Aura_Familia

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  1. Or just create a base item that is a market interface, or a PORTABLE market interface call up that we can BUY come Issue 21/Freedom, put it on a cooldown if you have to.

    That way you can choose an out of the way place and call up the market if you like, or just zone to your base.
  2. Aura_Familia

    Alphas

    Alphas is awesome cause it's different.

    The powers aren't too extreme. There's a great subtlety in many of the abilities.
  3. Quote:
    Originally Posted by Smiling_Joe View Post
    I just noticed in the picture on the market that there is a section for crafting. Does that, perchance, refer to the crafting of IO's?

    In other words, will you be able to buy recipes from the market?

    Woot!, if so. But now that you can spend two hero points to get merits and potentially (unless I'm wrong) buy them from the ingame store, doesn't that kind of undercut the current reward merit price of 220-ish for the rares?
    As revealed in another thread those are like purples: can only slot one set; are BIND ON EQUIP NON-marketable, and are AT specific.
  4. Quote:
    Originally Posted by Emberly View Post
    Feel free to let us purchase more than 12 character slots. Say, max of 144 or so? If you did that, you'd get my money for all of them on day one.
    *insert shutupandtakemymoney.jpg here*
  5. Quote:
    Originally Posted by Memphis_Bill View Post
    /agrees with this.

    Personally, I think it's rather bad that someone wanting to run something this way would have to specifically set something up (much like someone set up what they called a "smell the roses" ... think it was ITF... a while back, since they were tired of everyone speed running it and wanted to actually see what was going on - reading off the contact dialog, etc. into the team channel, etc.)

    The power, it's been a creepin' for a while. *shrug* I just wonder if it's becoming a crutch for people, even just looking at IO builds. Half want to challenge people to put out just a decent SO build for something and see what happens.
    I personally see it as another aspect of player choice. If people want to speed run I see no issue with that. If people want to run a kill all mission, no issue with that. It's players having fun the way they want to.

    I honestly have to ask what the alternative is? Have the devs not allow us to use the new Incarnate abilities in nothing other than the trials? That would be a terrible idea, because that would make the Incarnate system pointless as an end game system.

    For years folks have been asking for a way to make our characters stronger. Turning around after giving us that power and saying "oh but you are only strong 1% of the time, or only when you run this very very specific content" would be a terrible choice. At that point one might as well stick to IOs and ignore the Incarnate system completely.

    EDIT: With that said I'm all for an Incarnate mode for most content.
  6. Quote:
    Originally Posted by Smiling_Joe View Post
    Perfect example: ITF Sybil caverns in the first mission. Incarnate with Tier 4 Ion Judgement runs to one side, Shield Scrapper runs to the other side. Ion Judgement goes off, killing THE ENTIRE ROOM before the shield scrapper can click on the ground to get the shield charge off. And we thought shield charge was overpowered.

    By watching them play, I mean just that: you run in to make use of the character you've put hours into building, but whatever choices you've made are irrelevant because another player likes easy mode. I could run in completely unslotted and do just as well.

    Unless I want to solo.



    Well, when an incarnate player can pretty much power through everything in a mission with such speed that others don't have much opportunity to contribute, how is that NOT letting ONE person decide the difficulty of the encounter?

    EDIT- and before this gets out of hand, let me reiterate - I don't believe we're at that point yet. I'm just voicing concerns in what I hope is a constructive manner about FUTURE content.
    There needs to be an incarnate mode for tfs. We've suggested that before, eventually the devs will get there. As I said if there are other incarnates on the team you have the option of not joining it or forming you own . . .which you are already doing.

    I honestly don't think most folks care if the older content is steam rolled. That's the entire point of becoming stronger.

    Specifically what would you suggest beyond an stronger incarnate mode? Cause I'm not seeing how tfs wouldn't get steam rolled by a team of Incarnates.

    the only logical thing I can think of is not to team with them and form your own team of folks who don't want to steam roll.

