Bad_Dog

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  1. Quote:
    Originally Posted by gameboy1234 View Post
    You know, you could just log in and look at the numbers for yourself. They are all in game, and your attack rolls are plainly visible in the Combat Window.

    I told you there was no way to convince him. Reality is a myth. Opinion trumps facts. He who yells the loudest is right. Experts are wrong.
    Being civilized here lasted... 0 posts, nice.

    You know, you may be unfamiliar with this concept but some of us grownups go to a place we call "work" and are required to stay there for many hours in a row. We can use the internet but they frown on employees playing games.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    The OP is misreading Mids, which is not an official Paragon Studios program.

    Bad Dog, just go log into the game and watch the real numbers there. Unslotted KO blow against an even con minion will have a 90% chance to hit. It has a 1.2 accuracy modifier, the same as it always has.
    Okay I have neither the time or the inclination to address everyone with dozens of comments all directed at me so let's reply to the generic overall point you all are making.

    Side note: I'd appreciate it if we can cease the condescention. If we want to make this a school yard scrap, fine, I can be just as nasty. I didn't insult any of you, so let's keep this civilized.

    People are pointing out (Player Base Acc) .75 * (Power Acc) 1.0 = .75 ToHit

    I had stated using original power accuracy numbers then comparing them to MIDS "accuracy" we get 1.0 - .25 = .75 Accuracy

    After seeing that screenshot, from gameboy1234, I assume that when Mids says "Accuracy" for an unslotted power they really mean "ToHit". If that's the case then A) Mids has an error because a powers Accuracy and your chance ToHit are not the same things to players and then B) they math that some of you are pointing out works like you say it does.

    So, baring any contradictory evidence, I will concede for the moment that one of the variables I am using is suspect. And let's move that to a non-issue for the moment. I'm not saying the result is wrong, it simply means my source of one of the variables is incorrect. But I will clarify this in a sec.

    Accuracy reduction is not a myth. And I will be the first to acknowledge my own in-game testing seems to point that the "math" being presented works out correctly. The point of what I posted is that we noticebaly began missing suddenly, like 3, 4 and 5 times in a row and now requiring 2 accuracy enhancements or a higher level IO to compensate for it. I have been here since CoH Beta and this was never the case. Sure, there was always reasons to slot extra accuracy but not because you are missing consistently with a power of 100% and an Accuracy SO.

    Back to the math that some of you are throwing around. I said there was a 25% reduction in accuracy because I compared old values to Mids values. You guys are saying that same 25% accuracy reduction is because of a players default accuracy. Your formula and my formula may be different but we are both talking about the exact same number, a -25% accuracy to powers.

    The 75% player base accuracy you all brought up. This was not in my calculation since I only used the previous power numbers I had available and Mids. But since you rolled this out, let's play with it.

    100% is the same as 1.0. 1 is one, and one is a whole. If I have a pie its "one" pie. If I cut it in quarters and give my girlfriend a slice, I lost 25% and still have 3/4's or 75% of a pie. Jab has an accuracy of 100% since it is intended to hit as often as most other things. A player base of 100% would mean it was intended to hit as often as anything else. A player base accuracy of 75% makes no sense at all unless it had previously been 100%, otherwise the number behind the ".75" would be 100%. For example, if everytime I baked a pie it was 7.5 ounces, I would say 7.5 ounces is a whole pie or 100%, not 75% because I could make them 10 ounces. If I am making 10 ounce pies and started making them 7.5 ounce pies, you would say I reduced my pies 25%. What you guys aren't seeing is that we are both acknowledging a negative reduction to a power while trying to say -25% is no reduction in accuracy. That's silly.

    The point of my post remains unchanged. Powers are -25%. Apparently, you all would rather try to convince me there is no -25% than believe that something like this could have been slipped by us.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    That would be a nerf if it happened. However it has not. The values Mids shows are not the Accuracy or ToHit of individual powers but instead the final change to hit. With no modifiers whatsoever an attack with a base accuracy of 1.0 has a 75% chance to hit against an even level enemy. This is because the player's base chance to hit an even level enemy is 75% so you get 1.0 * 75% = 75%.
    Great if it worked that way but it does not.

    each power has an inherent accuracy, which you can modify with enhancements, bonuses, etc. I MAY HAVE 75% but my power has its own and its part of the formula.

