Aura_Familia

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  1. Aura_Familia

    Lfg 4 dib, wtf?

    Quote:
    Originally Posted by Bubbawheat View Post
    I remember seeing a patch note a while back, possibly in the beta boards, saying that the average wait time no longer counts 0 wait times into the average. But then, I imagine that didn't exactly work correctly. Also, you have to remember that it also does not count people that wait in the queue for over an hour and then leave the queue. It only counts people that wait to get into the queue and eventually get in.
  2. Aura_Familia

    Who Killed PvP?

    Quote:
    Originally Posted by Garielle View Post
    Like you Chad, I too once believed that CoH was not originally designed with PvP in mind, but there is evidence that it was. This video is a very early video of the game. I believe the voice you hear is, in fact, Jack as he mentions that the "patriotic hero" (Statesman) is him in-game. During the video he discusses the arena, tournaments, etc.

    It sounds like, though could be wrong, this was when Cryptic was shopping the game to NC Soft. It's an interesting watch and shows just how much of the original concept was changed before the game was even launched. For example, combat is much faster paced, with enemies constantly running at you from various directions.

    Take a look.

    I am no fan of Jack, but if this is him speaking in the video, I think we can dispel the rumor that he was opposed to PvP from the start.
    The complaint isn't that he was opposed to pvp from the start. The complaint is that they didn't know what they were doing when they implemented pvp and didn't plan it out well at all. It was a rush job.

    This was obvious when the arenas came out. No one on the team at the time had a plan for pvp, which eventually lead to i13 pvp, and . . . the rest is history.
  3. Quote:
    Originally Posted by Arcanaville View Post
    I would have it do different things for different primaries, based on their theme.

    Whatever it is, it should have some amount of soft-control or actual control. Because movement slow alone wouldn't prevent chain mez. One of the things shooting while mezzed should allow a blaster to do is at least attempt to prevent more mezzes from landing. That requires interfering with the enemy's ability to either shoot at you or affect you (i.e. prevent attacks from firing, or debuffing either tohit or effect strength to prevent attacks from landing or dealing their normal effect).
    I think you just won the thread, and the solution.
  4. Quote:
    Originally Posted by Shubbie View Post
    Wasnt just a seperate problem that showed up last night, needed to rant.
    That's NOT new or a problem. For trials with +enemies its 100% completely reasonable for trial leaders to ask for +leveled players.

    I see NOTHING wrong with that.

    I also play on 6 different servers and have not seen the AT exclusion you claim.

    I've seen more exclusion based on level shift. Which again, there is nothing wrong with that with a trial that's +7 to an ordinary 50.

    Give it a week or so and folks will be back to doing bafs/lams again after the shiney wears off.

    Relax.
  5. Quote:
    Originally Posted by SlickRiptide View Post
    We've never been told what the point of the rule is. Presumably it was handed down from NCSoft Legal or as policy from the big corporate wigs in Korea. As Sam has intimated, there was a time when the mods were quite lenient, then one day they weren't any more. That coincided with the game devs pulling back and hardly posting any more, compared to how they had been very open and involved with the players prior to whetever "event" it was that brought down the proverbial curtain.

    Technically speaking, simply not mentioning a game's name is not enough to keep you safe, speaking from experience. The most draconian mods follow the rule to the letter - no discussion at all about any game whatsoever. I've even been modded in the past for talking about NCSoft's other games.

    As for Arcana, I don't know how often she gets modded but I know that she does get modded as draconically as anyone else. If this thread has survived this long it might mean that our new Assistant Community Manager just hasn't caught on yet to how hard he's supposed to be wielding the Ban Hammer. Heh.

    I'd rather think that it means that they're loosening up a bit, but I suppose that we'll see.



    That pretty much sums up my views on the subject of banning game industry discussion.
    You could very well be right. We'll know in a few hours.
  6. Quote:
    Originally Posted by Forbin_Project View Post
    /tangent

    Ooh Shivans. Now there's a temp power I would buy on the Paragon Market. I loathe stepping into PvP zones for any reason.
    WTB Warbug Nukes.
  7. Aura_Familia

    Lfg 4 dib, wtf?