    As for that one incarnate on team, you invited him (if you are the team leader) or choose to team with them. If it's such and issue you can ASK BEFORE you join the team, or while forming the team.
  7. Quote:
    Originally Posted by Smiling_Joe View Post
    Only if I solo. If I'm on a team I'd have to convince EVERYONE to turn off their incarnate abilities, else I'm just watching them play.

    And it's not THAT big of a problem. Yet.

    I'd like it to stay that way, so I said something in a way that I hope isn't taken as complaining.
    How is it just watching them play? You said you wanted things to be harder? Unslot those new super abilities and make sure you are at the head of the pack each time your team handles mobs. Viola you just made it harder for yourself.

    As you've figured out you can't really control what difficulty a team decides to run at. That's the whole point of teaming, the team as a whole decides what they plan to do. If everyone on the team decides to go get nukes to make a tf they are about to run easier there's not really much you can do about that . . . except quit and go find another team, or solo.

    Difficulty is a personal choice. I'd loathe the day when ONE person can decide how difficult an encounter will be for 7 other people.
  8. Quote:
    Originally Posted by Smiling_Joe View Post
    I was responding specifically to dual and team inspirations, which by themselves aren't that big of a deal, but in the larger context of inventions, level shifts and incarnate powers are indicative of a trend I'm beginning to find just the tiniest bit uncomfortable.

    We're not at the ridiculously easy level yet, but best to give feedback now, right?
    Except each of the three things you list can be un-slotted, and you can have a 3rd build with SOs.

    You are in complete control of those. And as you stated team and dual insp aren't that big of a deal, especially since you have to pay REAL WORLD money for them.
  9. Quote:
    Originally Posted by Smiling_Joe View Post
    Good advice, if I want to solo. If I want to do the top level task forces or any level 50 team content nowadays, though, I'm along for the ride if I don't have an incarnate with a reactive interface and an ion judgement. It would be more correct IMHO to say that if you want a hard game, go incarnate and limit yourself to running trials and incarnate tf's.

    Now don't get me wrong, I'm not doomcrying or complaining (I loves my incarnates, really I do!), but I don't think I'm out of place by pointing out that many of these new additions that we (myself included) love and enjoy might just have the potential to trivialize the vast majority of teaming content. Incarnate powers are turned off when you exemplar, and I'm glad of it, but periodically I like to make my voice heard with regard to a preference for the preservation of some of the game's challenge, and when I see things like team and dual inspirations I can think of all kinds of ways to use them to abuse the current non-incarnate content. They won't be game-breaking, sure. But I do want to leave feedback.
    uhhh, you don't have turn on your incarnate abilities when you are on a team. Simply unslot them. yeah everyone else will keep it on, but it will make things harder for yourself. you could also switch to a build with SOs.
  10. Quote:
    Originally Posted by Another_Fan View Post
    Pick any 8 and see if there is a point where the meter stops counting deaths.

    "COH is so easy that AT doesn't matter.', what you are in effect saying is CoH is so easy it doesn't need to balanced.
    hahahha, no. Maybe you play with complete morons, but the folks i run with, YES any mix of 8 ATs can be do fine, or straight of any 8 of them.

    I'm sorry you regularly team with folks who don't know how to play the game. That sounds like a personal problem.

  11. Quote:
    Originally Posted by Captain_Photon View Post
    Oddly, I don't recall advocating that.



    Charming.

    --CP
    I would call that comment he threw at you alot of things other than charming.

    Internet tough guys are SRZ BZNZS!!!!!
  12. I would not be against a VIP-only powerset or even AT respec that cost $50.00.

    As I've said before I'm not against anything that the devs can put in the store or use to make money now that the game has gone F2P.
  13. Aura_Familia

    Rocket Boards?

    Quote:
    Originally Posted by Forbin_Project View Post
    No they don't. What they have doesn't look anything like Iceman's Ice Slide. What they have is several travel powers that are nothing more than Hover Board with different objects to stand on. Their Ice Slide literally looks like Silver Surfers board with icicles hanging off of it.
    I think folks would be okay with that.
  14. Aura_Familia

    Rocket Boards?

    Quote:
    Originally Posted by JayboH View Post
    Someone should tell Cryptic about that then... their game has it.
    THIS.

