Aura_Familia

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  1. Quote:
    Originally Posted by Agent White View Post
    Not missed at all now go poke Dr Aeon about it
    thanks for the write up!
  2. Quote:
    Originally Posted by EvilGeko View Post
    I'd pay it, but I'd think it was a crappy thing for them to charge for.
    I agree with the evil lizard.
  3. Quote:
    Originally Posted by Golden Girl View Post
    Removing rooting would solve that problem
    bwahahahahhahhahahahahahhahah!

    sure. lol
  4. Quote:
    Originally Posted by Scythus View Post
    I've soloed EBs with Purple Triangles on dominators, still didn't notice the triangles, so pardon me while I play you the world's smallest violin.
    What I'm getting is that since there are players like Bella, the devs are going to err on THAT side of the casual vs hardcore player divide.

    You or I (PTOD also don't matter to me on my control toons) being more hardcore is irrelevant.

    /shrug.
  5. Quote:
    Originally Posted by UberGuy View Post
    Well, not only that, but we actually did have trials already, and they aren't really like the iTrials in difficulty except in having overall time limits. Even granting that some have special team-focused division-of-labor tasks, like the Sewer Trial, they still aren't equipped with things like foes hardcoded to be level 54 (before level shifts).

    I mean, for goodness' sake, the hero respecs are trials.
    Yes but they aren't INCARNATE trials. *insert shiney glowy sound here*

    Yeah I agree with you that the devs gots some splaining to do.

    EDIT: As a general point this game has ALWAYS had different AVs and EBs with different levels of power, even in the same class. One EB can be weaker or stronger than the same type of EB. I don't think difficulties issues related to that are limited to Incarnate content.
  6. Quote:
    Originally Posted by Pebblebrook View Post
    I realize that and i still say it's about the game as a whole.

    CoH issue 0 may have many missing features, but it also didn't have as large a debt in developing it without those features. So it might still be viable if it gets enough people to like what it does have which other games don't.

    [edit] Also, if CoX launched today and NCSoft's publishing director goes through with his statement in GDC, CoX would be designed as F2P from the start so that would also have an influence in its viability.

    Though it could possibly get more people though if it had those features. So it's a good thing for the other game that it does for the big ones. People may differ on how well it was implemented but again, need hindsight to see the full impact of their decisions.

    If you had a large initial cost and missing those features, then yes probably you won't get as many customers to buy in long enough for you to pay back that debt. But that might not be much of a problem over there if what they've been saying at their investore calls holds up which from recent news may do that.
    Fair enough.
  7. Quote:
    Originally Posted by Pebblebrook View Post
    Not sure there's a way to determine that, though CoX still does fill a void with its robust character customizations so it might still find its niche. As i said, it might come down to what the game as a whole have. That other game, though many features is similar to other mmos, has something the others don't.

    And i must say, it's one thing to read text about your dastardly deeds...it's another to hear your enemies scream as you watch them get ejected into space when you chose to open the airlock.

    Scary how much i enjoy that though.
    Keep in mind we are not talking about a COH from issue 0 launching back in the early 2000s when there are that many other mmos. We're talking about in this current market. COH from issue 0 was lacking many things that modern mmos have out of the gate now. That is no inventions, no end game/incarnate content, no newspaper missions, no villain class, a lack of of many zones, lack of pvp, bases, etc, etc.
  8. Quote:
    Originally Posted by Pebblebrook View Post
    Unfortunately that is the sad truth in the current mmospace. Actually even single player games really can be affected by that state of mind.

    But it is debatable as to what is core and what is QoL. But even if it is missing some core features, it could still come down to the whole game or the playerbase as a whole to see if it's a game breaker or not.

    I don't know the percentage of players on either side, i just know that the missing ones did not sour the game for me.

    But as you say...mileage may vary. Just have to use hindsight in these cases. But for contrast...when CoH launched without pvp, market, loot team/player search and the like which other mmos had at the time, it too was considered missing features. But that didn't matter to me since i liked what the game did have.
    True. But it's been said that if COH launched now as it was back in issue 0 it wouldn't last 6 months before it was shut down.
  9. Quote:
    Originally Posted by Dr. Aeon View Post
    2) Little to no impact on the art team or powers team. The goal here is to come up with ideas that are easily applicable to several scenarios.
    Although I completely get why you say this, it makes making some suggestions highly difficult if said things don't exist in game already . . . which if we are talking about not just turning on the AV button, most of what folks might suggest (that is things that will probably require new powers and/or art), DOESN'T exist in game already.