    SMIPLIFIED
    BEFORE you get 1.0 * 75% = 75%.
    NOW .75 * .75 = .56%
  4. Quote:
    Originally Posted by DSorrow View Post
    Wrong again. Powers still have a base ACCURACY of 1.0. Player base TOHIT has been 75% for as long as I can remember.

    Final hit chance is not the power's accuracy, it's base ToHit multiplied by the power's accuracy.
    My base chance to hit doesn't change from power to power. Its always the same. Use mids and look it up, the accuracy is reduced.

    MIDS
    Jab - 75%
    Hand Clap - 60%
    Knockout Blow - 90%

    This is not my chance to hit, its the inherent accuracy of the power
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    Wrong.

    Base Accuracy of most attacks is 1. This has nothing to do with the base To Hit chance.

    We have a 75% chance to hit critters. They have a 50% chance to hit us.

    Accuracy multiples against the total of chance to hit + tohit buffs - defense - tohit debuffs, etc, etc.

    Knockout Blow has a base accuracy of 1.2. Multiplied by the base 75% chance to hit it becomes 90% chance to hit.

    Before stating something has been nerfed, it would be best to become knowledgeable of the topic.

    Go read Arcanaville's Guide to Defense. It explains everything.
    Look in Mids Knockout Blow has an accuracy of 90% not 120%. It USED to be 120%.
  6. If a power has 1.0 inherent accuracy on one date and .75 at a later date. That's not a misunderstanding of accuracy and tohit, it's a nerf.
  7. First the quick background:
    I posted a thread on the forums a while back about the noticeable difference in accuracy from one week to the next.... and if I could find that thread I'd link to it, but it doesn't seem to exist anymore.

    It the discussion the consensus was that accuracy had not been nerfed and the reasoning was that if used the combat window you would see your actual chance to hit and your actual "roll". It was the math behind determining whether the hit landed or not. A friend of mine and I did extensive testing at the time, and the results seemed to generally support the conclusion that accuracy hadn't been tampered with it.

    So a few days ago, after a frustrating night of fanning enemies with Shadow Maul with a new alt, I went on a quest to pursue the question again. This time i used a different approach. I asked the question, "If I were going to nerf accuracy and wanted it to be as unnoticeable as possible, how would i do it? That question led me right to the answer and how the accuracy nerf was snuck in.

    To make sure I had a sold understanding how this all works I found this at ParagonWiki.com:
    Quote:
    ParagonWiki - Attack Mechanics
    Calculating Accuracy for Players

    If the attacker is a player, he gets Accuracy multipliers from two places. Multiply them together to get the final Accuracy multiplier for the attack.

    First, every power has an inherent Accuracy multiplier built into it. This value is 1.0 for most powers, since most powers are intended to hit a normal percentage of the time. Powers that the devs intend to hit more or less often than normal have values above or below 1.0, respectively. Inherent Accuracy usually stays within the range of 1.2 to 0.8 .

    Second, a player can get an Accuracy multiplier from Enhancements. Accuracy Enhancements (but not ToHit Buff!) in the power itself are the primary source for this kind of Accuracy. Invention Origin Enhancements Sets that give global Accuracy bonuses can also add small amounts to every power. This multiplier starts at 1.0, and Enhancements can only improve it.

    So for players, AccMods is calculated using:

    AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses)
    The important part of this paragraph is what you don't see at first. That is unless you are looking for it. It's this: "every power has an inherent Accuracy multiplier built into it. This value is 1.0 for most powers, since most powers are intended to hit a normal percentage of the time."

    Assuming the author of that page is correct, I went to Mids and saw that that statement was wrong. The inherent accuracy of attacks in mids are 75%, not 100%. That's when I had the answer. Only a few minutes in Mids confirms that EVERY single attack power requiring an accuracy check was reduced in accuracy.