    Quote:
    Originally Posted by Forbin_Project View Post
    That's a shame cuz we love it when you talk dirty.
  8. Quote:
    Originally Posted by Ukaserex View Post
    I think Tony has brought forward some things to ponder in an eloquent matter. Others have also made some solid points.

    I think that our player base is a broad spectrum, a diverse group. Different ages, different socio-economic factors, etc.
    The only way I think to assess how people will react to any given change is to look at similar changes in the past and see how things went.
    Let's take a look at the iTrials. When BAF, Lambda and Keyes came out, I think it's safe to say that most preferred to do BAF. Why? For me, it's because it was fairly straightforward. There weren't many hoops to jump through to get the reward, unlike keyes - which initially, was an exercise in jumping around avoiding green death rays and a lot of repetition.

    With a diverse playerbase that includes 6 year olds playing on their father's right side and single mothers that have asserted control over the account because their child has out grown the game, or no longer finds it fun for some reason and unemployed people who have a lot more free time than they'd like, answering the question is going to be different.

    I'm thrilled for the solo path, because when I'm sort of tired and grumpy, I don't have to herd the cats. What an appropriate description that is sometimes! On my server, it would seem if I want to do an iTrial, or team,
    I have to look through the global list and see who's solo and would like to come along. Invariable this will be 1 to 4, leaving me with having to fill the rest.
    Because zone story arcs and tip missions don't have any greater significant reward at the end when teamed as opposed to solo, there is nothing that motivates me to put up with the recruiting delay.

    And its more than just a recruiting delay -there's an incredible amount of "wife aggro", "baby aggro", "gotta put the kid to bed", "roommate tried to commit suicide", etc. On some teams, a teammate sitting out for a minute is not that big of a deal. Other times, because of bad team composition, a tank can make a bad team pretty good. Sadly, not much can be done about recruiting delay, except maybe have the contact assemble all members of the team to the first mission door, but nifty as that would be, it doesn't solve the problem.

    We have met the enemy, and the enemy is us. There is no greater obstacle to teaming in this game than the player. We each have our goals for our characters. If there's "nothing in it" for our character to make us "feel" like teaming at that time, then there's not gonna be any teaming at that time.
    For most (definitely not all players) forced teaming would be like summer camp. You wouldn't want to go, but once you got there and got in a routine and made some friends, you'd have some fun. Probably more fun than if you stayed home. (solo) However, there are always a few who are mal-adapted and just can't team up. Bad/old computers, physical maladies which inhibit game play in the typical manner, mental deficiencies, etc. are all reasons for some people not teaming. If it were forced, those people would likely become frustrated and quit.
    Just for many of the reasons you listed I'm glad that Issue 22 came out and that teaming still really isn't forced in this game . . . meaning you don't need to team to get the best loot . . . to a degree.

    This will be even more true if/when you can get emps in some determined way (read not fast, but determined) via DARK ASTORIA and whatever small teams/solo Incarnate zone they come up with next.
  9. Quote:
    Originally Posted by xyzor View Post
    but i don't like the sound the stick makes when it hits the kitten! It should be more of a swoooosh...thwack, than a whooosh-smack...

    :d:d:d:d:d:d:d

    LOL
  10. Aura_Familia

    Lfg 4 dib, wtf?

    Quote:
    Originally Posted by ogi View Post
    locked leagues/teams or leagues/teams above the minimum size to start the trial should either not be counted in the timer or should have their own timer separate from the actual pug timer.
    ding ding ding!

  11. Aura_Familia

    Lfg 4 dib, wtf?

    Quote:
    Originally Posted by Doctor Roswell View Post
    I ran into this last night:

    Now, the average wait time for every single trial being exactly the same, while possible, is ludicrously unlikely, especially given that one of these is the brand-new shiny one that everyone's running right now.

    But the average wait time for the first available trial actually being longer than every single one of those individual wait times is flat-out mathematically impossible. Does someone want to take another crack at explaining how these times are supposedly accurate?

