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Quote:yeah really, that would be an uber waste of dev time if they did that.Larger spawns without matching drops are pointless.
I don't think they'd waste their valuable time on a feature with no constituency.
no farmer would be stupid enough to fall for something like that. -
Quote:Apparently if I select 3 Newspaper/Radio missions in a row, where it's Council as the enemy group in all 3 I'm farming.So running missions is farming?
Some of these definitions are hilarious.
Do y'all think about things before you post?
Nevermind what the maps or story is in those missions, I'm farming.
I agree that some hilarity is ensuing. -
This thread is fun.
To the main topic I think farming will ALWAYS be a part of mmos.
The new option to allow farmers to set their missions to up to 8 man difficulty I don't think will hurt anyone, and will actually help with the "can you fill plz?"
IMO, If those farmers weren't farming they would not be playing with you (in general), they probably would have quit already.
The content of PI has not changed in . . . well ever.
Which I think is one of the reasons why AE is so much fun to some, that and the relative ease of getting bronze rolls, which sell really well.
In short, Farming and Pl'ing weren't designed by the devs. They came about because . . . it's an mmo.
Winter Lords, Hydra, Dumpster Diving were ALL here waaaaay before issue 9. Once, again the the market and inventions existence has NOTHING to do with the level of PLing in game.
Mob collision changes, changes to fire tanks, AOE targetting etc were implemented by the devs in direct response to pling/farming. That's enough to tell anyone (well anyone who did their research) that it was just as prevalent BEFORE inventions. -
Quote:Completely and utterly incorrect.Getting tired of seeing people pick on this statement by the OP. The take away here is that farming is much more prevalent now than in the past. The whole "buy it now" blame thing didn't exist prior to the market system
Before you continue, please tell me if you know what the next two words mean:
Dumpster Diving. -
Quote:Yep. I get fillers (come issue 16 won't need to.I guess it depends on your definition of farming but all farming as I've noticed is either mission or zone farming. doing a mission over and over or running around a particular zone with a team to take out lots of NPC mobs over and over.
Power Leveling isn't Farming and Farming doesn't have to be Power Leveling. I think you made that statement because you tend to see people Power Level on Farms mission maps alot.
Farming and Power leveling can be done together or apart. the most efficient is to do them together.
This is power leveling w/ out farming: (for example)... 6 lvl 50 characters, 1 lvl 47 character, and 1 sk'd lvl 1 character all go around doing radio or contact missions. the lvl 1 toon is being sk'd up to lvl 46 and is receiving good xp and is probably getting tp'd to each mission door by someone on the team so he doesn't have to get killed for not having a travel power going from mission to mission. The lvl 1 toon also will probably just door sit in the missions since he doesn't have much to offer to the team as far as powers and enhancements go.
That is power leveling w/out farming. its slow... but it use to exist. As a matter of fact it use to be done quite frequently on red side because red side didn't always have good farm maps like the blue side did (or at least that's why I guess it was done like that more on the red side).) and put my lvl 50 fire/psi dom on any map that can spawn large mobs. I go around and clear the map and reset. I'm solo.
If farming and pling are the same thing, someone needs to tell me what insane logic and magic they are using and show me how my lvl 50 or anyone else not on the mission (seeing as I'm SOLO) is gaining xp.
Hell I'll go one further, let's say I invite 7 other level 50s.
Okay, NOW tell me what magic we are using to gain xp? -
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Quote:We'll have to agree to disagree.Actually I fit there "Casual Gamer" mold perfectly. A couple of hours a night and a few nights a week. TF/SF take planning to join and I get possibly a handful a month if I am very lucky.
Casual gamer is not about the stuff you gather, it is about your play style. I can casually enjoy the invention system. During my limited playtime I can gather up the influence to put toward an IO.
When they say you don't need IOs to play the game, that tells me something.
The devs don't seem to limited in their definition of casual by time.