    Just saying.
  10. Quote:
    Originally Posted by Armath View Post
    QFT, and since devs said themselves that DA was designed and intended to be that way, i don't get it why they are still beating a dead horse...

    There is so much content to cater to your likings, why wouldn't you let something different slip under the carpet just for a change? Why are you so intoxicated with the notion that everything has to revolve around your playstyle?
    Amazingly this was the argument used against those who wanted solo and small teams content during the time that we were getting incarnate content for large teams.

    I would say insert a troll face image here, but that would be too easy.

  11. Quote:
    Originally Posted by UberGuy View Post

    So on a difficulty scale of 1-10, I have a choice between 1 and 11.

    I now question the validity of everything that has been used to defend all the exceptional challenge mechanics included in the iTrials. If Dark Astoria is aimed at being gentle on soloists, how is exceptional difficulty (by CoH standards) justified on iTrials?
    Because they are trials.

    yeah it was stupid answer when folks claiming that Keyes and the rest shouldn't be reduced in difficulty to promote more team play then and it's stupid answer now.

  12. Quote:
    Originally Posted by Pebblebrook View Post
    Heh, that's why i said it makes sense in this game for quick travel...though at one point before they "encouraged" door missions, the persistent zones were more relevant. But that hasn't really been the case in a very long time.

    Like i also said in that post you quoted. It depends on how the rest of the game is. It's not a straighforward "it takes x minutes too many so it must be bad" situation.

    The communication i did agree with you and i they may have something in the next patch...but not sure...i couldn't place full attention at the summit stream since i was at work and they didn't show everything in it anyway.
    As I explained my comments are more about mmos in general and not specific to just that mmo. In my mind there are just some things you need to get right out the game, especially in a market where potential players have literally now hundreds of other mmos they can play.

    The market is not that great for a new mmo starting out. So basic things that want to make folks want to keep player and not get frustrated are things that mmo developers need to be cognizant of. I'd say those type of things need to come FIRST before other bells and whistles.

    Everyone's mileage may vary.
  13. Quote:
    Originally Posted by Angelxman81 View Post
    /Signed.
    Use the Incarnate vendors in Ouroboros same way we do it with Empyrean>Threads into email.
    Send Catalyst to our email so any other character can claim it.
    /signed x 1000.
  14. Quote:
    Originally Posted by Darth_Khasei View Post
    TBH, this is where the devs keep shooting themselves in the foot regarding QOL stuff. Considering the code restrictions they had no business making that salvage. That should have been like an SO enhancement drop except marked as attuned like the ATO's.

    I find it somewhat astonishing that all those smart people on the dev team have such little foresight when it comes to this kind of thing. Whatever...
    I have to agree here. I find that explanation from the Ustream to be lame as hell.

    sorry.
  15. Quote:
    Originally Posted by Darth_Khasei View Post
    3. They withhold releasing things ready to be released for Tuesday market day.

    That is what people are not pleased with the most it appears.
    I'm . . . surprised folks aren't used to this. I kind of expected that that was the way of things ever since they announced a free to play hybrid model. Nearly EVERY such mmo with such a model does exactly that.
  16. Quote:
    Originally Posted by Pebblebrook View Post
    Maybe this is one of those "depends on the person" situation but i am not seeing the enormous burden of meeting up with teammates in that game.

    When i wind down from a game session, i have a habit of teleporting to the fleet (for personal reasons since i have crafting alts parked there) so that's always been my starting point which means the next game session i have to travel to meet up or continue where i last left off if soloing and so far i haven't had too much difficulty with that.

    I can quick travel teleport if i unlocked the appropriate portal and the speeder helps the rest of the way. Avoiding aggro is a bit more of a challenge only because on some spots there are just too many close together and no alternative routes, though unless it's a cave, that situation is few once you learn the map layout.

    Aggroing melee mobs is not much of a problem in a speeder since you have to get damaged before it detoggles. The ranged mobs are tricky to break line of sight before they fire but i've done that enough times to know it's possible. And even without a speeder or it detoggled, if you have enough room to run and can survive long enough, it's still possible to outrun them till you break aggro and they run back, but that is more challenging.