    Assuming the author was correct when he wrote it and if it is worse now, then a nerf was undocumented and slipped in with an issue or patch. But, is this theory or fact? So, Mids cannot be wrong with every single attack, so if there is an error its with the Wiki page. Then question was then, how do I know that this author was correct with the figure of 100% or "1.0 for most powers"? So it took research between a friend from my sg and I but we found accuracy numbers for attack powers from before the nerf. And indeed the Wiki page and it's author was correct. The default accuracy for almost all powers was 100% (or 1.0).

    The default inherent accuracy of powers were 100% when the Wiki page was written. The default inherent accuracy for powers is now 75%. It proves that attacks powers requiring accuracy checks got a nerf. It also explain why we can't see it in the combat window watching the attack math take place. Why? Because the ToHit chance we see is the result of a formula: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) and that iinherent accuracy number is lost in it, we only see the result.

    Here is a sample powerset. I used the researched actual numbers from prior to the nerf and actual numbers from today.

    Super Strength
    Jab - before 100%, now 75%
    Punch - before 100%, now 75%
    Haymaker - before 100%, now 75%
    Hand Clap - before 80%, now 60%
    Knockout Blow - before 120%, now 90%
    Taunt - before 100%, now 75%
    Hurl - before 100%, now 75%
    Foot Stomp - before 100%, now 75%

    I went through as many of these as possible and it was every single power requiring accuracy checks in all player primary and secondary powersets. it was every attack requiring accuracy checks in all power pool and epic pool powers. And every nerf was exactly a 25% reduction in accuracy.

    I've been here since CoH beta, and overall I had never found a game so enjoyable to play as this one. That being said, its things like this that really burns me. It aggravates me to the point of considering moving to that other superhero game coming soon. This "new and improved" inherent accuracy is B.S.
  8. Bad_Dog

    New Player Lost

    Quote:
    Originally Posted by Local_Man View Post
    In addition to Talos and Independence Port, there are a few other options. In both of those zones, there is a ferry to Striga Isle. Striga missions open up at level 20, and are a really fun group of story lines. Plus, the Striga Missions give you some really nice temporary powers.

    ...

    For levels 25-35, you can take the train to Croatoa, one of my favorite zones. Go to the town center (near the scupture in front of the University) and talk to the mayor, Gordon Bower, to start the missions. You'll get to fight a bunch of Celtic mythical creatures and get more good temp powers.

    Each of these Story arcs award merits. The last arc in Striga unlocks a Hess Task Force. The last arc in Croatoa also unlocks a Katie Hannon Task Force. Both of these TFs are really a lot of fun.

    I must concur with LocalMan on this. I would head to Striga at 20. The zones IP and Talos are fine, but they also are still holding the age old story arcs that have been around since the beginning of the game. Many are very long story arcs and many are only moderately interesting. Many are also fixated on only one enemy groups for the entire arc. Some, like a couple of the Freakshow arcs, are like a dozen missions long and seem to be rather bland until the last mission. There is some element to that formula in both Croatoa and Striga, but it is far more varied and the arcs far shorter in length before you move on to another contact or other threats.

    I find arc completion bonuses level your character faster and reward merits infinitely useful. So once I hit 20, I move to Striga, then Croatoa. Where IP and Talos have longer story arcs, you'll get merit rewards faster and arc completion XP bonuses more often by running the shorter arcs in Striga and Croatoa. I've never done the math but I'd be willing to bet that if you are either soloing or leading a team, you are getting far more xp by running missions in Striga/Croatoa versus the same number of story arc missions in Talos/IP. I can only speak for myself, but I appreciate the arc completion xp bonuses. They help a ton, especially if you enjoy soloing.

    There story arcs in Striga begin by visiting Stephanie Peebles in Striga. The stories are interesting and and you get two very useful temp powers by going through these and ends with unlocking a contact for running a short, not particularly difficult, yet great tf. Visually, the zone is great. Getting around the zone is easy. It is, overall, very well done.

    At 25, Gordon Brewer in Croatoa will begin giving you missions. And this is very similarly constructed to Striga in the way arcs were structured. Shorter, interesting, tons of temp powers, and ends in unlocking a contact that gives you a great task force.

