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Quote:I've been wholy unimpressed by Dragon Age (even though the gameplay is awesome as ice cream on a Hotlanta day), then again it's story is not complete, with the final DLC coming. I also didn't get the expansion, so take what I say with a mountain of salt.Really? I really like it and all, but the best since BioShock?
I realize you said encountered so you may not have played a lot of the big games the last few years(or maybe you've played them all).
I've enjoyed all the stories, but I disagree that they are better than such games as Dragon Age(and possibly Mass Effect, but I'm only about half way through and I'm not sold on that game yet).
Mass Effect . . . Pure awesome in a can. But I like nearly all sci-stories.
Sorry for the derail . . . back to PAX speculation. -
Quote:Except that they would be nerfed. If you think otherwise you really having been paying attention to how balancing is done in this game. So no, /unsigned.Any buff that is relatively cheap to cast and has no real recharge, but only lasts 1-4 minutes, needs to be changed to 20-30 minutes or even made into a cheap toggle aura effecting every team member within 100yds.
There is no reason to force a buffing class to spend most of a mission with a full team just standing around reapplying buffs. It is not fun.
Edit: I guess I should also add to the suggestion that said buffs not be nerfed in compensation. As that's what everyone posting below is afraid of. -
Quote:I'd argue more like I25. There's waaaaay more important things that they need to add to Preatoria before this. Like actual levels 21-50 content. Just saying. COMPLETELY POINTLESS to add an epic archetype when you don't have a full path. There'd be nothing for them to do. Hell they still haven't fully fleshed out enough missions for the VEAT!Hmm. Well. I hope this does not get changed, but rather gets clarified in the in game text . I'm of the mind that the epics were already too easy to get - expecting them both to unlock for a Praetorian seems odd.
I expect/hope the Praetorians will get their own epic archetype (although reasonably that would be like, I21 at least, definitely no time soon) and that would be their unlock.
At minimum, as others have pointed out, leaving them tied to H/V is a good incentive to check out that content.
I don't see them having a complete 1-50 path in Prae anytime before I22. -
Quote:And this is inherently the problem with games that put so much focus on pvp, if they don't have the pop to sustain it.
TL;DR version: Aion requires not just population, but a certain density of population, due to its PVP centric nature. It actually CAN have the problem of "not enough people on a server" to affect gameplay.
It's also a diminishing cycle. Those there for the pvp see that there is no one there to do so, so they quit. So then there are even less people to pvp there. Something like that happening here isn't all that bad since there is PVE to fall back on for the companies producing this game. For a game as pvp-focused as you make Aion out to be, that's not a good thing.
To have that much pvp focus (as you say Aion has) you need to start the game out with LESS servers. Certainly LESS than 14. Take a look at Darkfall's approach. If the pop is too spread out there are less targets, and thus we are right back to where we are in my paragraph above. It's also why I'm ALWAYS against silly suggestions of adding more pvp zones in this game. -
Quote:I'm actually fine with holds lasting milliseconds.I'd like to see pvp reverted back to pre-i13. Yes i started when i14 came out but my partners played CoV since CoV launch and he's always telling me about his old pvp days. He won't pvp anymore due to the travel suppresion and holds etc lasting milliseconds. He used to pvp a Dark/Dark/Soul corruptor with ease and now even my fire blaster can shred him easily.
The mez system of I12 was garbage.
It's the only the part of I12 I'm glad went away. -
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pvp being worked on or not has no bearing on the future of this product in any way shape or form.
they should focus SOME attention on pvp.
But if it's a choice between pvp and endgame content, I'd say most players would go with viable PVE endgame contnet 90% of the time. -
Quote:Controller controls don't count as attacks? I could have sworn the controls on my controllers did damage. *looks at his fire/kin*
Controllers don't have any Assault/Blast sets. They have...no attacks. How're they gonna make use of Soul Drain?!
Could have fooled me.
I thought Sould Drain boosted the damage of ALL your abilities that do damage? -
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Just put in a difficulty slider and the devs can call it a day. Easy solution.
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Best solution of the thread: Put in a difficulty slider. Those who want it hard can play at the base and up. Those who want it toned down can do so.