    I seriously doubt either Cryptic or Pixar has an agreement with Marvel.
  15. Quote:
    Originally Posted by Diellan_ View Post
    Are you trying to say that being a poor performing AT is an advantage?
    I think they are saying what 99% of the non forums folks are saying: COH is so easy that AT doesn't matter.

    Pick any 8 and go to town.

    I still find the "blasters are poor performing cause of powers that only function in levels 45-50" to be an insanely silly argument.

    EDIT: SOME primary and secondary sets could use work, but that's true of every AT.
  16. Aura_Familia

    Rocket Boards?

    Quote:
    Originally Posted by CommunistPenguin View Post
    Praise /= actual use. Its easy to say "thanks! his is the best ever" only to have the player never actually use the power.
    Who cares?

    The fact that he made it after folks had REQUESTED it was enough. And my original point, which you veered away from, was that there is room for both aesthetics-based powers and REGULAR travel powers.

    The FACT that many people REQUESTED walk and PRAISED BaBs for it, shows that there is definitively a desire for both.

    The fact that folks suggested POSES in THIS VERY thread is further proof. Not every travel item requested needs to have time spent animating all the various poses for it just cause some folks want to fight while having that power. Some would be okay just as poses or the way they did RocketBoard.
  17. Aura_Familia

    Currencies

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Ah, I see what you're getting at now, sorry for the confusion. Still, I think that can be solved by simply choosing a suitable upgrade rate. The Shards -> Threads upgrade was done at 1:1 but threads have about 1/5th the "value" of shards to the effective upgrade rate was 5:1. It should be possible to set a similar (or worse) upgrade rate for Threads -> Incarnate Whatevers to allow an upgrade path that doesn't completely invalidate the currency switch. As you note it is easier to get threads than shards so it might be necessary to go higher than 5:1.

    I'd still prefer at to depreciate Threads entirely upon release of a new currency and make a combined Shard/Thread currency just to help newer players/characters gear up.

    I'll also add as a general note going from Shard -> Threads they made the exchange 1:1 and devalued the new currency, for the next step I'd prefer to keep the same currency value (20 Whatevers for a common etc.) and set the conversion at 5:1 (or higher) since if we keep this up the numbers start getting silly (you'd need to earn Incarnate Whatevers at 5x the rate of Threads which are already earned at 5x the rate of shards).
    That might work. Also keep in mind that we'll have (knock on wood) new solo and small teams content by the time new slots arrive. So there will be less need to keep the necessary conversion rate than when they went from shards to threads.
  18. Aura_Familia

    Currencies

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I cut your post to avoid inflating the thread but I did read it and I have to say I really do not understand your point.

    I do not consider Keyes to be a new tier of trial, it is an addition to the existing tiers. It was always possible to get up to Lore and Destiny running just BAF/Lambda so all Keyes does is provide a bit more variety and potentially slightly faster advancement if you run all three together. The fact that it gives both types of iXP doesn't really matter, iXP is a minor part of getting the abilities slotted and apart from that all three trials offer the same rewards.

    Yes, new Lore abilities were released at the same time as Keyes but those were an expansion of an existing slot rather than a new slot. The original Lore abilities are still perfectly valid and the new ones are about variety not power (other than the fact that they aren't perfectly balanced).


    I think history disagrees with you there. When the J/I/L/D slots were released from what I could see the majority of people flocked to the trials to get the new abilities. They did not, instead, opt to spend their time running level 50 TFs ad nauseum and convert shards to threads despite that being available as an upgrade path.

    I think implementing a similarly punitive upgrade path on the new slots would be sufficient friction to encourage running the next round of trials (the current one is about 5:1). Yes, some people will have sufficient stockpiled stuff to get a head start on the new slots but once that is gone the new trials will likely be much more lucrative since you would need to run 5 BAFs/Lambdas to get the rewards from one tier 2 trial. Now this does not necessarily solve the issue of people running the easier/shorter trials within the existing set and I think it would be nice to see the rewards for Keyes upped a little bit to encourage running it more.
    I thought that was your whole point was about increasing currency BEYOND threads. Which is what I was responding to.

