Barata

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  1. Quote:
    Originally Posted by stever View Post
    I am 56 also.

    I have met many others close to my age ingame.

    I occasionally make social references to older trivia items that sail over most of the other players heads, but will result in tells from other people who lived through the older years who recognize the references.



    ______________

    You have to be careful though, or those in jokes will backfire on you.

    For example, years ago, I used to think it was funny to mention overhearing some kids talking,
    and one said "Hey! Did you know know Paul McCartney was in a band before Wings?"

    That became much less funny a few years later when I told that, and one of the people there asked "Who is Wings?".

    .
    And kudos to you. I'm happy that I see an older crowd still enjoying the fun of computer gaming.

    And yes, it's disconcerting when you bring up something that you take for granted, and everyone else has never heard of it. I just read story here or in another forum, and the poster worked in a music store and the teenagers looking at a picture of Marilyn Monroe thought it was Madonna. After he finished telling them who it was, they walked away whispering "It's so sad, he works in a music store and doesn't even recognize Madonna."
  2. I just turned 50 this past weekend. I see that we have a 57-year-old in the game. Kudos you to sir.
  3. I always enjoyed the sewers for my new characters. I never really considered it farming. I thought of it more like steamrolling. It was fun starting off at the top and working your way deeper and deeper into the sewers, coming across new villain groups, and having the challenge change as you progress. Yeah, you got levels pretty quick, but it's hard not to level quickly at those low levels. We'd always work our way through until we got to a level high enough to start KR missions and get the jet pack. I also liked that since it's a regular area, you'd come across other groups fighting too.
  4. Quote:
    Originally Posted by JohnX View Post
    Tankers: “Scrappers do waaaay more damage than us AND have comparable defenses!”

    Brutes: “Scrappers are better than us in PvP!”

    Controllers: “Scrappers do more DPS than us!”

    Corruptors: “Scrappers solo better than we do!”

    Defenders: “Scrappers do more damage, have higher defenses AND solo better than we do!”

    Blasters: …/faceplant

    Dominators: “PToD doesn’t affect Scrappers! We’re worthless in big fights!”

    Kheldians: “We can’t solo AVs like a Scrapper!”

    Stalkers: “I want to Scrap like a Scrapper!”

    Blasters: “SCRA!...” /faceplant


    What does this tell you?
    It tells me the grass always seems to be greener on the other side.
  5. With whatever you do to Granite, would it be possible to have female tanks maintain their female voices? It annoys me to no end that my female tank suddenly has a male voice when she activates her granite armor.

    As for the armor itself..... I'm not sure if I want it the way it is, or have it like was suggested, with granite covering up parts of the body so that the costume still shows. If it stays the same, I think I'd like it if there were different models to choose from, so that even though you're in granite form and only granite is visible, there'd be different "styles" to help you look a little more unique.
  6. Thanks everyone. I had a good basic idea of how taunt worked, but the information coming up in-game for mud pots was throwing me off. The other powers had taunt durations listed, but mud pots didn't, which made me wonder if it was being treated differently. I guess it's just a bug in its description.
  7. Quote:
    Originally Posted by Nethergoat View Post
    or, why MA (and before MA Radio missions) appeals to so many players.

    Running Tina McIntyre's arc with a scrapper. Things are going along fine, then I hit a 'defeat all' hydra mission. Okay, the map isn't too huge, no problem.

    "Oh you beat the hydras...okay, now run to Brickstown and talk to this guy on the other side of the zone!"

    Well, I don't run that many story arcs and it's been a while since I did one of these annoying FedEx missions, so alright, off I go.

    Oro to Bricks, run across the zone to the hospital, talk to the guy, get the totally predictable mission right back where I started...and it's the same freakin' kill all, on the same freakin' map that I just cleared.

    Oh wait, this time there are some glowies to click and a boss to beat, so I guess that makes it okay?

    Logged out in annoyance to check the market on some of my other characters and to whine about it here.

