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Posts
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I would oppose this on the basis that it rewards the regrettable tendency of many players to refuse to start missions until they have a full group of 8. It is a behavior that needs to be extinguished, not reinforced.
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I tend to agree but expect to hear the term "tank mage" bandied about (referring to characters with both significant ranged damage and high survivability).
This was identified as undesirable in the early phases of the game's design and that principle hasn't moved much since. -
Would prefer not. There are too many busybodies who kvetch about the powers one selects. I would not like to let them extend their noseyparker manners to slotting decisions.
Problem with making it available but optional is the nagging by the same species to turn it on if you prefer to keep it off.
Ain't-nobdy's-business-how-I-do is my own stance (with a bow to Bessie Smith). -
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This game lacks end-game content. Put an AE building in PI, Grandville, and the Rikti War Zone. Make AE building accessible only to level 50 toons. That's all.
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Now this is brilliant use of irony. Bravo! -
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The problem is, BB, that fewer players play Villainside.
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But surely that is their problem. Even a real problem. But I don't see that this gives them license to make it anyone else's problem.
I think you admirably captured some of the reasons CoV has a lower population than CoH. I will add that I don't find the dystopian setting of Rogue Isles all that enjoyable for extended play. I do have villains, and I do enjoy playing them...when in the mood. But I am in a mood to be a hero more often than I am in the mood to be a villain - this despite my inordinate fondness for classic villains like Richard III, who tells us he is determined to prove a villain, and hate the idle pleasures of his day.
If we had a clean sheet of paper, a City of Villains where PvE ran rampant in Paragon City, committing crimes and advancing evil plots, would have been more satisfying than slaving away to make the grade in Recluse's gritty little enclave. But that is a whole other discussion.
But frankly stating the argument against an MM-style hero in terms that boil down to "If you want to play this kind of character, you have to come to MY favorite setting so you can team with ME, because otherwise no one will play with me!" sets up a fairly deep-seated reaction against your position.
Appeals to the wishes of a self-selected villainside community seem to boil down to that, or so it seems to me.
So this is not a compelling argument (for me) against the potential heroside Team Commander archetype - especially if one variant is a "Golden Guardian and the Newsboy Legion" type, where one can hurl endless waves of irritating kid sidekicks into the meat grinder of a tough mission, and call it heroic ;-) -
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There's no way the Mastermind will be ported over to Blue. The Villainside Community would -never- stand for it
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I am not sure that is a definitive stopper on design decisions.
Back in the early days of this game people would orate that the "blaster community" or the "scrapper community" or what you will would not stand for some perceived infringement on something they regarded as their prerogative. As if, having created a scrapper, one could not and would not ever play anything else.
Especially with the elimination of the need to buy extra software to play either CoH or CoV, these are not separate game or communities, anymore than there is a Steel Canyon vs. a Dark Astoria community.
If players like playing one setting or another, good for them. If they wish to condition the options open to other players because of their preference, then bad for them.
There are a number of challenges to adding the Mastermind class to heroside - flavor counts for a lot. But the alleged wishes of a "villainside community' seems to me to count for nothing whatsoever. -
It did occur to me that if a piece of spam is marked as from "empty" then Delete does all that I need (ie. sends it to the bit bucket). The spam button is not needed when the spammer has already been removed.
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Worked around it - created the contact as a Boss in a custom "enemy group" other than the one used in the arc (so he won't show up unexpectedly as an opponent). He is non-volatile in that configuration.
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I am trying my hand at writing a scenario and encountering a problem with my Mission Contact. Apologies if this is covered in a thread somewhere already.
The contact is a Person, not a mob. I assign him to the custom enemy group created for the mission.
After testing a mission, he seems to disappear. I have tried creating him explicitly as a person in the custom group, as well as creating him on the fly when creating the mission. Neither approach seems to prevent him from disappearing.
The symptom manifests when the Error icon turns orange because the Custom Character Name field is blank (again).
When I flip to the custom tab and specify the group created for the scenario his name does not appear, nor is he saved as part of the group when I edit it again.
I figure I need to "touch third" in some way to establish this NPC in the arc, but am not having much luck stumbling across the method by cut and try, so looking for any hints here.
I will doubtless feel really stupid when my error is pointed out. -
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So the brand new players are not immediately inundated by it and indoctrinated as a farmer generation?
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"Think of the children" is usually not much of a reason to accept an argument. -
which calls for low-level flying (nap pf earth, grab cover, keep moving, etc.). Or high ballistic trajectories.
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Would badges for getting badges count in the badge count for the badges you got?
If the barber only shaves men who don't shave themselves, does he make a noise when Achilles catches the tortoise? -
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We have too many servers for COH/V. Drop em to 5 so theres a real population in each one rather than 2 or 3.
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I'd really rather not be rammed into a larger population, deal with name duplication, fewer processing cycles, etc. so that I will be available to play with you when you feel like it.