    Actually I was focusing on threads being significantly easier to gain as we get more trials. Keyes isn't more punitive, in fact it makes it easier to get threads., since you can run back to back BAF/LAM/Keyes for a crap load of threads. My point was that by the time we get the next slots we may very well have 5 trials, which will make it very easy to get stuff (threads) that converts into the new stuff, UNLESS they don't also include a conversion mechanism.

    Currently folks run BAf/LAM instead of Keyes to get their threads. A bump in rewards for Keyes would do the opposite of what a new currency for later slots is trying to accomplish simply because you then make it easier to get threads via all three trials, or all four or five. (The devs have already stated we will probably NOT see new slots for a while, so there WILL be more ways to get threads and stockpile them and thus the problem that ONLY introducing a new currency won't be prevented by ONLY introing a new currency.)

    My point was that JUST a new currency won't do what the whole point of what introducing threads was in the first place if you ONLY intro a new currency. Threads are SIGNIFICANTLY faster to get then shards, so comparing the tf-based alpha to threads isn't a realistic comparison.
  19. Aura_Familia

    Currencies

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    In many ways I would have liked this. I would have implemented two reward types, call them Incarnate XP (iXP) and Extreme Incarnate XP (XiXP) because I suck at naming things. The idea would be that you have two resources you spend both for opening up new slots and building abilities. The reason for having two resources is to setup a rolling depreciation. The second resource (XiXP) would be awarded for completion of the highest tier activities and could be used on any Incarnate slot. The first resource would be awarded from any level 50 activity (so TFs and maybe general level 50 missions) but could only be used on older slots.

    As new content/slots were released the resource needed to buy older slots and the resource awarded for older content is downgraded to match.

    For example, using the current content level 50 TFs would award iXP which could be used to create Alpha abilities. The trials would award XiXP which could be sued for anything. In the future when the next tier of slots is released the current crop of trials are downgraded to only award iXP but iXP could then be used to make any of the first five slots. Additionally all XiXP stored on characters would be downgraded to iXP (note that this does not actually devalue the currency, it can still buy exactly what it could before, it is simply a solution to hoarding).

    The other advantage of this is that it makes it much easier to balance rewards amongst differnet content types. Keyes is unpopular at the moment because it's longer than BAF/Lambda, one option would be to have it drop more XiXP than the other two to make it worth running in terms of rewards/time. Similarly things like the WST could provide a slower but easier path to get XiXP for people who don't like trials.

    Now the path the devs actually took is what you might call a "flavor" path. It is more complicated than a simple "currency" style path but in turn provides a collection and sorting aspect which presumably appeals to some people. The other downside is that it makes it a LOT harder to depreciate and consolidating existing currencies when moving up the curve. It's possible but more complicated.

    As others have noted when new trials are released if they want to have the new slots only accessible through the new currency we'll have three Incarnate currencies instead of two. Now it is still technically possible for them to, at that time, condense Threads and Shards into a single currency but doing so in a seamless manner is going to be hard. If I were doing it I'd standardize on shards and automatically convert all existing components. Threads would become shards at a 5:1 ratio and all components would be downgraded using a standard rule for both salvage and recipes. So if, for example, all Supercharged Capacitors become Dimensional Keystones all recipes needing a Supercharged Capacitor now need a Dimensional Keystone. At this point there is only one set of components for the first five slots and since recipes and salvage use the same conversion rules everybody maintains their current progress on all existing slots (well, ok, they potentially lose a partial shard due to the 5:1 conversion). The TFs would keep their current rewards and the current crop of trials would be changed to have a Shard-based component drop. There would also need to be some housekeeping stuff such as new conversions for Astrals/Empryeans and downgrade/sidegrade recipes for Shard based components.