    Just a reminder to everyone that there's a reason lots and lots of players prefer the convenience of content that doesn't send you all over the world before handing you a carbon copy of the mission you just did.
    I was just leveling up my tank, feeling she's been ignored for too long. I chose Indigo as the contact since it's been a long time since I used her. While you hate Tina McIntyre, I absolutely hate Crimson and Indigo. Not only do they send you all over the place, but they insist on sending you to their counterparts. I swear, I've seldom been that frustrated! Each one sends you on a mission, and before you have them as a cell contact and can call them, you have to return to them, and they just send you to see the other one. I actually hit a point where both my O-Portal and my SG Base Transporter were still recharging. It was bad enough when Indigo was doing it, but when I finally got Crimson, he kept telling me to go see Indigo. The one feature I wish the devs would implement is the ability to punch a contact.
  8. Quote:
    Originally Posted by SlickRiptide View Post
    I was thinking about safeguard mission badges, and super-sidekicking that's upcoming with Issue 16. It occurred to me that it would be really useful to be able to just set my security level to the right level for the mission and not have to deal with finding another player of the correct level and a similar interest in repeatedly banging out safeguards for badging purposes.

    That's when it struck me that that next logical step after super-sidekicking, from an exemplar standpoint, is to eliminate the exemplar entirely and just let a higher-level player masquerade as a low level player if she wants to do that. It even makes some sense given how fast the low levels blow through now and Issue 16 looks to be speeding that up even further.

    Sure, you get to level 50 but one day you have a hankering to go mano-a-mano with Doc Vahzilok because you leveled way past him before you even got the contacts for the mission. Why not be able to do that?

    I realize this belongs in Suggestions, but I posted it here primarily to get a feel for whether this is really an ability that people would find interesting or if it's just my own little quirk that I might find it more interesting to fight a bunch of bone-daddies at their own level than spend an hour wiping out greys in order to get the badge for it.

    If the game supplied a way for you to voluntarily "exemplar" yourself to a lower security level of your choice, with all of the attendant restrictions that normally accompany an exemplar, but that you'd otherwise be free to join or leave teams or receive missions from your past contacts in the exemplared level range, would you use it?
    I think that's a good idea. On occasion, I'll use the flashback crystal to exemp myself back to a lower level, then do some street hunting because I like bashing that particular villain group. If it was a feature, I'd definitely be using it at points.

    I do like the new super-sidekick system. I only read about it today for the first time, and I like the idea that the entire team is brought to the level of the mission. It sounds like it can save a lot of headaches.
  9. Quote:
    Originally Posted by Columnist_Freak View Post
    I agree completely with you, but the players who only focus on rewards are here to stay.
    True.

    But what if there were no "rewards"? What if <gasp> the only thing you got as a reward was influence, and everything could just be purchased from a regular vendor.
  10. I was playing my tank recently and was a little puzzled about the technical aspects of taunt. When I hover over powers or call up their info, they basically say that this power gives a certain strength taunt for a certain duration. But when I looked at Mud Pots, it only said that a taunt is applied, and no duration was specified. Since I want to finely tune her taunting capabilities, I'd like to understand this more.

    Are taunts applied through taunt/damage auras different than what's applied through the power itself or through other attacks?
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    You know, I've seen a lot of discussions about the merits of travel powers, the banes of cross-zone travelling, the benefit of having all missions in the same zone and close by and so on ...
    ...
    And I'm not sure I'll be able to replicate that again any time soon.
    (quote was shortened just to save on screen real estate)

    I hear ya Sam. I've been taking a break from the game lately, logging in for an hour or so once or twice a week, only because I've grown so familiar with everything, I just need a change of pace. I even reinstated my subscription to WoW (and quickly realized why I never played it for more than a day. I'll have to cancel it again before it renews next month) just to try something new.

    What you're describing is the thrill of discovery. Discovery can come from exploration, or it can be fighting a new villain you never fought before, or getting a new capability that is very different from anything you've had before. Exploration is the most noticeable, I feel. Going through an area you either were never in before, or hadn't seen in a while so that you've forgotten, can be VERY impressive and rewarding. You not only had the joy of discovering/rediscovering a little-used area, but you also discovered how well your shield defenses worked, and you discovered new tactics (dealing with multiple Death Mages). That's the type of thing I savor when I come across it.

