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Posts
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Joined
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i'm really digging this SUPER cool poster!!
i think WW is a tad small in the chest maybe its the angle
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*sigh* -
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Charging real world money for costumes and emotes? Wow. You guys have really sunk to a new low. I mean for the love of Christ offer SOMETHING tangible. More CHARACTER SLOTS. Offer a new AT, powersets. ANYTHING. But your CHARGING for costumes and emotes? Are you trying to piss off your customers?
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Actually, they tried to charge for new Powersets and the like before.
It was called an "expansion", and people got upset that they would have to pay for such a thing to get new Powersets and the like when they already get free updates. So Cryptic/NCSoft trashed the idea.
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Hmm there's plenty of quotes from NCSoft officials after the merge stating the new, larger development team could lead to paid expansions (but the compromise is this content becomes available sooner, and there's more content/year). It's not exactly a trashed idea.
And to everyone irked about charging 9.99 for some new costume pieces, people have paid more for less content on MMO's in the past, continue to do in present, and will in the future.
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I won't be happy until they are glowing blue or pink.
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I'm so glad I decided to click on Community Digest for the first time today.
Those babies are bootiful! All are great, and there's at least one from every person I thought were like "omg" outstanding.
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This will be the first double xp weekend I can actually take part in!
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I voted for psionic weaponry and force fields
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First off, this post is *NOT* a precursor of any particular impending change. The topic is strictly informative and for discussion.
I'd like to know about breakpoints for To Hit and Defense and how you, the players, think it should work. I'm not talking about mechanics -- I'm talking about the expectations you have in a fight.
1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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Just found this, here I go:
1. this sounds like a 5% thing, even when a target has no defense you have a slim chance to miss. maybe hitting somewhere between 95-99% of the time?
2. with no defense and maxed out tohit - every time
3. converse to 1. if they have maxed out defense and im just running default tohit, I should be missing anywhere from 95-99% of the time.
4. I really think this should be a 50-50 thing. if you have maxed out defense and your opponent is running maxed out tohit, why should they be hitting anything over 50% of the time? that would be giving tohit more leeway (which they already do by having a default) than they deserve.
Edit: although it is annoying to miss, that's what *needs* to happen if defense sets are actually working -
Recipe: Soveriegn Right
Option 6: Aura 10% Resistance (All but Psionic) for Pets
Drop circumstances: Received after completing the Statesman Task Force and selecting a rare recipe option.
Likely Pool: D -
Ran the STF tonight from about 6-9pm (took a bit over 3 hours, but we did a lot of waiting for load time).
Team was:
Stone tank, empathy/electric defender, rad/psy defender, 2 blasters (one was fire, I forget the other), ice/storm controller, fire/kin controller and a spines/regen scrapper.
LOTS of AVs. LOTS of bosses. LOTS of fun! The missions were all different and unique. The last mission took some time because the AVs newfound resistance to regen debuffs. But with 1 rad it was still very do-able.
This is SO much more fun, doable with a non-optimal team, and more enjoyable than the RSF. Good job devs, now rework the RSF! : )
Edit: I forgot to include an error we saw:
the final cutscene repeated animations, and 2 people who had previously done the RSF said it was buggy and not like when they first did it. -
The same type of weapon thing is on some Night Widow's.. there was a post a long time ago showing a Night Widow in ripper animation with 2 blades coming out of her hands like that (but they weren't yellow).
It might be a "weapon/power" not intended for us, similar to say.. rikti swords..
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Can we please re-vamp the RSF to be less stupid? This is why I don't play my two 50 villains EVER. Everything is just "better" (defined to me as burst damage inclusive and easier to manage in general) on heroside than villainside.
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<rp>As it freakin' should be! You want to be a no-good villain, don't expect it to be easy. Evil never prevails!</rp>
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<rp> *blasts Leandro on her ice blaster for his full hp in about 3 seconds*
Well that certainly was easy!!! Glad I'm not a corruptor! </rp> -
"We accomplished that goal, but in the end some of the Archetypes felt left out, since they didnt have the build to contribute to the huge Archvillain fights that the Lord Recluse Strike Force was built around (we took our learnings forward from this)."
This seriously bugs me.... they are ensuring security for all hero AT's, and it sounds like the STF won't be "built around" a large AV fight like the RSF is built.
Can we please re-vamp the RSF to be less stupid? This is why I don't play my two 50 villains EVER. Everything is just "better" (defined to me as burst damage inclusive and easier to manage in general) on heroside than villainside. -
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Some of the sets (the rarer ones), have parts of them that are only attainable by completing a Story Arc.
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I just want to second any other person's concerns that this is a bad idea... Knowing the trials and TFs is a relatively minimal task once you get associated with the game. Knowing all the story arcs, level ranges that apply, and contacts that apply isn't a very easy task.
I work on a variety of characters, a variety of origins, and I really don't have the time to go web-hunting for some COH site that has every known story arc and figuring out how to get them at the right level ranges.
Plus, I think a shift towards heavily influencing people to actively rely on story arcs is a disgusting scheme to make people play more hours and level less quickly (not using radio's, for example).
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I did one yesterday from the detective in Peregrine Island. I did all the side missions by getting keys from defeating the boss carnies I could find - everything went great until the 3rd side mission (i believe there were 4 in all, and a named boss in the last one).
Bugs:
In the 3rd, my imps disappeared off screen but I could view there health, they died off map. Also, any NPC I attacked in the 3rd mission disappeared after I hit them with just 1 attack. I could still complete the mission because when they disappeared it was as if I defeated them apparently.
In the 4th mission: same thing, all NPCs disappeared EXCEPT when I went up the elevator - the named boss and the minions up there I had to defeat.
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Uhh I just wanted to say I really like Lady Sadako and I totally support her candidacy for miss president. : D
Also.. I wanted to share a little story:
Matrix Online (I know I know, it's not CoH, but like CoH it started primarily as a PvE game and then developed pvp over time) had an entire large-scale update addressing power imbalances in pvp. This took them about 2 years from launch to fully realize and implement.
After it was done, pvp'ers were happier, and almost instantaneously (seriously, like overnight) a ton of new people were flagging and pvping for their first time and enoying it, because there was no more insta-stun 2 shot deaths, and people could actually battle for longer than 3 seconds with just about any build they wanted.
Although lighthouse said there's no near plans to address power balance for the pvp realm, I think it would be a good thing to do eventually.