Problem solved. I can't see how ANYONE can be logically against more options. -
/signed in full agreement with the OP.
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Quote:
Originally Posted by macskull
As I originally suggested, the solution is to add a separate room where power suppression is enabled (and add an SG base market interface). During the meantime, of course, those who find it annoying can simply choose to avoid the grand total of two busy market locations, as it's a lot simpler and more reasonable for you to change your habits than it is to expect everyone else to change theirs to suit you.
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This is the only good solution.
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agreed! -
Quote:I would not be opposed to some of that happening once in a while.I'm one of those that is in favour of keeping the flee mechanic, but tuning it considerably. As far as I'm concerned, fleeing makes sense in ninety percent of the game.
What doesn't seem to make sense to me is the supposedly powerful entities, such as GMs and AVs running. Or at least them running as soon as they do. If they were flagged to either not run at all, or only run when they're getting a really serious beating and are very low on health, I think they could be a little more bearable.
The other aspect I'm not fond of is how far a fleeing mob can run, and how they don't actually use their borrowed time wisely. I think that the distance that fleeing mobs run should be reduced by a large amount, and that there should be a chance of them 'alerting' another group to your presence, as well as a chance of them fleeing the map entirely and counting as 'defeated' for mission objective purposes. Having a group turn around the corner to attack you could be daunting, but I feel it would add a realism to the game that requires us to be prepared.
Here's hoping that this thread gets the mechanic looked at, and ideally tweaked. -
Quote:Seriously . . . the code NEEDS to be looked at.Yeah, especially since, at least the last time I fought her, she really only ran away while her PFF was up.
To be clear, while I may not especially enjoy it most times, I understand why mobs have a flee mode. I don't especially mind if faceless minion #474 runs away because he got to 1/8 health. What I really mind are scenarios like this:
- My team or I are faced with a supposedly epic entity like a Giant Monster or signature AV, and they spend the majority of their time running from us, especially if they do so before we get their HP down even slightly.
- Entities run so far away, we need an extradition treaty to get them back. I once had my DDD drop Darkest Night on a Council Warwolf boss, and without any meaningful damage dealt to him, he ran from the back of a large office map level all the way to the front. He ran so far away that he lost aggro, and came sauntering back later, oblivious to my presence.
This sort of behavior adds no challenge to an encounter. Having an entity barely try to fight back, instead just making you chase it down, beating it as you go, generally isn't entertaining.
There are other things mobs do that bug me, but those two seem to be specific cases of "self preservation" AI gone amok.
Things like ambushes that turn and walk away seem to me to be different problems. (I had not experienced that problem post-GR until last night, it turns out.) -
Quote:For the first time in a long time I agree with Johnny (minus the snark), I think something needs to be looked at in the code Castle.I think the morale aspect may not be WAI. Just yesterday I was fighting three +3 minions in Neutropolis and whiffing like mad with degrading enhancements when two of them took off.
Now, the morale AI could be broke or they may have been shaken by how crazy my Defender would have to have been to be attacking them.
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I've run toward a mob of three and have 1 of them run just by me BRAWLING one of their buddies.
The hair on my knuckles must have scarred that guy off. -
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*reads the entire thread*
*remembers the "new" wolverine origin*
*shakes head at what Marvel has become*
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The likely hood of this to succeeded (if that is the plan with COX2, and IF they are making COX2), based on the shear number of high profile mmos coming out this year, the next, and the next years after, isn't high.
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Quote:This, oh god, THIS!I've never liked the fact that Ouroboros arcs are in TF mode. That means if I run into a problem, I may have to quit and start over again. That can be a real pain if I'm deep into a long story arc. I want the option of abandoning or auto-completing an O- mission.
So yes, beware of long Ouroboros story arcs until the bug gets fixed. -
LOL!
Now I have 2 different threads to point to when someone says "making a billion inf" is hard.
Good work! -
The shadow shard.
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Quote:Despite whatever complaints I might have about GR, THIS I have to agree with wholeheartedly.Yeah. If I was a writer on GR and reading the forums right now, I'd have the biggest, goofiest smile om my face. So much discussion, and the only thing I think we'll all agre on is that the writing is awesome.