    This would also solve the "gearing up" issue. If no one is running the older trials then level 50 TFs are a viable method of getting level shifts and such for the newer trials.
    You also bring up another issue that I mention from time to time but folks seem to ignore: What happens when they start moving beyond Omega? How many currencies will you have then? Surely you'll have MUCH more than 3 (or 4 if they want to further differentiate Omega and the last two or three slots, from the next two or three right after LORE). I agree that you IXP and EXP (lol) idea would have been MUCH simpler than the path they've set themselves up on currently. Especially if they even want to retroactively consolidate anything, as you pointed out.
  20. Aura_Familia

    Currencies

    Quote:
    Originally Posted by ScottyB View Post
    Deprecating Hero/Villain Merits and adjusting the costs of Reward Merit items doesn't take into account the loss of alignment-specific currency for changing alignments. It also means the rogue/vigilante alignments can build currency and then change to hero/villain to spend it 1:1 on items in the alignment-specific store, which I don't think is how the system is intended to be used.

    Architect Tickets are part of a practically self-contained world, so I don't see that contributing to currency proliferation. It'd probably upset people more if AE granted general-use currency other than Inf/XP. Some people would be happy if AE didn't have any rewards, but not every AE arc is a farm. Players would be less likely to try stuff in AE if there weren't any rewards for doing them. I'm also pretty sure AE tickets can only buy recipe rolls, not specific recipes (which Reward Merits can buy).

    Hero/Villain Merits aren't an issue until level 20. Also, free players won't have access to the tip system. Premium players would need to buy Going Rogue.

    Vanguard Merits aren't an issue until level 35.

    Shards, Threads, and Incarnate Merits aren't an issue until level 50. Also, only VIPs can make use of Incarnate content. There's been no indication that you can buy Incarnate access as a Premium player.

    Since the currencies are introduced gradually as you play, I doubt it would be overwhelming. Also, the new tutorial is supposed to include a section on using the new store, taking care of the Paragon Points thing; and there's a Tier 1 for Paragon Rewards that even a new account will have, so I imagine using a Reward Token will also be part of the tutorial.
    I generally agree with most of this. Though I still take issue with the currency creep in the trials. There is a better way to handle that. See my post above.

    I will say that with the ability to start at lvl of ANY alignment coming, I'd prefer if they added a tf or arc that can be done to alignment switch.

    With that I'd also drop the number from 10 to 5, of required tips before getting the alignment mission. (You'd still need 10 if you want to go for a Hero or Villain Merit--though I don't see an issue switching those to the equivalent number of straight Reward merits for the number of random rolls you get).
  21. Aura_Familia

    Currencies

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Because that solves the opposite problem. The issue isn't people without the current slots running the new trials it's people using the OLD trials to fill the new slots. When the trials were first released they were somewhat tricky however now we've got them on farm mode. If the new-slot trials give the same rewards as Lambda/BAF/Keyes but are designed to only be doable by people with the current crop of slots then they will likely end up ignored in favor of farming BAF/Lambda/Keyes to open up all abilities. A new currency avoids that by limiting how far you can progress through particular content types. So currently you can progress up to Alpha slot by doing TFs and up to Destiny/Lore by doing the current crop of trials. Progression up to Omega will presumably be via a new tier of content rather than through repeating current content.

    as a side note I would actually quite like it if the devs figured out a way to do a "gear reset" so that the "up to Omega" set of trials provide a similar level of challenge both to people with all of the current slots and people with no Incarnate slots at all allowing people who haven't done the current trials to run the "up to Omega" ones on almost equal footing with people who have all T4s (for example they could have those trials disable your alpha level shift and incarnate shifts so everyone is facing +4s again).
    The newest trial, Keyes gives BOTH types of currency to get up to Lore. If the devs DID want to limit folks the fastest way to do that is to put on a timer. By not adding a timer it allows folks to get THREE emps a day and an INCREASED number of Astrals. All of those things can be converted to threads.

    The current rewards for keeping Astrals and Emps whole ARE NOT impressive enough to people to NOT convert those to get later slots faster.

    Unless there is no conversion mechanism (which I seriously doubt), even adding in new currency won't stop folks from using the old trials to advance faster in the new slots.

    When we do eventually get new slots we may very well have FIVE trials that give out threads, astrals, and emps. Unless the devs don't come out with a conversion mechanism, a new currency won't slow anyone down in terms of hoarding or using the OLDER content to unlock new content.