So that would be a no. -
The main value of things like kneejerk injunctions to use the search function, or parsing rules about dead topics, or arguing that a post doesn't belong HERE but rather THERE, is that is provides an important psychological boost to the users who are driven, by whatever issues, to try and assume an authority they do not in fact possess and to feel cool by trying to tell other users ow to behave.
Wannabe netkops, polishing their junior G-mod badges, are irritating at worst and amusing at best, except on those occasions when a user is suckered into accepting their authority, apologizing for some alleged transgression.
The appropriate response is, of course, either open rejection of their presumptuous posturing, or simply ignoring it. -
There is the potential issue that RMT spammers use stolen identity data to drive their manufacture of accounts. Also whether NCSoft wants to put personal info data (beyond what is already there, including credit card data) on their systems where it is itself subject to identity theft. These days, a service does not necessarily want any more data than they absolutely need from their customers.
Some customers would also refuse to use their SSN this way - I'd think twice myself (as I do whenever any entity but the IRS requests my social). -
The nonsense I get advertising v1@gr@ and so on indicates how that goes.
I admit to being baffled by spam advertising that sticks subjects like "Your account will be closed" or "Emergency at home" on a text loaded with nonsense like leet-spelled drug names or semi-coherent descriptions of pr0n0grafik dlites awaiting me, or whatever it might be. Surely the advertisers realize this will infuriate and repulse 1000 people for every 1 it might attract. I guess the infinitesimal costs of internet advertising means a tiny success rate is still protiftable - that's leaving aside the ones intended to get you to click on a trapped website or open a loaded attachment.
It is as if spammage of this variety has taken on a life of its own, independent of any desire to actually SELL anything. -
/signed
Best is filters, but letting anyone who chooses not to receive mail to do so would only be polite. The spam really irks some folks, others not so much - but this would be the right solution because each user decides for himself how to deal with it.
Main opposition is from people who fear that RMTers will go back to burning out their shill accounts with tells or broadcasts instead, though I think this would be less cost-effective for them, as reports to the GMs would be instantaneous. -
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>_> Though I'll admit that I was expecting a "face hugger" alien emote or power pool suggestion
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Make it a variation on the animation for that insanely irritating little dingus the Red Cap bosses throw onto our heads and give it to Rikti.
Add a one in a thousand chance that a few minutes after it fades your chest explodes and it would be even cooler. -
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yes the exit button is usable and the combine happens but you have to actually hit the combine button then hit exit.
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Ah - grazie, danke, etc.
WIll have to fiddle with it some more (I usually switch to IOs around lvl 32, so maybe with the next guy). -
A "target last attacker" command would be useful, both whjen struck out of the blue at range or in the middle of a big press where you are unaware an enemy is targeting you as you whale on one of his buddies.
Such a critter however needs to be aware (or remain unaware, as it were) of things like stealth, so it won't be a foil to the powers of some interesting enemies.
And snipers are interesting now because you DO often have to exert yourself while grabbing cover (or sitting there letting the bullets bounce off, as the case may be) to locate them. That sense of touch is not necessarily going to be an accurate tool for pinpointing where the incoming fire at long range is coming from. That's what snipers are all about, in a sense.
This also cuts through the fog of battle in crowd scenes with targetable NPCs, as "target last enemy who hit" would zero in on the guard across the room who is firing across the press at you. (Wierd rules of engagement for peace officers in bank robberies, but what the hey).
If it was cranked down to literally "face direction of last hit" - ie. turn but not target - basically target without actually locking the targeting reticle on the attacker - it might split the difference without foiling the mechanisms the developers use to make "unsolicited" attacks a touch scary. -
Apologies if I am disremembering, but is Exit active while the screen is in the middle of its little dance? If you hit Exit without hitting Merge I believe the merger doesn't happen even if the icons are on the little toolbar.
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If you CHOOSE to use training enhancements, DO's, or SO's then that's the price you pay.
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Price too high - so we haggle with the developers. -
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while leveling there really is no need to keep your enhancements green at all times.
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True - and irrelevant to the tedium of the combine screen. -
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Is it possible to speed up the combineing process? It is really frustrating when u gotta re-enhance in a hurry, and ur team is waiting on u and it takes forever. My suggestion would be to speed it up or eliminate it completely.
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I just had a guy (running almost exclusively on SOs) hit 27 last night, and reoutfitted him pretty much from head to toe with level 30 SOs. I agree that the process is tedious.
Thoughts on how they could streamline it:
1) Most directly, reduce the animation for combining enhancements, ie. the time it takes from when you hit the button to trigger the merge until completion.
2) When you drag-and-drop an enhancement from the tray to a power, simply combine the things, with a float message for Success or Failure. Bypass the whole Combine Enhacements screen.
3) Double click an item to drop it into the slot on the Combine screen, rather than drag and drop. So: click the power to open the screen; double click an enhancement to put it in the first slot; double click an enhancement to put it in the second slot; hit Merge. No wrestling with balky mice, missing the slot by a fraction, etc.