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Quote:Hmmm, not so sure about this. I've read folks saying they got things like "lol nub" as a comment attached to 1-2 star ratings.I haven't read the entire thread, but here are my two inf..
There was another site that has serious issues with a rating system (1-10). It was abused, and inaccurate, and generally everything was either 9-10, or it was 1-2. This is pretty much the opposite of the intent, but that's how these things ALWAYS turn out.
A 5 star system or a 1-10 system work when you have a small number of preselected judges casting votes. When you open this up to multitudes of people, it immediately breaks.
What that site did was completely got rid of the 1-10 system in favor of "Endorsements".
As far as I know, all previous 9-10 ratings were translated into positive endorsements (thumbs up), and everything else was just wiped, when the system was transferred over.
Now, you have to give either a thumbs up, or a thumbs down, and in order to leave a thumbs down, you HAVE to leave a comment and click a check box on why.
I vote AE adopt this system. It makes a lot more sense to me, and it cuts down on griefing because only people who genuinely have an issue with the arc (as opposed to just griefing) will leave a thumbs down, being forced to comment.
What's to stop someone from commenting "lol nub" and then just giving a thumbs down? Not saying it's an overly bad idea. Just playing devil's advocate.
I DO agree that the star system needs to go. -
I've said before that the star-based ratings system was an epic failure in it's current incarnation. I still stand by that and many of the improvement suggestions made in this thread, other threads pre-launch (that were made in beta) and the DOZENS (literally) of debate threads made in the days when AE was the "it" thing to do, farming or otherwise.
Also keep in mind, as Venture alluded to, it really WON'T make a difference what changes are done. The days of getting 100s of plays quickly are over. Folks need to lower their expectations. Advertising will always trump a perfect system. The devs could make the system 100% air tight against griefing, and some arcs will simply get more plays than others for whatever reason.
NO ONE can make a story that appeals to EVERYONE. HOWEVER, it's more likely that you WILL make a story that SOMEONE doesn't like, at all.
I'd be fine with having to play whatever percentage of an arc to leave a rating, HOWEVER keep in mind that the danger with this is the person doesn't finish the arc if it's a long one, and thus someone who might have given you a 5 star rating simply doesn't get to rate.
I suspect when on Going Rogue comes/with GR coming closer and closer, the AE won't be the first thing on folks minds. Thus ADVERTISING in the various ways stated in this thread will become more and more important in the days/weeks to come. I for one know that once GR is test, I'll basically will be sleeping on the test server. I probably won't touch AE for months come GR. -
Quote:yeah some of the statements are funny.Maybe you aren't looking hard enough.
This one says the LRSF isn't hard, and all you need is 8 competent players. Amusingly, this also suggests that you don't need temps of any sort, or a specific team makeup. All you need is a specific team makeup with all the right buffs and debuffs, and aggro control.
And these two just plain insult the OP and his friends for being the worst players in the world, or braindead.
HOWEVER, I think the issue was that Numina somehow went buff crazy.
To be honest no one knows what went wrong unless they were on the run.
BUT with the team Tech posted, I'm really surprised they had that much trouble. Something was up with that run that we don't know, that we could only tell if it was demo recorded.
TL;DR: The RSF CAN be difficult. It shouldn't have been with the team that Tech posted. Sounds like they were a bit unlucky with pulling. -
LOL!
Very nice as usual! -
Quote:Don't get the last sentence. Do you mean STF?The only things you need a team for are to do the LRSF and to fight Scrapyard. In comparison there are several things you need a team for blueside. 3 GMs, 13 AVs, 7 TFs... That's at least 10 teams just for the GMs and TFs.
I can't speak for every server, but I have a nice VG full of people who are happy to help kill Scrapyard. LRSF is less frequent, which is why it's the only one I'd do blueside.
And as other's have said and you've alluded to the issue is less folks run LESS villainside content on some servers. On some servers you'd be hard pressed to get a team as easily as villainside as you can heroside. Depending on time of day if you're working on villain accolades on some servers you're usually doing it solo, unlike for blue side where you can more easily get teams.
It's also why many folks complain about the BM, there are just more folks playing blueside at any given time of day on some servers.
It's not that the villside accolade requirments are hard (though some of them ARE retarded when compared to heroside--I really don't agree that mayhems should have ANYTHING to do with accolades when I'm pretty sure safeguards don't for heroes.), it's that many folks don't enjoy working on them solo.
Ofcourse if you are on Freedom, Virtue that's not an issue.