    And I do understand what you say about the "modern conveniences". I remember when there were few conveniences and almost zero loot/rewards. During that first year or two, content was the focus of the game. The forums at the time extolled the game to newcomers with common praise like "you'll like this game because there's no loot and you don't feel like you have to collect certain items to succeed." When true "loot" was added, and then made into a reward, focus shifted. Now, a good portion of the focus is on maximizing rewards. Modern conveniences mean you can effectively ignore the genre and entire game world, jump into your mission(s), and maximize your rewards.

    I'd love for there to be more exploration-type content in the game. The problem with places like boomtown and such is that they're too repetitive. Any one area is just like any other area. And even if the scenery changes, it's still spawn after spawn after spawn (the spawns get repetitive). Instead, what I think would be great is something that you can explore that has a variety of interesting landmarks and challenges.

    Frankly though, with the reward-centric focus within the game now, I'm not sure anything like that is worth the effort. Once you shift the players' focus on the rewards, the only content that will be played are the ones that offer those rewards. While a few people (myself included) would enjoy visually-interesting areas with fun challenges, I think the majority will simply say "there's no merits at the end? why bother!"
  12. Quote:
    Originally Posted by Calash View Post
    The tunnels under Grandville and Faultline come close to that type of feeling for me. Faultline in particular as you stumble upon buried super group bases and groups of arachnos working to dig them out. Then you get to a point and you are on the other side of the war wall.
    That was the coolest surprise for me. I thought it was a bug that my mission objective showed up outside the map area, but those tunnels (when I found them) brought me right to it. I love that.
  13. Quote:
    Originally Posted by Prof_Backfire View Post
    I hear Hamidon has unresistable KB attacks as well. Enough to send a rooted Granite tanker flying anyway.
    Rikti bombs will do that during invasions. I distinctly remember one blowing up next to my stone tank and winding up on the roof of the neighboring building.
  14. Quote:
    Originally Posted by ketch View Post
    Ah, one of the things that drives me nuts about ye olde official content is how hard it is to get to at times. I had the urge to fight Dr. Vahzilok, having only done so once or twice before and wanting to share it with a friend. After I found a contact willing to give up the appropriate arc I was immediately redirected twice: once to visit Jim Temblor and again to see the Bloody Bay rep. Third time's a charm? Nope, the only options were an unrelated Outcast mish and a hunt. Finally, on the fourth attempt the contact gave up the Vahzilok plague arc. I'd estimate about 45 minutes wasted before getting to the actual story missions.

    Thanks to Paragon Wiki I worked through the arc without the sidetracks that tend to result in outleveling the mish I wanted to play. I suffered through the Vahzilok wasting disease, and when my friend returns from vacation we'll hopefully enjoy one of CoH's first AV's.

    On a semi-side note, who's freaking idea was the Vahzilok wasting disease? Seriously. Not only does it kill your recovery, but lowers your total endurance. Did someone think it would be fun to suck even more wind before stamina? I suppose that goes to highlight one of the missteps made in some of the old content.
    Interesting. I always thought the Vahz story arc, along with the wasting disease, was some of the better content. The disease only lasts for a single mission, and is one of the few moments in the game where you aren't babied and coddled. Actually, as far as I can tell, it's fully unique in what it does. And it's not like it makes the mission impossible. I've completed it solo on defenders (who do horrible damage). You have to pace yourself, certainly, but it actually adds challenge to the game, as opposed to all the buffs continually given out to make everything easier and safer. The story arc is also nice in that, without having to initiate a task force or some other special action, you are presented with an AV-class villain (and one of the best-designed ones, when you really look at him).

    Then again, I liked when the code for ambushes was broken and the game would send a dozen ambushers after you. I found it refreshing that the constant feeling of safeness (which doesn't really fit inside this genre) was totally shattered.
  15. Nethergoat mentioned Tina McIntyre, but the one contact I wish I could drag into a PvP zone and put the smack-down on is Indigo. I dug out my 50 fire/ice blaster and saw I still had her arc open. I spent the entire evening trying to finish it up just to get rid of it. The entire evening for grey-filled missions that I mainly stealthed through. Actually, I didn't even have to stealth, the mobs just ignored me. Even when I had her cell phone number, she insisted on sending me off to Crimson before every mission. I never hated a computer-generated character so much before in my life. Go to Crimson (in Peregrine), then a mission in Atlas, go to Crimson, then Kings Row, go to Crimson, then some other obnoxious zone.