    While Striga is more or less a tropical-type island with a volcano on it, Croatoa is more of a darker more mysterious zone, with a theme located somewhere between between Halloween and folklore. Where you'll fight enemy groups on Striga Isle that you find elsewhere in the game, the enemies you fight in Croatoa you (generally) find no where else in the game. Both are fun and both are very different from the rest of the game from 1-50. Well... with the exception of the Shadow Shard.
  9. Quote:
    Originally Posted by LaserJesus View Post
    If you played a farming arc, sure.
    I don't know about you but there's been many times I picked a random arc to play and found its just another farm mission. You don't have to look for a farm to find one.
  10. Bad_Dog

    Illusion/Cold

    I want to thank everyone for the great and very helpful feedback. And that Guide to Cold Dominating is very useful, thanks Gilia.

    I think it's time to go play in mids and see what it looks like at 50.
  11. Quote:
    Originally Posted by PoliceWoman View Post
    Best of all would be if Paragon Studios would assign some programmer resources to addressing this problem -- improving the search interface, adding a "If you liked this arc, you might also like arcs A, B and C", adding the ability to create favorites lists or "theme" lists and allow friends to see them -- nothing terribly groundbreaking, just basically stuff that amazon.com, iTunes, and other purveyors of digital media have already done.
    This is what we would get for 2/3s-ish of everything out there:

    If you liked this arc, you might also like Lt. Farm, Ticket Farm, Farming Madness.....
  12. Quote:
    Originally Posted by MrCaptainMan View Post
    They just need to let us buy more slots. MA Arc Slot Booster pack. 5 slots $9.99 or sth.

    Eco.

    EDIT: And the vet reward idea is genius.
    If they ever make an MA Booster pack it better include giving you a choose-able selection of existing contacts, (outside of AE), that makes your arc part of the missions players can choose from those contacts. Or something just as impressive.

    I can't see any other reason to buy an MA booster pack. We have just about all the maps and enemy groups. A booster of just slots would fall flat, since we could buy slots all along and most people have already bought the number they wanted.
  13. Bad_Dog

    Illusion/Cold

    Hmmm, maybe /cold has a little more to it than I realized. So assuming I was to deck out a /cold and obtain perma-PA, is there any disadvantage to cold as far as being able to solo. I am thinking of AV's in particular.

    Just from what I've learned here and from the conversation I had in-game I see the potential in the combo now, but I still wonder why everyone hasn't jumped over to /cold if it doesn't have some glaring weakness.

    I will definitely read that other thread. Thank you both for the comments, (and link).
  14. Quote:
    Originally Posted by FredrikSvanberg View Post
    It's not that they use a special formula, it's that the only rating that matters is an average of 5 stars. Anything below 5 won't get you a hall of fame and it won't get your arcs a good position on random searches. That is why lower votes than 5s are just different degrees of down-rating, and why a single 1-star vote is a death sentence for any new arc.
    A truly excellent reason to abolish the HoF and the ratings system.
  15. Bad_Dog

    Illusion/Cold

    Can anyone confirm something I was told in the game recently?

    I have an Ill/Rad controller and was told Ill/Cold was better. The reasoning, I was informed, was that while both can get perma-PA, that /Cold has greater damage advantage, namely /rad at about 260 where /cold is at about 400 dps.

    Anyone play ill/cold and have conformation of this?
  16. Quote:
    Originally Posted by Lazarus View Post
    Except that is not what is happening and it has been demonstrated time and time again since AE was in beta. The lower ratings have more weight than the higher ratings, which is why a single 1-star can knock an arc with 100-ratings and a 5-star average off of page three and send it falling hundreds of pages. For those of us who do monitor our ratings and tickets from them the evidence is right there when an arc gets a new rating, bumps up to the 5-star region, then the very next rating it gets knocks it right back down.