EDIT: To clarify I have several toons with multiple purples. Look at my sig. I also don't have much time to play during the week or weekends. I sure as hell would NOT classify myself as casual. You don't want to know how many level 50s I've accumulated over the years. In fact I would say jus tabout every toon I have has some form of heavy set bonuses. It's not hard to make inf in this game. I don't think time has much to do with how casual one is or isn't. -
Quote:This is all that needs to be said.But when I'm getting boomeranged around the game for no reason other than bad game design, I take exception.
Useless travel in empty space will always be terrible game design as far as I'm concerned. It's one of the reasons I DESPISE the shadow shard so much.
EDIT: It's one of the reasons many players played newspapers/radios instead of contact missions, and stick to the AE after issue 14, and why many players liked COV. Useless travel (no matter how fast it is) for just travel sake is idiocy. Other's MMV. -
Quote:Err....I am a casual gamer and have 3 purple sets (5 items each), LOTG global recharge, and overall I sit on a nice 52% recharge boost before Hasten.
If this game was any more casual friendly we would have to change the name to Progress Quest.
I see PVP recepies as the beginning of true power gamer rewards, and hopefully we will see more super top tier rewards come out. If you play more you should get better rewards.
By the dev's definitions over the years, you are not a casual gamer.
EDIT: Specifically the devs has said you don't NEED IOs or the set bonuses that come with them, nor the invention system or the market to enjoy the game casually. People have a warped definition of what is and isn't casual. The only one that matters is the devs. -
[quote=Shadow State;2161255]Actually I'd make more money on the black market that would spring up if such an idiotic suggestion were made real.
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Quote:And people wonder why I call most of the old COH legacy content dreck.these things are, as always, relative.
I consider my 15 minute commute to work short.
I would consider a 15 minute trip in CoH to be a virtual equivalent to the Trail of Tears.
In the context of the game a multi-zone jaunt is a 'long time' however many minutes of real-world time it takes.
Back to my original point, I was running some missions last night, somebody in Bricks, forget the name. After a bit I get a fairly annoying "rescue 8 hostages and find information" on an outdoor map full of rikti. This was on my ar/dev, so the rikti were a pain. Finally finished it.
"Oh, go talk to this gal in Founder's Falls."
Not as wretched as it used to be, since they have a train station now, so whatever.
The entirity of our interaction was "Oh, the next Rikti raid is at this other place- go stop them!"
What was the mission, you wonder?
Rescue 8 hostages and click the glowie on the EXACT SAME outdoor map full of rikti.
Except now it's timed.
That was my cue to log off and let it fail.
Hopefully the remainder of this arc is less irritating.
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Quote:By BaB's basically posting a joke about Casual Players purling out their warshades, I think it's safe to assume that the devs did not intend something ULTRA RARE to be for casual players. I tend to take the devs at what they post and not some lala land fantasy.I like Dev 1. He seems to want to cater to the ENTIRE playerbase, rather than a set minority.
But....But.... Nethergoat's claims are ALWAYS automatically "fact!" He hears it straight word-of-mouth from God and is benevolent enough to share that exclusive information with us! Be thankful!
"The One"
Other's MMV -
I like everything Posi posted. If folks are so damned concerned about leveling too fast between levels 1 and 20, simply turn off xp. Not rocket science.
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Quote:You can only go back the last 10 items (powers or advantage points) in that mysterious game. And every power change except for you most immediate change costs an enormous amount of money in that mysterious game.More ways to plan and test your build without having to consult Mids or the Test Server is a good thing, and it's one of the few nice ideas I've actually heard about that mysterious game.
Currently there are no full respecs in that game. -
[quote=Stormfront_NA;2160246]Quote:At that point they might as well close the market and make a store. The point of the market was a place to put your wares where you can make MORE inf than a vendor. If I can't what incentive do I as a seller have to use the market?You can't change player idiocy. There's no way to convince players en masse to use their tickets for salvage instead of whatever they use it on. Likewise, I don't see how they can stop marketeers from price gouging.