EDIT: And I completely disagree with attaching the Badge system to lvl 50 advancement. They just LOWERED the requirements of many badges related to accolades due to the whole "aberrant play" idea. As someone else already stated this would not remove the grind it would simply shift the badge system back to what many folks disliked about it.
I'd rather it be a series of missions or tfs, or special encounters like WL or the Rikiti mothership raid. (NOT like Hamidon.) -
Quote:I can see A or maybe B. C would probably never happen just for the reasons you just stated.I'd suggest that the temporary pets reduce the XP/Inf much like "damage caused by a force not on the team" and remove a share of the drops, much like a teammate.
This would reduce how much it is used to make farms super fast and easy, by hopefully reducing the reward by as much as it reduces the time to clear the same area.
Grab the temp pets from either:
A) A roster of the named bosses from the Mayhem/ Safeguard missions. This would also be a good excuse to expand the roster.
or
B) (Maybe, probably a bad idea) A roster of existing NPCs? Want a Malta Gunslinger as your sidekick?
or
C) Your own Alts, but under AI control. Problem: Would allow custom buff-bots, and the AI will be sloppy with using a full builds powersets correctly. -
Quote:You're last statement paragraph is NOT universally true of all blasters.Actually if I were in charge, I'd have given them shields and protection of some sort, which is still rather more direct, but I think we can clearly see one of the many reasons why I am NOT in charge.
For what it's worth, I feel the solution to Blasters was pretty good. They upped their damage both directly and a little more subtly and they even added what has to be the most eccentric form of status effect resistance I've seen in any game. As you point out, surviving is still not a given, which still bugs me now as it did before, only it bugs me a LOT less.
If I have to be quite honest, there are still a few sore spots about Blaster balance that get my panties in a bunch, but those are unlikely to ever be resolved in a way I'm going to be happy with unless I suffer some kind of benevolent divine intervention and someone decides to make Snipes worth using for their damage or open up Epics a little sooner, which has a chance to occur so minuscule I tend to ignore it.
I like to say that Blasters are about the bare minimum of what I'd consider "decent" when it comes to self-sufficiency, performance and progress speed, and that's largely because they're undoubtedly fast. They're not at all easy to play and their not in the slightest safe, but it IS possible to play them reasonably well without compromising speed of progress or, indeed, style and dignity too much, so I can't complain. Going below that, however, is not something I'm willing to try again any time soon. I've tried and I've hated it.
Some has enough control that they are in fact safer than most archtypes.
Ice blasters come to mind.
But that's my only disagreement with your statements. -
What Vega said. The LRSF used to be hard.
I haven't been on a run that failed in over a year and a half.
And in all that time I've seen extra items like nukes and shivans used once.
In fact many times teams have pulled MULTIPLE of those stupid AVs and still won.
The LRSF used to be hard.
I've also been on runs where the sf is run so fast it makes your head spin.
The LRSF used to be hard.
However, no it's not really balanced. It was never meant to be. Which was and is still one the main complaints about it when compared to the stupendously easier STF. -
Sorry to break it to you but with the Cottage Rule in place don't hold your breath asking for RotP to be changed.
This thread shows why the Cottage Rule is correct.
There is nothing wrong with RotP.
If you want to suggest buffs to it sure, but it's basic functionality will not change.
It was a rez. Is a rez. And will be a rez.
If You don't like it, don't select it. -
Interesting. The big huge empty box makes it seem like they are meant to be video. That's a badly designed page then.
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Umm how does one get these to work? I click on them and nothing happens on screen?
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Quote:I don't disagree that the game works differently in PvP. There will be complaints about that, but then there will always be complaints.
I will just point out that a LOT of people (who are oddly silent now) specifically asked for PvP to work differently. They said that PvP had to be balanced seperately from PvE for it to be balanced at all.
I'm not saying it's balanced now, but I find it hard to disagree that this may be a necessary step.
Of course, PvP has always worked differently (toggle dropping, anyone?), but now at least we can store alternate builds and switch to them. I won't go so far as to say that alt builds came about because of PvP, but I would be quite suprised if PvP weren't a huge factor in financing that bit of coding.
A Borderline player is always going to be disoriented by the PvP environment, even if the coding were identical. The simple fact that the enemies attack you from stealth in groups of 8 and have powers on your level guarantees that.
All of the differences between PvE and PvP were designed (successfully or not) to make things easier on the Borderline player, as they should have been.
And I'm saying the logic of this isn't/wasn't logical. Players were complaining about the difference between pvp and pve, especially having to take powers they sure as hell wouldn't for pve.
Yet you go an make the systems even more divergent. They DIDN'T make things easier on the borderline player at all.
