote:
    Originally Posted by Madadh View Post
    I think your final line is probably a fine idea, too, but I was trying to address the complaint of blasters being superfluous, not solo-able.

    If blasters did, in theory, need a change to contribute more to a team, (and I'm not convinced they do) I think upping their cap might be a better answer than upping their mod number. But I won't even pretend to know the numbers as well as you do, Arcana, so I might be wrong.

    I'm not sure of the whole damage formula, and frankly I don't even care to take the time to look it up, but would upping the mod numbers make blasters do more total damage when at the cap? If so, then upping the mod numbers not only allows them to solo better, but also contribute more in a team setting. Or so I think.
    Increasing the damage cap of blasters would have more of a psychological impact than a numerical one, given the scenarios discussed in this thread. In situations where blasters are being out damage-contributed by force multipliers, the difference is large and not small. An increase in damage cap from 5.0 to 7.0 is basically an increase in total damage of 40%. Which is a lot if you can buff yourself that high, but its worthless until you do, and when you do you still have to compete with force multipliers delivering several times the damage you do.

    Although, personally speaking I don't buy into the optimized force multiplier numbers as being representative, simply because I don't ever actually see those situations in a sustained fashion. And I play both sides of the force-multiplier fence. Also, I really honestly haven't seen this prejudice against blasters as damage dealers. I have never, in seven years, heard of someone advertising for a damage dealer, and by that they meant kinetics defender. I've seen people advertise for strange stuff, but that would be a first for me. The only times I've ever seen blaster-prejudice has been in situations where people think they are too squishy, and no amount of damage cap increase would make them less squishy.
  16. Quote:
    Originally Posted by Madadh View Post
    Could blasters as a set be given an increase to their cap without increasing any other ATs damage cap. That might help some blasters solo, and would certainly make blasters on a team with buffers even more welcome.

    "Sure," says the Kin Def, "I can buff the other Defender to the damage cap and the scrapper, but if I can get that blaster over there to join the team, I can even get him to HIS damage cap, and then we can really light stuff up!!"

    Just an idea.
    In spite of forum conjectures to the contrary, there's no evidence blasters have trouble finding teams. But since no solo blaster can really breach the current damage cap with any practicality, an increase in the cap doesn't help solo blasters. In fact this was my original complaint when the blaster damage cap was increased: it was increased at the same time the scrapper damage *modifier* was increased to its current value and both changes were described by the devs (i.e. Statesman) as an "increase of damage." The scrapper mod increase was an increase of damage. The blaster damage cap increase was eliminating the BU+AIM capitation issue which was going to go away anyway when ED went in.

    I would sooner take a blaster mod increase to 1.25 than a strength cap increase to 7.0.
  17. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I often have to wait until all my badger friends have already done a few runs and gotten the badges for themselves, so they're not worried I'll ruin the run for them with my excessive squishiness. It doesn't help that /SR is largely dependent on luck, and I'm not known for attracting luck as much as I am getting one-shotted by Black Scorpion's dual Smash/Energy damage attacks.

    I think I got MoSTF on my 12th or 13th try. Though I was only the cause of failure twice in all that, it got me branded as something of a "bad luck charm" for runs where deaths are discouraged.
    Hmm. Well, in general Mo runs can be tricky for any melee that is not defensively optimized, because one unlucky break and down you go.

    Still, try figuring out a mathematically possible way to solo the Heroes in RV with an energy blaster.
  18. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Doesn't do anything for the 1230+ badges I've got on this guy, unfortunately... many of which--the anniversary badges, for instance--can no longer be obtained. So basically, I'm stuck on a character that I find to be "adequate" conceptually (even though better options are available now, but I'm not allowed to simply change to those options), but is considered inadequate by others pursuing the same badging metagame goals I am.
    Great googly-moogly, Chad Gulzow-Man has 1234 badges. What sort of badging metagame goal are you considered inadequate for?

    If I had known then what I know now, I would have made my Ill/Rad my main all those years ago. I'd probably have every single badge except the Master of Keyes ones by now, with probably half the effort. But nooo, I had to play my Energy/Energy blaster first.
  19. Quote:
    Originally Posted by JayLeonHart_EU View Post
    Aye, a damage cap increase would be welcomed - 700% seems fair. That is, a 200% increase, not a 700% increase
    I wouldn't say no to a damage cap increase, but I will point out it will only help the blasters least in need of help: blasters on teams with ginormous amounts of buffing. It won't help solo blasters or blasters on most of the sorts of teams where they are likely to die.
  20. Quote:
    Originally Posted by Aett_Thorn View Post
    Team TP is nearly worthless, that's what I'm trying to tell you. For what you want to do, especially. And having it, plus Flight, means that you've got three power picks that could be going to something that makes your build better. Do you see what I'm trying to tell you?
    Concept-optimizers are some of the hardest things to work on. Basically, the player doesn't want to change what the build does, they just want to make it do those things as well as possible. We all have a little of that, like if you want to min/max your brute but you don't want to trade flight for super jump even if the rearrange makes the build a little stronger. Taken to an extreme, though, it can feel like your hands are completely tied.