    I really, really doubt that we have hundreds of arcs sitting right on 4.94 all of the time for this to be possible. If only the Devs would allow us to mouseover the rating and see the true average, or better yet the number of each rank of star ratings. I got a feeling they don't want to though for two reasons: they just simply don't want to place an resources on the issue and two if we really could see the raw numbers it'd give our arguments much more merit if they turn out to prove our accusations.
    I totally agree, as I noted this as an option. It is possible they are using some sort of formula that is not using typical rounding/averages. In that case, we will never truly know what is going on without knowing the math behind the ratings we see. And without the basics of the formula, it's unlikely we will be able to guess how it works. I would like to know if they are indeed putting more weight on lower rating numbers, because I can't see a reason that would make sense in averaging your rating. Well, unless their intent is to keep players out of the HoF.

    I merely propose based on the way "normal" averages work, math suggests that a conspiracy to assassinate ones 5-star status is unlikely to be successful and it's more likely that 2s and 3s are used for ratings more often that we might believe.

    I notice that we have a ton of statistics on our info page in the game that shows how we are using alignments/tips, and another page for all the statistics for pvp. I would think we should have a similar feature for a published arc. It would be nice to see exactly how many people voted 1, 2, 3, etc
  17. Quote:
    Originally Posted by Talen Lee View Post
    On the other hand, it's entirely possible that someone has a negative opinion of the arc and doesn't want to deal with an arc author throwing a tantrum about it. Lords knows that there are arc authors who do that. There are arc authors who think anything short of a 5-star is somehow harsh criticism.

    ...

    Basically, I am disinclined to imagine conspiracy and griefing. It's much, much easier, in my opinion, to presume that between the flawed star system and the nature of the writing in the AE, that there are simply people who have now seen your arc and didn't like it.
    I was thinking about what Talen Lee said earlier and I did some quick math.

    If the system is doing typical mathematical rounding, it takes a real effort to move something with 100 ratings. One or two "1" votes out of 100 does not move anything. Assuming you received nothing but 3,4 and 5 star ratings and they averaged out exactly to a 4-star rating. Ten "1" votes still doesn't move it, it still rounds to a 4-star rating.

    Therefor this only suggests one of the following must be true:
    A- The system has a script that is calculating the average other than just using standard mathematical rounding and the rating, then, is an accurate reflection of the way the system is intended to work.

    B- Those with 100 plays and see their arcs moving between 4 and 5 stars is not the result of ONE 1-star rating but evidence that there has been many. Like stated above, assuming your arc received nothing but 3,4,5 stars and averaged out to a exactly 4-stars. The fact is that with 100 ratings, it would have taken "ratings assassins" 19 one-star ratings to move a 4 to round down to a 3.

    C- Or, this is just that way your arc rates with players.
    After doing the math above I am inclined to believe that everyone is getting 1 and 2 stars all the time but they are being offset by the number of 4 and 5 stars we get. No one person comes along and kicked a 5 star arc to a 4. It must be that you were getting 1's, 2's and 3's along the way to 100 plays. If you you are on the border between rounding up or down between 4 and 5 even a 4 rating would kick you down.

    I am a believer that people are purposefully rating arcs 1's as I am that people are purposefully rating arcs 5's, all regardless of content, which can more or less can cancel each other out. So we can either believe the math which suggests that you have a story that isn't 5-star worthy to players, or it must be a widespread conspiracy to take you down.

    This is not meant to defend the current system. I want Hof, DC, and Guest Authors off the main page and the ratings abolished or an improved ratings system implemented. I am just firmly against any more HoF arcs and especially lowering the bar or anyone getting a free pass into it. And I mean absolutely no disrespect to anyone here, but there are tons of quality arcs out there that have a grand total of 0 votes. So quality is not reflected by ratings, nor is HoF a reflection of quality.

    The whole interface design and ratings system was a bad idea from the beginning. We have too many HoF pages as it is (and most of those aren't worthy of the title) all taking up prime real estate on the interface.
  18. I had a friend tell me that illusion/cold was the big thing right now with perma PA, 200.5% recharge and damage over 400 dps where /rad is similar but only about 260 dps.

    I'm not entirely convinced. I have played with tons of people over the years and dont recall ever meeting anyone that runs ill/cold. Nor has the thought crossed my mind to make one. Maybe I'm missing the big lure to /cold but I don't recall off hand anything that another powerset doesn't do better. That being said, if there is indeed merit to this claim then it might be ideal for a duo with an ill/rad if it indeed can power out over 400 dps.