QUOTE]
Actually you can...
All the salvage and recipies have prices that vendors pay for them, usually very low, but is still some sort of benchmark.
Why not have the vendors sell the stuff they buy as well, and say the sell it for four times the price they would pay for it. Thus you could buy any salvage, any recipe from a vendor and know that the top price is fixed.
What does this mean at the market, well price gouging is done with; because if they try to make more than 4 times the value of the item, you just go to the vendor in the street instead.
By using a system as I have proposed, players can still get drops and sell for a reasonable profit at the market, after all by checking at the vendor we know the low and the high value of each item. In fact, the Devs could add a feature at the market that informs you what are the vendor buying and selling prices. Thus making it easy on players to set prices for items.
Hugs
Stormy
I might as well just vendor everything. Or instead of wasting my time simply delete everything I can't use on that toon personally. -
Quote:The fire/kin who was causing the extra aggro, and who caused the deaths, should have been kicked, since you had already told them in regular chat, tells, and CAPS.1. There was no need to give instructions before the tank started acting like a child who was holding his breath until he got his way. After many attempts to politely remind everyone to allow the tank to do his job, I then tried the ALL CAPS method...one...time... in case they were not paying attention to the chat...I was hoping it would stand out. I remained very polite and courteous until the tank started to argue and even then, I was quite fair about it. If anyone was desparate for control, it was the tank and his buddy who really should have just quit and started their own team if it was such a problem.
2. Tells were sent. Ironically, there were no more deaths after the tank stopped playing but we sure could've killed faster if he had kept going like a mature adult. There was no need to behave the way he did at all. He also insulted the other guys on the team by calling them idiots for dying. I have no patience for insults. It could've been some 10 year old kid on the other end of the screen who was trying to learn something...not be insulted and put down.
3. Did that. He got kicked for not being a team player. I received tells from almost everyone in the group asking me to get rid of the guy and I kept holding out as I attempted to be patient and ask the guy to just contribute. In almost 2 years of playing this game, I've never run across anyone that just stopped playing. I am obviously not going to print the entire chat log here but instructions were firm and plain like any other team I've ever been in. You can't always make people do what you want...that's the chance you take teaming/leading in an MMO. The majority of the group did follow the tank. Heaven forbid that one or two people accidentally draw some aggro and die. It happens...get over it.
What kills me is that the guys kept saying that "we could be doing this much quicker if we would use strategy". Ok, I get that and I agree but the thing is that we had one of those magical teams that just slays everything in front of them with little to no effort. It was just a great mix. Therefore, we were already moving VERY quickly. So, his decision is to stop playing and complain...because...THAT will make it go faster? That's the part that I just don't understand. By behaving that way and starting an argument, he succesfully brought the team to a halt.
I'm so sorry for my lack of paragraphs in my initial post...lol...I was upset. I hope this is a bit more to your liking)
Had the one who was causing the extra aggro been kicked there would have been no argument with the tank. It escalated because of the idiot fire/kin. -
Quote:so basically Nethergoat's main point that it is easy to get inf in this game, and most people don't use or need a dual spec, and that AE farming has INCREASED non-purple drops was correct.You got me, dammit. :P
Actually, I think Nethergoat is pretty much correct in his assumptions, regardless of whether or not he prefers to provide actual facts other than his written word... But, flingin' insults at me only encouraged me to antagonize him further...
...sorry. Couldn't help it.
"The One"
gotcha. -
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Quote:Pretty much this. But don't get us wrong BaB, you guys do GREAT work! If I didn't look forward to what you guys come up with each issue, I still wouldn't be subbed.IMO, I think it was because of the relatively sparse amount of content since Issue 12. Issue 12 gave us that excellent zone Cimerora, the Midnight Squad arcs, and the Imperious TF. But since then, the amount of content has been, arguably, sparse.