    Not buying the idea that a new currency by itself does anything useful.

    The only way to REALLY stop people from using old content to get up faster in the new slots are:

    1. Timer limit/Lockout which allows you to only do 3 of the 5 trials (ie you can only do Keyes, BAF and Lambda in a day, and can't do Hamidon and the 5th).

    AND

    New currency and NO CONVERSION to threads mechanism at launch.

    If you don't do all these things at the SAME TIME by the time the new slots roll around folks will have:

    a. stockpiled enough threads/shards to convert to a HUGE chunk of the new currency instantly.

    b. they will simply run all 5 trials to get an insane amount AND THEN convert that to a HUGE chunk of the new currency instantly.
  22. Aura_Familia

    Rocket Boards?

    Quote:
    Originally Posted by Lothic View Post
    Elegant? Perhaps. But definitely practical/realistic at any rate.

    As we all know it'll likely be impossible for the Devs to provide multiple new fully animated travel powers that'll cover all the suggestions that have been mentioned in this thread so far. It's just not going to happen. And even the idea of "power pool customiztion" is problematic at best because once again you're talking about having to create an entire set of animations for each customization. If that were "easy" the Devs would have done that years ago.

    But it may be far more possible they'll be able to create a new batch of flypose emotes that'll handle many of these ideas. For example there's really no reason they couldn't create a flypose emote that has a character appear to be riding a broom or standing on an energy disk.

    Yes the flypose emotes are a bit cumbersome to use and aren't as cool as fully dedicated powers (with all the associated animations that make them react appropriately in all situations) but as a compromise feature that already exists in-game they're probably our best bet for many of these things.
    Agreed. I have a feeling static poses would be easier to do. You don't have to worry about animating other powers while in those poses.

    Yes, I know that annoys some folks who want to be able to attack while riding their rocket board/disc/broom/GIGANTIC SCROOGE MCDUCK GOLD COIN TURNED ON ITS SIDE, but I think it's more realistic if we EVER want to see any of the suggestions posted in here anything before the game shuts down.
  23. Aura_Familia

    Rocket Boards?

    Quote:
    Originally Posted by Caligdoiel View Post
    This is actually a very elegant solution to that problem.



    David, I think what needs to happen here is all this talk needs to get rolled under the umbrella of Pool Power Customization.
    There didn't need to be a duplicate Fly power IMO and Ninja and Beast run, while they have their place as a low-game pseudotravel power, shouldn't be relegated to just the lowgame.
    I know plenty of folks who would rather go forth on all fours at 80+mph than with feet on fire. Flipping as you jump across rooftops shouldn't be the sole domain of the <14 crowd. A rocket board should be enhanceable. You can upgrade the kit on your car to improve performance, it seems daft that you couldn't do the same with the turbines on the board.

    But, so as not to derail, here are my suggestions for other things to fly on:
    Broomstick (a given.)
    Magic Carpet
    Some kind of disc, either a manhole cover or some kind of tech disc
    Nemmy Warhorse.
    Customizable rocket board.


    With the advent of the market system you could gate some of these as microtransactions once you get the backend code in place for customizing pool powers. But be mindful not to nickel-and-dime us to death.
    Unfortunately, with what I bolded you already hit the nail on the head on WHY they initially had to do them as separate powers and not pool customization.
  24. Quote:
    Originally Posted by starphoenix View Post
    Same as City of Villains and Issue 6 and Going Rogue and Issue 18. I assume that Freedom deals with the Paragon Rewards, Paragon Stores, and the F2P aspect of the game and I21 deals with the new trial, tutorial revamp, and new zone. Just like I6 dealt with the PvP zones and ED while City of Villains added new powersets, new contacts, new enemies, and new zones.
    So (if my memory is correct) at the same time?

    Good to know.
  25. Okay, thought I had this clear, but some comments I read from Positron confused me.

    Isn't Issue 21 basically the launch of COH Freedom? And if it's not, does 21 come first, with Freedom coming a month or weeks later?

    Not clear on this at all.