    (My guess? 6 minutes is an accurate figure, "5 minutes" is what the system spits out when it doesn't have a clue.)
    The LFG Queue system (STILL) needs work. I'll be polite and leave it at that.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    I have a big problem with "MMO Basics," actually. A while ago, I saw an up-and-coming MMO marketed, more or less, as "has crafting, gear, market, PvP." Um, what game is that? "Doesn't matter. It has crafting, gear, market, PvP. It's an MMO. What else matters?" This, to me, is anathema, and is probably the most prominent source of the creative bankruptcy of the modern MMO scene. You have essentially two types of MMOs. You have WoW, and you have dozens of MMOs trying to be WoW. And that makes for a hideously boring, uninspired gaming environment.

    I cannot tell you how sick I am whenever I see a new MMO coming out with the same god damn interface that WoW had back in 2005. I see a Warhammer 40 000 game advertised, but it has a WoW three-branch skill tree. I see a Warhammer Vanilla game advertised and it looks exactly like WoW. I see a gang-based game, a space shooer, an ancient Chinese games, and they're all remakes of the same one game, which itself is a remake of about half a dozen others, just done with more money.

    When City of Heroes first came out, it had no loot, it had no raids, it didn't have dozens of currencies and so forth. And many of us were here because of it. Because we didn't want a game that's about these things. Because we didn't want the one and only one type of other MMO on the market. That's why I'm so leery of accepting "MMO basics" any more, because the kind of MMO basics that are usually accepted are exactly the things I hate. Raids are an MMO basic, and I hate the very concept of them. Loot is an MMO basic, and I never wanted any of it. Crafting is an MMO basic and I felt City of Heroes was better without it. Time sinks, death penalties, gear decay, money sinks and so forth are MMO basics, but I don't want any of them.

    I get that certain conveniences are to be expected and their lack expected to be a problem. But the LAST thing I want to do is hold an MMO developer to some kind of colouring book MMO template, because I've seen all the template-made MMOs out there, and I'm not impressed.
    I . . . don't consider any of the things you listed as basics. Crafting maybe, and most certainly not pvp. (yes I know contrary to public opinion again, I don't give a Pancake. ).

    When i say basics I mean the following:

    1. making it easy to form a team when you want to. This games main competitors used to be terrible at this! One of them has gotten better, the older one is still god damn horrendous at trying to form a team and have everyone doing the same missions . . . which by the way is a problem with the 800 lb gorilla also, which they copied.

    2. making it easy to communicate. The chat box that I mainly use to form said teams should not make me pull my hair out, have to do jujitsu on my keyboard, or chant an incantation for it to allow me to easily talk to other players. i should be able to click a name and reply, not type in an un-intuitive keystroke to get it done. The other two games have fixed this a bit, but their chat boxes are still god awful one compared to this game's.

    3. make it easy to get the team together to go to the place where the team content is (open world or not). If I have to travel for 10 to 30 minutes (or more for some mmos, including the 800 lber if there is no one on team who can teleport you--which is more often in that game since teleport is EXTREMELY class specific in that game) then I'm not going to bother. I'll just bow out and say "sorry my sg is calling" or "my house is on fire" and keep on soloing.

    That's pretty much it when I say the basics. Everything else should be based on the creative faculties of the game dev and the world they are in.

    If the three things that define an mmo from a single player game are so difficult that it makes you smash your head against the keyboard, the mmo team (no matter how young or old or experienced with single player games or mmos they are) has failed. Full stop.

    That nonsense has driven me FAR away from many an mmo in the past 5 years . . . right back to HERE, where they get each of those basic features RIGHT.

    If a game launches with one of those things missing, okay. I can wait, if it launches with more than one . . . I have to question what in the hell your dev team was thinking in the first place. And I may or may not wait patiently, but if it makes 80% of your game painful for teaming, yeah screw you, I'll go back to the game that gets it right: City of Heroes.

    EDIT: Contrary to popular belief not every game needs crafting or pvp or raiding as endgame (I find that last one as archaic idiocy that needs to die in fire--raiding as endgame is the most non-creative thing I see most mmos copy. They need to ******* stop.)