    So I posted this to see if anyone can confirm that ill/cold is actually worth investing in. Well, that, and to find out if it is as good as this guy was claiming.
  19. Quote:
    Originally Posted by Wrong_Number View Post
    I don't have time to respond to all your comments, but want to point out a misunderstanding you have. I'm not saying that "there are less than a dozen arcs that are better than a great deal HoF arcs." just that there are less than a dozen arcs with over 100 plays while still maintaining a 5 star rating. That's a fact, not an opinion.

    WN
    Not entirely off, but my apologies if it changed the context of what you said.

    But you did say that these arcs: "are better than a great many of the earlier DC's and HoF arcs," which does not change the point of my post.
  20. Quote:
    Originally Posted by Wrong_Number View Post
    I disagree. Less than a dozen arcs have over 100 plays and are still at 5 stars. Having played all of them personally, several more than once, I can say that they all are very good to excellent arcs that are better than a great many of the earlier DC's and HoF arcs. I do agree though that 5 star rating and many plays is not the sole indicator of a quality arc.
    Although you disagree, you are making my point. You state there are less than a dozen arcs that are better than a great deal HoF arcs. I can agree with that and it shows that just because someone has the plays and the rating doesn't mean the arc is any good. Unless the ratings are based off the devs opinions and no longer in players hands, it can be manipulated. It has and will be, both for and against players. Therefor the rating system is useless for anything other than just dropping a player tickets. And so is the Hall of Fame.


    Quote:
    Originally Posted by Wrong_Number View Post
    My husband and I plus one long time in game friend are the only people even remotely active in any of my SG/VGs. What does help is being active in the MA community, though that certainly does not guarantee you a good rating from anyone.
    I'm sure we can understand this concept: friends rate friends arcs higher than strangers. I'm sure most of my arcs played were by friends and sg members. Looking at the ratings alone you would think this is going to be great, but I don't really know, maybe they stink to other players. If I play a friends arc, I always give a 5. It's a gift of tickets the way I see it. It could have been horrible but he's getting tickets.


    Quote:
    Originally Posted by Wrong_Number View Post
    I've never advertised either of my two highest rated arcs or even asked for reviews of them. I would not know how you would even try to "persuading non-friends to play your arc" nor would I care too, I don't even advertise them. I'm pretty certain that getting random unknown people to play your arc will not ensure a good rating from them and in fact I'd think was awful risky.
    You are advertising right now, your signature is beckoning players to try them out. You are frequent on the forums so your arcs get a lot of exposure. So you already have a leg up on anyone who doesn't have the same exposure.

    I have seen people broadcast for people to try out his arc. In your channel MA Arc Finder, people are announcing arcs. I have had a player post feedback on one of my arcs and giving me the number of one of his to rate. All of them are advertising their arcs attempting to get non-friends to play their arcs.


    Quote:
    Originally Posted by Wrong_Number View Post
    You will if you are active in the MA community and/or they are on the first few pages or get good word of mouth.
    Most people are not so how is the ratings/HoF fair to this person?


    Quote:
    Originally Posted by Wrong_Number View Post
    I can see you did not read the math I have shown over the last six plus months here or you would know that is an unfounded concern.
    I did read it, but if the devs lower the bar who says they will use your number? Maybe they go 25 plays, then we have a flood of pages. I did use the word "potentially".


    Quote:
    Originally Posted by Wrong_Number View Post
    I have spent more hours than I can guess promoting MA as have others. The devs need to get more involved to generate player interest.
    The will spend their time where it affects the great number of players. There is no reason to work on AE, like sg bases, when it would only affect a small number of the community. Getting people back into AE makes it more of an issue.
  21. I am aware, first hand knowledge, that there is at least one group that is manipulating the votes in AE. I was asked to join an AE group and the basic purpose was for members of this group to play 5 star arcs and rate them 1 stars, and the flip side was for members to play members arcs and rate them 5 stars. I declined participation, as my arcs would reflect, I have 5 decent arcs with a grand total of about 30 votes or so combined since AE's launch. :P