    If there's one issue I'd like to see the devs work on, it should be the "Quality of Life" issue. Go through all those old arcs and tighten them up. Find all those other little annoyances and fix them. Just one issue to make all the old parts of the game shiny. Things like a respec system that is actually user friendly and doesn't force you to redo every single action you've ever taken when leveling your character.

    But I'll still take the lamest game content over the AE farm content any day. At least if I'm going to be bored, I'll be bored traveling through different zones rather than staring at that one stupid farm map all night long.
  16. 128) Bought a recipe instead of an enhancement and thought you got ripped off when the enhancement didn't show up.

    129) Forgot you changed characters and enter combat trying to do something your archetype doesn't do.

    130) Respecced and forgot your travel power
  17. Barata

    3 Word Story

    During one day at the height of summer, six glittering starships appeared out of nowhere. Suddenly, everything went dark. It was the curse of the evil monkey that eats cottoncandy. The people all fled in terror at the sight of the sticky
  18. Quote:
    Originally Posted by ReclusesPhantom View Post
    I got a couple

    2) When I first got Hover. My SG mate/leader was hovering above Fort Darwin in Mercy Island doing some recruiting. I decided to join him up there but thought that you couldn't move up with Hover for whatever reason so I spent a painful five minutes flying into a wall slowly moving up it lol.
    hahahahahahahaha! Oh man, what a great story!
  19. Quote:
    Originally Posted by Bright_Shadow View Post


    Farming is not about maximum rewards. Farming is about efficiency. There are many factor that go into your "walk in the park" AE boss farm, and unless you're the actual team leader, you don't really get to see them.

    You need a team. And you need a GOOD team. You need high DPS, and high survivability. Sure, this team could mow any regular content missions. But it is not NECESSARY in order to mow your way in regular content. In AE, it is necessary; otherwise you'll have team-wipes and quitters.

    What makes AE so 'popular' is the fact that it is accessible. That, and the Auto-SK feature. These reduce the time needed for farms. And time is a major factor in efficient farming.

    As I've said it countless times, farmers do not exploit the game. Farmers find an efficient point in the Risk vs. Reward curve of the game, and then repetitively use it for their advantage.

    Right now, this point of efficiency seems to reside in AE maniac boss farms (and other farms depending on your particular team build). And in order to reach this point of efficiency, you need a well-built team and co-ordinated team play (unless you're that one guy who solo's boss farms with their 4 billion IO'd-out build with enough DPS to do it efficiently). Once you do arrive at that point of efficiency, rewards start rolling.
    I didn't claim farmers were exploiting the game. As both you and Hydrophidian pointed out, there are different issues that make the AE more lucrative than normal PI farming. Convenience is one. You don't need to travel far and the hospital is right there. You brought up auto-sk, and that's a valid feature too. All of these give you increased XP per hour.

    But it still comes down to this..... if AE wasn't more profitable than PI, people would still be in PI. Some of the things that make AE more profitable may not necessarily be the difficulty level or the experienced gained per boss, but all components do add up to make it more profitable.

    With I16, focus should shift once more towards regular missions again. Right now though, AE offers advantages that PI does not.

    And please, I didn't say farmers were exploiting. I'll say that some people were exploiting at various times (Comm Officers, Mitos). That's if we use the common definition of exploiting that is used within the game.... using an intended behavior or broken mechanic for gain.
  20. Quote:
    Originally Posted by Hydrophidian View Post
    ...
    I think that's going to result in a lot of "AE Babies" standing around looking for something to do, and a lot of crying on /broadcast.

    But we'll see.
    I have to admit I chuckled at that. I started envisioning the broadcasts in AP.

    "10 Tank LFF! I has skillz. Why wont ne1 invite me!!!!!!!!!!!!!!!!"
  21. Quote:
    Originally Posted by Hydrophidian View Post
    In Influence, depending on drops.

    Which, I imagine, is likely why there's still some farming going on in PI.

    Otherwise, sure, AE is the preferred option.

    Though, I think there is a big reason for this, which didn't make it onto your list: Convenience.

    In that regard, I16 is going to change the dynamic considerably.