    Those are NOT basics (IMO). If it's tacked on "just because every mmo must have it" and it ends up sucking then your team has failed in that aspect. Do it innovatively and well or don't do it at all.
  13. I think a lot of folks aren't cutting that other game a lot of slack because of who it's made by.

    They aren't some new kid around the block, even if they are new to mmos.

    And more importantly their (relatively) new overlords ARE sure as hell NOT new to mmos. Important things like being able to form teams easily or communicate easily are not things players are willing to cut new game slack on, becuase this is NOT the first time at the rodeo. There are so many mmos that have come out in just the past year (lets not even talk about the past 5 years) that the BASICs are things people expect to be there at LAUNCH. If they aren't you're (the developers/publishers) going to hear about it. Loudly. Doesn't matter whatever reason those basics aren't there. They are expected to be their for one reason: cause they're the mmo basics!

    With that said I personally am willing to cut them SOME slack. But not much and not for long, with how much that game reportedly cost to make and how large their staff was.

    With that said for the hour or so I played it on a friend's comp that game was fun, and certainly did not feel like a solo affair. Did I NEED to team? NO, did I enjoy it: sure. Was it better than the FIRST game based on that IP. HELLS YES. Would I quit this game for it. No. Would I sub to it. No. It was fun but it sure as hell didn't blow my mind enough to compete with THIS game or other more recent mmos I've played. (yes I know that's not the majority opinion, but when have I ever cared about what the majority of mmo/video game fans care about.)

    I don't think more opportunities for "forced teams" (notice the quotes) are what mmos need. I think more reasons to want to do so cause it is fun and EASY TO FORM A TEAM and GET TO YOUR TEAM, are key.
  14. Quote:
    Originally Posted by DreadShinobi View Post
    Even if they are going to add more ATOs, they should still be account bound.
    Agreed. I don't think that part should change.
  15. Quote:
    Originally Posted by Johnny_Butane View Post
    Which is valid. The devs said in a Ustream that more ATO sets would come out some day and they were learning towards not having them be exclusive with the existing sets, so you could have multiple ATO sets slotted.

    But until then, being able to convert Catalysts into Enhancement Converters, Reward Merits or Empyrean Merits or something would still be welcome.


    .
    /signed to the bolded part. Honestly ALL the current "currencies" need to be more easily converted into more other types. Well maybe not easily, but at least make it possible.
  16. And THIS is reason number 1323212121121 to 10th power, of why this game is STILL AWESOME after 7+ years.

    Gratz!

  17. Aura_Familia

    Lfg 4 dib, wtf?

    Quote:
    Originally Posted by Biowraith View Post
    Just have it temporarily append "(Impostor)" to one of their names, chosen at random.
    Now THIS would be HILARIOUS! LOL
  18. Aura_Familia

    Lfg 4 dib, wtf?

    Quote:
    Originally Posted by Golden Girl View Post
    It really should be cross-server, to get the most out of the system.
    Letting people enter from missions maps is a good first step, but it still needs more to make it work properly.
    /SIGNED so hard my hand hurts.
  19. Quote:
    Originally Posted by Agent White View Post
    Have played into the story arc a fair bit more. I really really like all the arcs so far, they're varied, they tie together with so many different ongoing threads (Reichsman, Cimerora, The Praetorian invasion) It's a real pleasure seeing the story advancing at such a steady clip and with so many different pots stirring together. This is something you can't really do in a trial since they're so singularly focused, whereas here with the arcs you can add nuance and detail and some decent exposition.

    I do have a couple nitpicks though. First and foremost, it's really lazy to keep saying 'a supergroup'. A supergroup went into Dark Astoria, no one knows what happened to the supergroup, oh the supergroup was all killed. Who was the supergroup? They had a name. Just saying 'supergroup' is the equivalent of saying "placeholder name" because no one would repeatedly say that. They'd be something like "The Lost Falcons" or "The Shining Stars" etc. obviously you don't really want to kill off any established characters with it, but I really just wanted to hear a name, or even SEE someone from the supergroup getting offed. instead it's just causally referred to then just as casually dropped, serving no real purpose except "mot and his forces were able to drop a whole supergroup".

