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Posts
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Joined
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Quote:Disagree. Strongly. Anyone else but Ms. Liberty.Move Ms. Liberty out of AP and into those voids left by Statesman/
Move Back Alley Brawler into her place.
Done and done. I'm going to go have a meatball sub.
I'd prefer BAB to be the 'new' member over that lunatic. -
Quote:The boss scaling should be determined by the mission slider and number of players on a team, like it always has. Also you're right, if EBs start appearing everywhere they become a useless mechanic.Another mission on a team where I didn't even notice the named boss at the end. They are no tougher than any other boss and don't stand out unless you happen to click on them.
It is always a let down when on a mission to take out Boss X and the mission suddenly ends and I realize he was somewhere in the mass and didn't even register as a speedbump.
EB's are not that much tougher than bosses that a 4+ team or others would have trouble with them. It just seems like it would be more satisfying.
But there is the risk of villain inflation - if EB's appear in normal missions, than EB's are no longer special in their own missions and maybe those need to be raised to AV, and then AV's need to be made tougher, etc. -
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Quote:I c wut U did there.This is my evaluation of the desirability of various archetypes on teams, and is based on my personal opinions and experiences. As such it should be taken with both a grain of salt and a middling sized salt cellar.
Any and all ATs when played by unpleasant and/or incompetent players: Low.
Any and all ATs when played by entertaining and/or highly skilled players: High.
Any and all ATs when played by players who are not especially good or bad: Medium, depending on team composition and ratio/presence of previous two categories.
That's pretty much it. -
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Quote:Responding to the bolded: True.This is a fine idea, and I'm sure it would encourage a little more running of trials that people normally avoid from those people who fall into that category and yet are willing to do the harder trials or simply like the shinies enough.
There are going to be a subset of players, like myself, however, who see the current pace of the BAFBAFBAF (+an occasional LAM) as fine already.
They could offer a hundred components for one run of the UG, and I'm still never going to run it again, because I thought it was a horrible horrible experience.
The TPN and MoM are OK, but simply too long when compared to the BAF. And by long i mean in terms of fiddling about running into different buildings etc and avoiding hitting certain mobs as well as in time.
The Keyes is ok, but again has a bit too much fiddly faffage.
The BAF is so utterly simple, and requires me to fly over one wall and then move about 20 yards from one spot and then back again and that's it, and its current rewards are ample for a reasonable rate of iProgress, that I really can't see what the point of running any other trials is.
That's just me, though, and people like me who run trials mainly to get the rewards and not because the trials themselves are enjoyable. People who like the rewardsa AND think they're enjoyable will play a range of them, I'm sure.
But if one week out of 6 my BAFs give double rewards, awesome.
Eco.
It's something we're going to have to accept, that not everyone likes a gear grind or raid grind and that some folks just don't like the other trials. Nothing we can do about this.
Same as some folks just not liking PVP no matter what you do with it. -
Quote:This. Also thinking that systems as large and as complex as bases and pvp can be fixed in a mini issue is laughable. That is way not enough time to go looking into the issues and fixing them. pvp (if overhauled) will probably end being a LARGE part of a full issue on it's own.There was more to the PvP changes and some of it was out of Castle's hands.
ED/GDN were a necessary evil, what made it bad was a beta tester spilled the beans before the Devs.
Do you understand what you're asking? I've lost count at how many times people have pointed out that basically **** happens when it comes to code. When they fixed one thing, something completely unrelated breaks and they have to find out what exactly is causing it. Coding is mind numbing and time consuming. It certainly doesn't help that most of the original devs aren't here anymore and basically whoever takes the helm is handed the keys to a used car that has "a few kinks" in it...
Also the more times they have to update the code to live, the more times they have to bring the servers down for patches. People already ***** when there is maint or a patch more than 1 to 2 times a week. And people are actually advocating they do it more?