    I look at farming and PLing as two different behaviors. As it stands, someone looking for the latter can benefit from the former, and someone pursuing the former has incentive to include someone wanting the latter.

    That changes in I16, though. Farmers will no longer need padders.

    I think that's going to result in a lot of "AE Babies" standing around looking for something to do, and a lot of crying on /broadcast.

    But we'll see.
    Yes, it's convenient. That's one advantage that has nothing to do with experience. But like I said in the post preceding this one, serious farmers pride themselves on maximizing their rewards. That's not a derogatory statement I'm making, it's merely acknowledging what farmers have been saying for a long time now. Convenience accounts for some of AE's popularity, but it's not going to attract as much farming as it does if it didn't offer good rewards that at least match what you can get elsewhere.

    I'm looking forward to I16. I decided I have nothing against farming other than I think it's boring, and I'm very much looking forward to upping the virtual team size and running through some of my missions.
  22. Quote:
    Originally Posted by Bright_Shadow View Post


    AE is more efficient FOR THE RIGHT TEAM. AE does NOT give experience in greater quantities (custom bosses offer less XP than bosses in-game, Patrol XP is not taken in AE, and there is no end-mission bonus). AE does NOT give out experience with less effort because farming level 54 bosses isn't really a walk in the park.
    Yes. Like you said, with the right team, it's more efficient. But that exact same reasoning applies to all content within the game. It's not like you can pick up a mission outside of AE and team build doesn't matter. Also, you don't need to use custom bosses with reduced experience, you can pick out standard ones that your build does well against.

    As for it being a walk in the park.... it very well can be a walk in the park. I've run through a couple of those. Lots of experience, capped out ticket rewards, zero risk, little effort.

    If PI farming teams are just as lucrative as AE, then why aren't more people in PI farming? If AE doesn't have all these advantages, why is it so popular? I'm serious. When people farm, they choose the most rewarding content. That's why you don't see farm teams running radio missions. So if AE does not offer advantages to the normal PI farm teams, then why do the farmers, people who admit and pride themselves on their knowledge of maximizing rewards, concentrate on AE?
  23. Quote:
    Originally Posted by Geek_Boy View Post
    Not really, no, no, and they still are.
    Yes really, yes, and yes. And yes, some people still farm in PI. Anyone who says that the amount of AE farming is less than PI though is just kidding himself. As for whether or not an AE farm mission gives more or less experience..... more people farm AE than any other mechanism. It's obvious. Go to AP and look at how many farm teams are forming in AE. Then go to the other zones and add up those farm teams. You'll see that AE is being farmed much more than any other mechanism.

    So if AE is not offering better rewards than PI farming, then why have the majority of players who farmed in PI now farm in AE? AE guarantees that every mob in a farm mission is boss level or higher, yielding the highest rewards and experience. No other content in the game guarantees that. AE can guarantee that every mob you face does the damage type that you are most resistant to. AE can guarantee that every mob you face has the least resistance to your own damage type. Do you debate that? Having guaranteed mobs of boss level, susceptible to your damage type, and inflicing the damage you are most likely to resist or avoid is efficient. So how is AE farming less efficient or lucrative than PI?

    I'm not saying I'm for or against AE farming, or even farming in general. Someone asked what the difference was between PI farming and AE farming, and I explained. Those are the differences, and I'm not sure how it's debatable.
  24. Quote:
    Originally Posted by Max_zero View Post
    How is Pl'ing and farming detrimental to the game? Pl'ing and farming have been in the game since the very beginning.

    I mean you even said yourself:



    So the Pl's are already in the game Pre-MA it's just that now you go form a team in Atlas instead of PI? Whats the difference?
    AE is more efficient. AE gives out experience in greater quantities. AE gives out experience with less effort. That's the difference.

    If that wasn't true, people would still be farming in PI.
  25. Quote:
    Originally Posted by Adeon_Hawkwood View Post

    Positron's blast actually has Recovery not Regen by the way.
    My bad, I was going from memory. I remember it having some other good bonuses too.

    For my AR/Dev blaster, I'm shooting for ranged defense. I'm up to about 20% ranged defense (when Smoke Grenade's to-hit debuff is added in), and I still have quite a few powers left to add bonuses to.