    While learning aggro avoidance i did notice something about how they handle aggro over there but haven't fully tested it. Unlike here, very grey mobs over there does still aggro but their aggro range decreases depending on the level disparity between you and the mob (or zone...not sure.) If the mob is lower than you...you have more leeway to avoid them and if they are very low from you, you'll have to practically bump into them before they aggro. The reverse seems to be true...if you are very low compared to the mob/zone, they'll see you from a mile away. So with those in mind, i take appropriate actions.

    Is travel in CoX faster than other mmos? Yes in many cases. But that doesn't necessarily mean it's bad...just depends on how the rest of the game is. I mentioned before, there are things you can do while waiting (crew skills) or even while traveling...i've done that while autorunning on speeder many times.

    With the following sentiment i may be in the minority among the CoX players but having fast travel does have a negative side. I've mentioned upthread that the persistent zones that the devs have put lots of work on eventually becomes a burden, a hurdle to avoid.

    I guess it makes sense to have quick travel here because there's not much else to distract you from traveling.

    I would agree on better communication but i think that's being worked on right now or can be added at some point.
    For some games sure. For COX, exactly what is in the zone that really contributes to game play? It's not as if the spawns are all unique, they are mostly cookie cutter of each other.

    My overall point is that the harder you make it for folks to put teams together (and that includes communication) the more it feels like they are isolated. The first genre competitor to this game nearly closed down because teaming over there was like pulling teeth. And the players let them know so loudly on the forums.

    Travel isn't the only portion of making it easy to get together to run missions.

    Things like pvp crafting raids to me are all bells and whistles. If you core game is a pain to play why on earth would I want to stick around for the rest.

    My comments by the way are about modern mmos in general and and what I expect as the BASICS for any mmo launching today (and not in 2001 or 1991).

    As you said "it's different for each person," but if I'm spending a significant amount of time trying to mess around with ill thought out systems that make actually grouping up or communicating with others (see this game's second competitor's horrible chat box for instance) then I might as well just solo. Or not play an mmo at all.

    EDIT: let me put it another way: I'll put up with a game's UI getting in the way only for so long. There have been so many examples of good mmo UI that it makes me question what a dev team was thinking when they get something THAT BASIC wrong.
  17. Quote:
    Originally Posted by Gangrel_EU View Post
    So, what basics would you assume should be included in ALL MMO's, and why should they be included.

    Does this include stuff that, if it were included, would break the "lore" of the game world just for convenience sake of the players ie team up teleporter/Mission TP for example...

    I am interested by this, because there are *some* things that i feel that CoX gets horribly wrong (level capped contacts which then results in the "broken" TF style Oroborus flashback system)... and yet, would this be included as an "essential" part of an MMO?

    Most other MMO's tend to just have a minimum level requirement for a mission giver, i cannot think of ONE that has a "maximum" level requirement on top of the minimum.

    The Mission TP is a *great* boon for CoX, especially for TF's that run across several zones... it is even better when used in conjunction with "Assemble the team", but are these actually *essential* for a game?

    Because to be honest, without them, the game is *fine*... they are just a QoL bought convenience.
    You don't need a mission tp system. Many mmos have a que system for missions that work well. Just cause it's one of the things this game DOESN'T do well doesn't mean that ques like that don't work.

    It's essential that you make it easy to team. (including making it easy to communicate with team members) That it is all. However the mmo chooses to do that is irrelevant.

    I'm NOT talking about crafting pvp or raids.

    Being able to easily group and run missions is not something that is or should be rocket science.
  18. BWHAHAHHAHAHAHAHHAHAHAHHA.

    NO.

    Thanks for giving me another reason not to spend any money this week in the paragon market.

    10% pfffft.
  19. Quote:
    Originally Posted by InfamousBrad View Post
    Am I the only one who likes King's Row the way it is?

    OK, that's not entirely true. Given my druthers, I would make two changes to it, both of them relatively trivial. I would rewrite the contacts' missions into actual story arcs. And I would replace one of the construction sites with the Cyrus Thompson Community Center from the end of Top Cow comic #6. But other than that? Leave it alone! Go make Steel Canyon less gang-infested, go push the Rikti into the alleys off Founder's Falls, go wrap up the story of Perez Park, give Boomtown at least some blue FEMA tarps, but leave King's Row (mostly) the way it is!