I can ALREADY hear the ******** now: "they are taking the servers down for a patch to pvp/bases/etc?! But I don't care about those things." -
Quote:/applause.I'm going to say something which some of you may find unpopular, but there are times where it is my responsibility to stand up and be an advocate for our team. I apologize if my words cause you to be upset, but it is the right thing to say.
When you say we do not listen to feedback, it is disingenuous. You can accuse us of many things, but accusing this team, the team now, the developers who have been working on this game for over a year, of not taking player concerns into account it is something that is, quite frankly, hurtful.
For example, let's look at the Super Packs. Based on feedback we have implemented the following:- ATO's available through in game means
- Enhancement Catalysts in game drops
- Price points for the packs set based on early feedback
- Offering discounts when purchasing in bulk based on early feedback both on the forums and at the Player Summit.
- Improvements made to the Inspirations found in the packs, over doubling their duration in some cases and making them persist through death (this change was done based on feedback that these items weren't originally very desirable, especially when found in Super Packs).
- Increased the rate at which costume pieces are discovered in packs
- Usability improvements based on feedback on the beta user start to finish experience.
- We're not launching with an alternate option to acquiring the costume pieces, but it is still something we're open to later on down the road.
I love you guys. I will walk through the fire for my Community and I will always, no matter what, represent your interests, regardless of my personal opinion. I have worked with developers who completely disregard player feedback, and I promise you, the Paragon Studios development team is not among them.
-Z
Agree. To say that you guys don't listen to feedback at all is not really true.
Case in point: The enhancement unslotter was something I posted as a suggestion and sent to some devs over a year ago. And look what happened with COH Freedom. -
The goal of this is to get more folks to run the other trials, instead of just BAF/SLAM all the time.
WST for the trials. Each week a different trial will give double rewards (yes that means that the harder trials will give FOUR emps every 20 hours and TWO emps every other time, during the week they are chosen as the weekly strike target). This would have ZERO affect on mid-way rewards, as we don't want folks just doing some of the trials to midway for 120 threads then quiting. -
The dark ages of comics. There were a few gems . . . that I can count on one hand.
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http://www.zdnet.com/blog/mobile-new...t;feature-roto
I wonder if something like this would be powerful enough to run COH on the iPad2 or other tablets?
Maybe not this initial version, but maybe on iPad 3?
One can dream. -
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Quote:honestly? yawn.No alternate means at launch, you mean. Which is exactly what they said during the first wave of feedback after the last Player Summit.
I've stopped caring about the bruhahha about the super packs.
either they will sell or they will be a colossal failure. I think they've been debated to death already. -
Quote:lol you're asking for waaaaaaaaaaaaaaaaaaay too much in an mmo.True, yeah, but I suspect that after yelling "Character X just beat Nemesis!" (or whatever), they probably discuss it with their friends and say "Wow, some day he might be as great as Statesman!" Lol
And I have yet to be called in for a press conference and given a medal while crowds chant my name and take pics of me kissing their babies. -
Quote:Yeah they are constants standing around while the world burns.I didn't say coming to the rescue, Aura. I said in all the TF's that we do something that the Phalanx can't do and we can. They are there 24/7/365. They are constants.
We are not. We go away, we play other games, we quit the game.
S.
If our heroes didn't do the things we did in all those tfs, etc, there would have been no Paragon City years ago.
I don't consider them constants in anything relevant. -
Quote:Do you know that after you complete a mission or beat a boss npcs on the street actually yell out to you about the deeds you just completed.I guess I am not explaining my thoughts too well.... I agree with what you're saying. I am talking about something a bit different.
Whatever you or I might think of Statesman as a character, he was intended to be the lead hero of Paragon, if not all of Primal Earth. Did he succeed? Up to each of us to decide individually. Do we need to emulate him and do exactly as he does? Again, up to the individual.
Do heroes kill? Some say yes, some say no. I'm not looking for that kind of discussion.