    The great irony about concept-optimization is that it can often require a lot of experience playing other kinds of concept builds before you can really do a good job with the one. You need to be know intuitively what you're losing and what you're gaining with each power pick change, and someone that is not experienced in playing not just their build but different versions of their build won't have that intuitive grasp of the trade offs.

    Another great irony is that it can be difficult to explain to a player that their build doesn't actually convey how that build is played, and its how a build is played that determines the best way to min/max it. It often seems to new players that their playstyle feels dictated by the powers they have, until they find someone with the exact same set of powers and plays their character totally differently.
  21. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    It's threads like this that make me wish I could respec into Willpower. So many people insinuating you're an idiot if you play a non-softcapped /SR...

    *slumps off with his 38% defense, patting [Elude] on the head as he goes* Don't worry little guy... I still remember you.
    From I9 to I19 my MA/SR scrapper ran with about 40% defense and was not soft-capped. I just popped lucks if I needed to.

    You can play SR without even running the toggles and get by, and I've played some really odd concept builds in the past. If you don't care about maximum performance, there are lots of ways to get *decent* performance.

    But if the question is put to me: is it important to build for the soft-cap with SR? My answer is: if you care about performance, yes it is, because its the easiest first target to reach for. Its so close a target for SR specifically that it's highly unlikely you can come up with a specific performance-based rationale for not going for it.
  22. Quote:
    Originally Posted by Garielle View Post
    Let's take our new player, who will name John. John logs into the tutorial, goes through and chooses to become a Villain. He exits into the Rogue Isles and sees one of two things:
    1. A mostly deserted zone where he feels like he's playing a single player RPG.
    2. A reasonable number of players, but most of whom are new, like him, and therefore can't form a team.

    In the second case, some of the players may be tempted to subscribe so they can form a team. Others will simply walk away with a bad first impression of the game.

    In the first case, a much larger number of players will simply walk away without even considering the possibility of subscribing.
    In the first case, if a large number of players are walking away, this wouldn't be the first case but the second case. The first case specifically requires very few people exiting the tutorial as a villain.

    A free player that wants to team can spend a couple bucks and become permanently a premium player for life, whereupon they gain access to private tells to seek out potential team mates.

    In any case, the best way to address the problem of low population red side in the short term would be to get more players. Somehow magically making the red side very attractive without adding new players would, under best case circumstances, simply decimate the blue side of players.
  23. Quote:
    Originally Posted by StratoNexus View Post
    They generally follow through on what they show us, so why would I choose to believe the opposite?
    All game features in closed beta are to be treated as subject to change without warning. If people were seeing previews of a game build that was still in closed beta, all of its features should be considered equally subject to change without warning. That's one of the reasons why we have closed betas: to allow for changes at any time for any reason without having to justify them as changes to expectations.
  24. Quote:
    Originally Posted by je_saist View Post
    okay, I just asked Positron about this subject on Ustream.

    He did answer it.

    According to Positron the subject of an archtype or power-set respec has been asked for internally.

    The developers have done research into the possibility of such a respec.

    According to Positron an archtype-respec is functionally impossible.

    A power-set respec is technically possible.

    However, it is a "lot of work", and as such not currently on the development schedule.

    Positron also commented that "if" they did it, they would not know how much it would cost in the Paragon Market in order to cover development costs.

    So, I stand corrected on where the developers stand. It appears that the Developers position on a power-set respec have softened from the flat no it was before.
    Positron did not say that because powerset respec was a lot of work it was not the development schedule. Positron said powerset respec was not on the development schedule which is dev-speak for "we're not working on it" and separately from that said it would take so much work to implement he had no idea what they could possibly price the feature at (assuming it was a Paragon Store feature).

    In jest, he suggested agreement with a suggestion by a ustream comment that suggested $50. Although that was obviously a joke, it nevertheless implies in broad strokes both the level of effort involved and the likelihood we'll be seeing this feature anytime in our foreseeable future.

    Positron did seem to not be unilaterally opposed to powerset respecs, but that represents only the first of many other non-technical barriers to them being implemented.
  25. Quote:
    Originally Posted by Zem View Post
    It's possible. But even that aside the creation rate isn't all that useful, in my opinion. If you want to know what people actually think of Blasters, just look at how many appear to be getting played at each level. The numbers initially created or even played in the first handful of levels.... just aren't that useful. Who cares how many get created initially as long as a healthy number are still playing at level 20, 30, 40, etc? What would be the problem? The AT looks TOO attractive? Is that a real problem?
    If you see a downward trend from creation through combat progressional levels, it could be a sign, depending on how strong the trend is, that the archetype is disappointing players in some way as combat ratchets up in the higher levels. There is a small downward trend noticable in the numbers BaB released long ago, small enough that there's no obvious calamity there, but large enough to believe its probably statistically significant and says something about the archetype's level of difficulty in play.