    Second, I'm pretty tired of the 'Of Vengeance' groups now. They're a pretty one trick pony that don't really run on any kind of worthwhile logic. I mean for Dark Astoria it's fine, but I'd like this to be about one of the last times we see anything 'of Vengeance'. Talons, Knives, Carnival, etc. It's the same trick played in both First Ward and Dark Astoria. They're not that interesting, they're not that unique, they don't really make enough sense. They just feel like a filler bad guy that can fit into places that it wouldn't make sense to use some of the other groups. And they have absolutely no depth whatsoever, they're pretty much just a big evil force 'just because'. And we 'decimated' them how many times over DA's arc? I think about 3 altogether, which was just 2 too many for a group that has no actual characters. They don't have personality, they're simply cardboard cut outs.

    Lesse, other I22 stuff. I played around with my 35 plant/Fire dominator. The changes to the giant fly trap are -extremely- noticeable. He's still a bit flimsy, but nothing near what he was. Just wandering from spawn to spawn I'd usually see him take a few hits and hang around half health most of the mission unless there was a prolonged break, like a glowy hunt or something. Running around doing RWZ arcs he seemed to hang around a lot longer, had to resummon him once the whole play session, rather than mission to mission as I was doing before. The regen is -extremely- noticeable now, you can see his health just jumping up and he's topped up pretty quick.

    Oh and the DA repeatables, I just have to say again what a joke 2 threads is for a 20 hour cooldown reward. I think I've taken it just once, the rest of the time I've been nabbing the reward merits and super inspirations, which have no cool down. Really can't wait for them to up this to something half worthwhile.
    Soooo agreed on the bolded.
  20. Quote:
    Originally Posted by UberGuy View Post
    That's your opinion of what a "game for us to play" should be, and I dare say, its an unusual one at best. There are quite a few people on this forum who take exception to story telling that limits their own characters by assuming their motives, goals, origin of power or personality. However, I don't think I have ever before seen anyone denounce the devs for telling a story at all.

    I would not want to play the game you want to play nearly as much.
    With that said I would not mind if I could skip cut scenes I've seen for the 1122122th time.

    But yeah a game completely devoid of story isn't really one.
  21. Quote:
    Originally Posted by Golden Girl View Post
    Personal story missions in the 1-20 GR content would have been epic.
    Actually they would have been silly.

    I play the game to play my hero not someone else's.

    Thankfully there are not many instances where they occur, so I won't complain about the ones in DA.
  22. Quote:
    Originally Posted by SuperOz View Post

    The majority of play I've had in that other game has been with groups. And here's the thing: outside of this game...I can't think of too many others that have the overabundance of 'quick' gathering tools that this one has. And that's fine, there's a lot of tools that enable that, but I think as the Trial experience has shown, people found their own way to group when the tool appeared to be broken, and embraced that policy enough to continue with it when the tool was fixed.


    S.
    I agree with a lot of things you said, but the bolded just isn't true anymore. MANY MMOS now (including one of the direct competitors to this game) have a system in place that makes queing for teams easy. This game's que system for raids actually fails in the face of some of those other systems.
  23. Quote:
    Originally Posted by Cyber_naut View Post
    Nice trailer but I think it's bugged - it's got several scenes with staff melee in it.
    Not a bug. If they release before issue 23, that's still in the issue 22 release period. They've said we would get it during the issue 22 era, not the day issue 22 was released.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    I'm still surprised that no one has come in with a replacement method. Weren't we once able to change the default load screens?
    Pretty much this.
  25. Quote:
    Originally Posted by InfamousBrad View Post
    Dude, calm down with the gay panic. Nobody is going to think that you're gay just because your game's splash screen has a picture of guy in tights and a dance belt, shot from a low angle. Sometimes a superhero is just a superhero. Your male privilege is still intact.
    Where on earth did anyone mention anything about there being a gay panic related to this pic? Or anything related to sexual orientation at all? Lack of some portion of private parts, sure. But how on earth is THAT related to orientation or gender issues?

    Did I miss some invisible post?