What I am asking, is if the idea behind killing of the main hero of the game lore is to allow us to shine, how do we do that? I am not talking about my character imposing his views of morality, and right/ wrong on you, or being the lead character when we play together. When you play you are the star of the show. When I play my scrapper, her is the ultimate, be-all, end-all hero of the game for me and, in my head at least, he is a great, revered hero to the people of Paragon. When I log him out and play my tanker, then my tanker is the be-all, end-all hero of the game. I am not talking about affecting anyone else's play, or anything like that.
Froma game lore perspective and a game mechanics point of view, how can my/your/ his/ her character become that main character in the eyes of the NPCs? We have saved the world many times, yes, but for me, being the top hero of the game is more than just punching/ blasting/ holding thing things. I am just wondering how this might be achieved.
That's been a feature of the game for YEARS. Just saying we ALREADY ARE the main characters in the eyes of NPCs.
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Quote:Ummm, in all the tfs, sf, etc my heroes have done NONE of them involved any of the Freedom Phalanx coming to the rescue. I'll say again I'll have to agree to disagree on who is or isn't a permanent fixture in the story.
I know that's a harsh assessment, but the notion of the players being in the spotlight is kind of ludicrous. We're not permanent fixtures in the story, we're only being told that we can handle something the Phalanx cannot, which happens in every single Task Force with their name attached.
The status quo remains.
S.
More critically in all the Incarnate trials it's OUR Incarnates doing the heavy lifting, NOT ANYONE in the Phalanx.
/shrug. -
Quote:This. Bottom line folks just want to be able to go to the store and outright buy the costume pieces they want without getting stuck with buying any other useless crap (their words not mine).At least you still got the option to go to a candy shop and buy all the gumballs of the color you like.
For the ones stuck in the super packs, they can't. And they find that annoying.
They don't want a chance at their item, they don't want to gamble with real life cash that they may or may not get the item, they just want to be able to plop down money to outright buy it.
don't see what's confusing to understand here. -
Quote:Since everyone's morality differs I'll have to say I disagree and move on.People, in general, like to have a single figure to focus on. Similar to what I said above, if Darkseid was coming at me, I'd rather have Superman than Batman standing in front of me. On the Marvel side, Captain America was pretty much their lead good guy for a long time.
I am not saying that we as player need someone to emulate. My characters forge their own paths. But often in literature, film, or whatever, there tends to be a character that stands our as a moral centre of the story. Now, of course, we should be able to be that person, but would the game be able to allow it? For an NPC, no problem. Just write everything that way. But to have the game respond to a character as such? Harder.
I'm not going to speak ill of the dead, and get into the problems I saw with State's "morality."
I'll leave it here. -
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Quote:The people of paragon aren't saved on a daily basis from muggings and purse snatchings, COT rituals, attempted Lost conversions, organ harvesting, etc., by the Freedom Phalanx. They're saved by players like you and me. I think the day to day heroes have a more substantial impact on their lives.Yeah, I get what you're saying and can agree, but I am just wondering about the in-game effect. Your own character is the #1 guy when you play, which is fine. when I first started playing all those years ago, my initial feeling toward Statesman was irritation that I would never be able to reach his (or any other signature character's) level. I have no problem with taking the lead, or anything. I just wonder if the people of Paragon will even notice, or if we'll have the option (for those who want it) to really fill his shoes (boots?) in a more substantial way than fighting, or roleplaying in our heads.
/shrug -
Quote:The PC characters have already taken the lead. They've done save the world things countless times already since issue 1 of this game.That's pretty much what I understood, yeah. But consider things for a moment from the PoV of a civilian in the game, or another comic universe. I have said to friends a couple of times that while Superman isn't my favourite character, if I was in trouble-- real, end-of-the-world trouble-- I would be much more relieved to see Superman than, say Green Arrow.
If the point of this is to let the players take the lead, how exactly do we do that? Have us punch bigger things? I would expect more.