To make things easier on borderline players you needed to make the entrance into pvp easier, not make the experience between pvp and pve be night and day.
EDIT: Someone explain to me where in PVE the following exists?
diminishing returns for IOs at the level they are in pvp.
base resistances, and no real defense
heal decay
no mez protection for ANYONE
I13 DID NOT make things easier for borderline players. If anything, the first time such a player jumps into pvp their first thought is probably "what? what's going on with my powers, build, etc". -
Quote:Hmmm, never thought of it that way. Would be sad to see that, as it would be a sad sign for the game. But then the question becomes why would they cut it off at the begining of January. Also they really wouldn't be advertising it as a Christmas Gift either. They'd probably TELL us if that were the case, so that more folks would transfer the toons off the servers about to get closed.I'm in a rush to get to work (where I'll probably type more on the Zerias blogger page)... but the quick shot is that free-transfers scream "we are about to close a couple servers down" ... even though I have no proof that is the case.
If we were still in the Statesman-era a couple years back, yeah I could see that happening. Not now. -
Quote:The fact that the game now (as of issue 13) works completely differently in pvp then in pve, yeah pretty much.No people will still rage about pvp isn“t pve and they cant get free kills when they step into a zone.
I never understood the idea that having your powers work in strange and interesting (interesting as in CRPATACULAR) ways when you stepped into a pvp zone, was a good idea. I'm still scratching my head at that one.
Folks used to complain that you needed specific builds and sets to pvp. So what do the devs do, they make it so that EVERY pve build will work differently than a pvp built build when you step into a zone.
Folks won't be raging about not getting free kills when they step into a pvp zone, they'll be raging that the freaking game works completely differently than in pve. With no advanced warning. -
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Quote:And as I said before is an idiotic argument. Evasion and running are PART OF THE PVP ZONES. The fact that he/she and the OP don't get that is their problem.Well, people could run because of distaste, not fear. I'm not "afraid" of being teabagged. And if running means "completely leaving," no, I won't be there to experience any tea bagging if I run.
Your argument here is dangerously close to making other people play the game the way you want them to, and not the way they want to. -
There are MANY ways to build a fire/kin to farm, pve, etc.
If you are going for a straight farming for purples, build is irrelevant, just set it for -1/ x8 and go to town with SOs.
If you pling folks, different story.
Overall, fire/kin building is not hard. Build what works for you and have at it.
LOL, to the OP, if you didn't want to hear opinions, don't ******* come to the forums and post.
P.S. Lol at barrier and soul's bi**h fight. -
Quote:I agree with all, but I would rework the mez mechanics. As far as i'm concerned the old issue 12 mez mechanics were as retarded as the current mez mechanics. There HAS to be a middle ground between "either come with breakfrees or don't come at all" and the current mez system.<QR>
New PvP style:
* Get rid of diminishing returns
* Get rid of travel suppression
* Get rid of base resistances
* Get rid of heal decay
* Put mez protection back in
* Add PvP-centric minigames with tangible rewards for the participants
The end.
Unfortunately, I don't know what that mechanic is. -
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Quote:I can't remember the last time I used a Shivan so I would not oppose an uber nerf to them if they ever need to take them out of the pvp zone.If the devs do this, they'd have to significantly cut down the power of the Shivans, or seriously bump the power and frequency of NPC encounters. While I don't personally care for PVP (though I've done a little), I realize that part of the danger during their acquisition is the threat of getting killed by another player.
When running into content I can't do solo, I have one of 3 options (as of issue 16):
1. Make everything -1 to me.
2. Get team mates
3. Go get toys such as shivans or nukes.
1 of those three I find to be an EPIC WASTE OF TIME. I'll let you guess which one.
With that said I haven't run into anything in game that is all that difficult. Especially since a lot of my toons are FULLY IO'd with some with Purple Sets.
So yeah, I'll let you guess again which of those is an EPIC WASTE OF TIME to me personally. Hint: It's not 1 or 2.
And yeah, that "how I really feel" about shivans and nukes. -
Quote:LOL, said better than I did.I think Mac was refering more to his e-peen, if his toon is beaten in a PvP zone... his e-peen dies a little. I can totally sympathize with this. After I get killed a few times in zone (on the very rare occassion that ever happens) My e-peen grows flacid too and mine is huge suN!
In PvP you win or you lose. There's no honor, you can be a good-sportsman and you can be courteous to other PvPers, but those things have little to do with actual PvP.
"onher" and "fareness" are catch phrases of the duelist and arena PvPer. They don't exist in game and who the hell cares if they exist irl? It's a game..get over yourself and get tyransauruswrecked.