Issue 13 gave us some additional arcs, helping to fill out Cimerora and the Midnight Squad, but was mostly QoL improvements. Sure, we got Merits and the much-debated PvP changes, but not a lot of story content.
Issue 14 gave us the MA, which was a mixed bag of wonderful player-made arcs and horrible exploitation of MA vulnerabilities. But besides player-made content, no conical story (except the MA tutorials).
Issue 15 was almost completely the Reichsman TF/ SF, with a smattering of QoL changes. One story from two different sides (arguably), but that's it for story content.
That synopsis isn't to take away from the difficulty and hard work in implementing things like the MA, costume change emotes, PvP revamp, Merits, and other systems and QoL improvements, but an MMO needs story to maintain interest, and people are thirsting for more conical content. And now, with Issue 16, we're getting Power Customization... but no story content, again.
Players get their hopes up because, with few exceptions, we've had quite a dry spell of content for quite a few issues. Between Issue 13 and Issue 16 , we'll have had one TF, one SF, and a handful of story arcs - but nothing like we got with the Midnight Squad, Cimerora, or the RWZ before that.
And it's mostly because most of the story bandwidth is being funneled into GR, which users will need to pay for instead of downloading for free as with the Issue updates.
This isn't a criticism or an endorsement - just an observation.
You guys are the most creative dev team in the industry I've seen.
Which is why folks are excited when story content comes out. It sounds like (especially from the hints about Ms. Liberty and Praetoria in the Canon thread) the overall story of COV/COH is defeinetly moving forward in GR.
So that's something to look forward to. -
Best of luck to you!
Here's my advice: If you have a chance to get any materials or books used, do so! No need to get any materials 100% new, especially with the constant rise in text books.
Also if you are getting it used, and are purchasing online, make sure you order far in advance of when you actually need to start doing work from the book or material.
I learned both of these the hard way. -
Quote:Except that you would be watching it if you could do this while waiting for say an AE mission to start, and two folks were deuling right in front of you. Costume contests aren't the same thing as you actively have to go to the zone they are in or step out of the AE and walk over to where they are ususally held to see them. Not quite the same thing.Depends on the implementation. The proposal I made above is structured to address a problem with the extant pvp systems--which is that the best odds for success involve getting your character to 50 (for the max slots), getting all the accolades, and investing a lot of money in IO sets.
A duel function could be aimed at people who are taking a break from leveling and would like to fight someone that was roughly their level, at a similar stage of slotting.
In other words, if they can pvp in my zone why can't I pve in theirs? Personally, I wouldn't be opposed to an observer mode in the zones. You would activate it before entering, you would be phased and unable to read broadcast and enemy messages while in that state. You would be able to observe things, get exploration badges, and accrue time towards pvp badges. To exit observer mode, you'd have to leave the zone again (so no popping in and out as an alternative to phase shift).
I don't think it would be reasonable to include going after things like shivans and nukes. These are potent items and I believe that the devs factored in the idea of pvp when structuring these rewards. It's already a joke, because BB and Warburg are dead zones on most servers anyway.
Nobody would be forcing you to watch people dueling in a zone. Nobody forces you to watch costume contests. Having it visible, while not actually affecting other players, is part of the appeal.
With that said I would no tmind a /duel option if the DEFAULT was to OFF. Meaning you have to turn it ON to even see duel invites.
EDIT: I also would not mind the phase or observer mode. -
Quote:If there were to do this, it'd have to be no debt. The Zombie and Rikti invasions give 0 debt.Sounds interesting.actually exciting.
Defending your home is a perfect motivation to engage in PvP, even for people who normally dont PvP.
If there was also some sort of reward system to it,that would be great.I am thinking more along the lines of high XP for kills, and low(or no) debts for being killed (to not discourage the casual PvPer).
If u log in during the event, a information window would pop up to inform you about the status of the event ( villains won the event and are attacking Paragon/The heroes are arresting villains by the dozens on the Isles). Similar to the Zombie and Rikti invasions.
Sounds like fun to me.