    And I'll tell you why: ever since issue 4, stepping off the tram into King's Row is the first minute I feel like I'm actually needed. The people of King's Row need heroes, because, even with Blue Steel standing there, even with Paragon PD headquarters in the zone, it is obvious just walking through it: ever since Statesman bankrupted the King Garment Works for their Family ties, King's Row is the neighborhood that everybody else left behind, that nobody cares about.

    When you step into King's Row for the first time, you may be only a level 5 hero, but these people don't even have that much.

    When you step into King's Row for the first time, you may not know anything about the Circle of Thorns and the war of the gods, and you may not know anything about which of the city's many villain groups and corporations are Nemesis plots. But those are two of the main long-running story lines (the other two being Arachnos and the Fifth Column/Council conspiracy), and the clues that break both start with gang and street-crime crackdowns in King's Row. When you're level 5, you're so far back in the storyline that none of your contacts know anything; the time you spent street-sweeping in KR is why, thanks to you, your later contacts know enough to help you crack the conspiracies.

    I love King's Row. Update the story tech, fill in the one missing building, but please, leave the rest of it the way it is!
    I'd say they need to revamp all of the story lines period. The zone they can leave alone if they like.
  20. Quote:
    Originally Posted by SuperOz View Post

    Edit: I did want to say I agree with EvilGeko's post in that I think there's a lot of expectations for all the bells and whistles to be on a new game at launch, which I find highly ironic given how little this game started out with and now people have a wealth of riches thanks to seven years of fixes. It's an unfair comparison given the other game is just over two months' old...


    S.
    See I don't see being able to easily meet up with your team mates as bells and whistles. I see that as a BASIC for MODERN any mmo. This isn't 1991 when the genre was just starting out. Evil mentions that COH didn't have this or that when it was issue 0. Well sorry to say but we've had a number of MMO launches since then.

    Basics like easy of communication and travel to YOUR TEAM MATES (not necessarily ease of travel everywhere) need to be standard for an mmo that's trying to encourage folks to team more. . . . or at all.

    There are some things which I expect as BASICS now in mmos, because developers have had literally years to see how other mmos do it. I cut them even less slack because of the development house that they are.

    EDIT: Also not being able to help your buddies who may have started after you did is Guild killer. Such an idea does NOT make it easy for folks to recruit their gaming buddies into their mmo.
  21. Quote:
    Originally Posted by GuyPerfect View Post
    Staff Fighting is not until April. We will continue to reiterate this until it penetrates all the way to the grey matter.
    I lol'd.
  22. Quote:
    Originally Posted by Golden Girl View Post
    It doesn't always have to be Trials - like so far, Hero 1's story has been told with a TF, and 2 normal mission arcs - while the Clockwork King only appears in 2 TFs at the moment.
    The devs just pick the mission type and mission tech that they think will be the best way of communicating the story they want to tell to the players - like the way they chose to explore pre-war Praetorian Earth with solo and standard 1-8 story arcs, then switched to TFs and 8-24 Trials to show the massive threat of the now Well-empowered loyalists.
    Tell that to the devs. MOST of the Incarnate story has been stuck behind the trials.
  23. Aura_Familia

    Ha. What a joke.

    Quote:
    Originally Posted by Tenzhi View Post
    I've never had a ton of fun in this game. There's been fun, mind you, just not in the ton range. And level 16 is certainly not where the bulk of that fun has been.
    This. level 16 is the training wheels age. I find the early levels to be terribly boring.
  24. Quote:
    Originally Posted by Arcanaville View Post
    Actually, the devs design cones and AoEs in degrees, and the design tools convert this to radians because screw degrees. So the implemented formula in the design tools probably uses radians, but the formula the devs would know "on paper" is in degrees.
    The more I hear things like this the more it sounds like those design tools . . . are an epic amount of fun to work with.

    /sarcasm.


  25. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I thought the exact same thing. I don't know if it's just me but Issue 22 has really taken the cake for showing just how little the writing team cares.
    Okay that is a BIT harsh.

    I think typos are a bit . . . bad, but I wouldn't go that far.