    The problem is the whole ratings system is a joke. People know the ratings don't really mean anything. Number of plays and quality of votings is relational to what you do outside AE and what ratings snipers do to your rating. No offense to you Wrong_Number, your arc may indeed be awesome, but the number of plays and number of 5-star ratings do not equal quality.
    If you have alot of friends, sg members, you'll have a lot of 5-star votes
    If you are good at persuading non-friends to play your arc or use the forums to advertise, you'll have a lot of plays
    If you aren't worried about any of that but concentrating on writing a masterpiece and then post it, it won't get plays or votes, period.
    I don't want them to add anything else to Hall of Fame, Dev's Choice or Guest Authors, they are taking up way too many pages as it is when you launch the interface. Those three need to be deleted or moved from the main page. It would be far more beneficial to get a new system implemented in hopes we might see people interested in creating arcs again. We certainly don't need potentially dozens more HoF pages because the bar got lowered.

    If you want to improve AE like many of us do, give them a reason to "fix" AE, not to give you a pass into the HoF because you'll never make the criteria as it stands now. Give them something that brings something to all of us. The more impacted the better. And If you want to know the quickest way to get a change, it's to have us arc builders show them an easy way to generate interest in players who gave up on AE. That can be easy as asking for them to remove all HoF, DC, and Guest Authors and have the entire list randomized when you launch the interface and remove the ratings. It gives everyone a few minutes in the spotlight randomly and provides no one with a reason to give you anything but an honest vote.

    Exposure will get plays. Plays gets you blind votes. Votes equals tickets. Tickets and feedback comments are rewards and this goes a long way to giving you reasons to create in AE.

    Granted, this doesn't address this:

    Quote:
    Originally Posted by Wrong_Number View Post
    The lack of arc slots should be addressed. Setting the HoF to a more reasonable number would be easy to do and, at least in my opinion, writing arcs enjoyed by a large portion of the MA player base should be rewarded with more slots. At least it seems to makes sense to me allow people who write arcs players enjoy to write more.
    WN
    I would think a better system would be to unlock slots by number of arcs published. when you have 3 published arcs a 4th slot is automatically available, then a 5th with 4, etc, up to 10. At any time one becomes unpublished, you lose a slot. All this would work provided you were good standing, like never sanctioned for creating farming exploits or whatever.
  22. Quote:
    Originally Posted by Roderick View Post
    If you can't run morality missions (because you don't have GR), you can still get A-Merits by trading in 50 Reward Merits and 20 million Inf. In most, if not all cases, this is a better deal than using R-Meritss to buy the item.

    And if you do have GR, you can use both methods of earning A-Merits to speed things up even more.
    A-Merits are the way to go, but I go a different route than Roderick.

    I don't use (waste) A-merits on a single recipe, that's what I use reward merits for.

    Take any A-merits you get and do a "Random Rare Recipe Roll". You'll get 5 rare recipes. I haven't found a random roll yet that didn't have some gold in it. I did a random roll a couple days ago and got two (2) Numina's +regen +recovery in the same roll. The random roll option will go a long way to help snag the expensive recipes you are having trouble buying or at least will help finance your build.

    For individual recipes that I'm having trouble getting with rolls or hard to obtain at WW, I use Reward Merits. If task forces are not fitting into your schedule, you can go to Ourobous and do story arcs and each arc is getting you reward merits.

    When I am not doing task forces, I use ParagonWiki when going after reward merits in Ourobous.
    http://wiki.cohtitan.com/wiki/Hero_Merit_Rewards

    You can browse through the entire list of arcs and their merit rewards
  23. Quote:
    Originally Posted by Organica View Post
    I was mostly speaking of classic herding of course. "I'm gonna herd to here! Wait for me!" THAT kind of herding.

    Some of the other points are quite valid. Making sure people don't spam holds and the like prematurely -- valid. Pulling one group forward into another group -- VERY valid. Using a second tank (brute/scrapper) to pull other groups to the kill point -- VERY valid.