I can also see something like this more for Going Rogue, not for the main game.
Question: How would you balance it for servers that had more than one side, or almost no one on one side? -
NVM
EDIT: from what I've been reading it applies outdoors also. retracted. -
Quote:LOL, Freedom really isn't a great guage of the overall pvp in this game. Prior to i13 it always had the most pop in the pvp zones, due to it ALWAYS having the most players. Many a pvper in the pre-i13 pvp era would often say "lol protector" or this server or that in terms of pvp. In fact the LACK of pvp population is one of the reasons that cross server arenas (and later zones) has been so heavily requested.When the arena went live, it took me a couple days to even try it due to the lag from people joining matches. First couple issues after I4 arena activity was steady and you had people going to test for things like cross server battles, regularly scheduled arena nights, and eventually the pvp sg ladder.
When zones were introduced there was pretty steady action up until i13. A regular night in Siren's or RV on Freedom might have had 50-60 people fighting in one zone. Now Freedom is more like Protector in its heyday. Generally, new pvp features resulted in a spike of interest followed by a slow decline resulting from nerfs or slow pace of development.
That might be a realistic outlook, but it's not constructive criticism for a suggestion. If everyone had perfect faith in the planning of the dev team, there'd be no point in having this forum to begin with. If something is never gonna happen, there's no point in railing against it and choking the discussion because it poses no threat.
It's more constructive to imagine a way that the idea would be good under ideal circumstances, then try to adapt it towards the actual circumstances of this game. Maybe the idea would fail at that point. Maybe it would spur another idea that would work. There's no harm in speculation.
So no again, there most definetly MORE folks (waaaay more on some servers) using the pve zones than the pvp zones.
My point was that the devs have had years to improve pvp. The haven't. It's telling that many pvp players say they'd rather go back to i12 pvp than continue with i13 pvp. For whatever reason the devs just don't grasp pvp. Anything they do to add to it, I'm all for. Just like I'm all for more options for base builders, badgers, even farmers (see issue 16). However, in the case of pvp, I just don't have faith that they'll do it all that well. If they can't get the basics down, it doesn't give me a lot of faith that they can do more advanced options that other games have.
OFCOURSE they should continue to improve pvp. BUT they need to get the hell away from this idea that they need to be looking for this all NEW zOMG large pvp audience to spring up in this game. It's not going to happen. There has been TOO much time and bad blood regarding the way pvp is implmented that I don't think anything they do at this time can increase it's audience. We can agree to disagree on this but after 5+ years and numerous attempts I'm not holding my breath. I'll be glad to be proven wrong if it happens after GR is out.
To be honest with you I'm not against a pvp duel option, provided that the DEFAULT for it it OFF. Meaning, you need to TURN IT ON to even see duel requests.
However, my overall point of saying discussing this now is pointless is because the devs ARE NOT going to revert back to i12 pvp. Let me ask two questions based on what I've read in this thread.
1. Assuming the devs keep on with ZONE pvp in it's current format (that's an assumption I 100% stand by based on various dev comments), would a /duel option be really that loved? Think before you answer this and keep in mind I haven't seen one of the old pvp group that says that current i13 pvp is fun.
2. If there were an option to do the pve stuff in the pvp zones without having to do pvp (a toggle that you could turn on that made you immune) would that be alright? That is you can get shivans, nukes, etc., without ever having to pvp in the pvp in the pvp zones, would that be okay for the devs to implement?
3. For anti duel crowd, if /duel (assuming option 1 is in) took both directly to a nearby ARENA would that be okay?
Some might see where I'm going with this.
I await the pro pvp anit pvp in pve zones crowd's answers.
EDIT: Those so vehemently against it are so (at least from what I comprehend in this thread) because they don't even want to SEE it AT ALL while they pve. They LIKE that they can go to another zone and do pvp and see it when they want to.
I agree that a duel option that takes you and duelee (is that a word? :-P) directly to the arena would be good. added that in above.