    To be honest, the tanks I like best herd quite a bit, they just don't corner-pull every single group or announce everything they're doing. They just try to make sure the majority of enemies are bunched up in one place. I'll usually wait a few seconds for them to accomplish this, then unleash death. Or, if I'm on my scrapper, I'll aggro stragglers and go stand next to the tank. Normally this doesn't involve corner-pulling and it certainly doesn't involve pausing to make sure everyone is on the same page and then having them wait while you go get the bad guys. It just means letting the tank rush in and draw aggro for 2-3 seconds so you can AoE more effectively.

    Not classic herding, but it's what any good tank does.
    Ok, as my college transcript would reflect, English and grammer is not my strong suit. So let's try to put this train back on the tracks.

    I think we all agree the old way of herding the whole map and then killing one enormous mob are gone. That strategy just doesn't work any more. Todays strategy requires a little more thought. Some may disagree, but a tanks role is now a combination of strategies. Depending on the room make up - maybe herding is best, maybe it's not. Some teams require a big brother to look out for them, other teams can handle whatever is thrown at them. In any case the tank should decide what he does based on the variables. Defensivly how much he can handle, how much aggro can he hold within the caps and how much can the team can handle are the limits, the rest is personal play style.

    As a player who does enjoy tanking, I would have to say I love having teams that I don't have to monitor much. I'd prefer to jump mob to to mob, using the terrain features to get them into melee range and let the team work their magic. If all goes well, just before the mob is completely toast, I am on my way to the next mob. But, this isn't always the case. At times, I jump to the next mob and I'll have a trail of dead squishies behind me. So, in those cases, an adjustment is required on my part. Maybe, I am forced to herd more and stay longer. I may be on a team full of "Sallys" that depend on me to buffer the aggro or I may be on a team where I can go AFK and they still finish the mission. Each team needs me to perform different. Tanks that see that, makes the team more fun and allows the rest of the team to do what they do best.

    So, there should never be a herd after herd tank, unless absolutely necessary for some reason, nor should it be eliminated from his or her repitoire. It's my opinion that it all depends on the situation.
  24. Quote:
    I advocate adjusting the way you use powers to the playstyle of the team, but I don't agree with not using one of your best powers when teammates don't understand how useful it is. If somebody tells me, "No pets right now {for some good reason}," then I'm fine with that. But if somebody says for me to not use Phantasm because of his knockback before they have seen how I use him, then I have a problem with that. Unless you know that the person using Confuse powers is using them poorly, I think you make a mistake by asking him to stop using Confuse.
    I don't think you and I are completely at odds on this issue other than if the team functions fine without an effect and doesn't want it, then don't force it. When tanking, it is one of my many pet peeves - I hate chasing confused enemies one after another because taunt will not work on them and so-and-so thinks its helping. There are indeed players that know exactly when certain powers work perfectly, and those players also know when NOT to use effects like confuse. I do indeed give players who have the sense of "use it here" and "don't use it here" free reign. If Deceive is not disrupting the team or what I am doing and not overused to the point where I believe we are losing xp per hour, then all is indeed well and no problems. But if it crosses the line, regardless of whether it's a players best power or not, it just is not worth the friction for them to stand their ground with a team. When it is all said and done, if a team was fine before that player joined, they don't need that player to continue.

    Asking a player not to use a power has little to do with "understanding how useful a power is", it is more about everyone enjoying the game together without forcing unwelcomed effects on the others. I'm sure someone could make a convincing case for the benefits of Tornado, but if I'm tanking and just herded up a decent size mob and I see Tornado tear through it flinging bodies all over the map, I'll blow my stack. I could care less what that players reasoning is on the benefits of Tornado, it's a deal breaker. Fit into the team or go. In my case, it's not being a dictator or out of being mean spirited, its fitting into a regular team without disprupting what we already do and the flow we already have.

    I'm not saying no one should ever use Deceive, but "IF" asked to stop a player should do so. That's all I was hoping to see in the guide, not to change your opinion.
  25. While I have no experience with this combo, I am certainly impressed with this guy on Champion server and his Mind/Fire Dominator.

    See this thread: http://boards.cityofheroes.com/showthread.php?t=232036

    In his signature you can see screenshots from some impressive feats using it - notably Solo LRSF and Solo MoITF.

    Anyone with experience with this combo have any thoughts on how it would work duo with ill/rad?