BellaStrega

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  1. For some godforsaken reason, I was reminded of power 10 enhancements the other day when I found that Ghost Falcon won't buy or sell if you're on a task force.

    And as for contacts only selling inspirations, I remember doing the Positron task force for the first time, and none of us were really well equipped to fight the large spawns of Vahzilok and Circle of Thorns, all of which spawned at the TF's level limit (15, I think?) meaning a lot of the TF was purple to many of the participants. I remember specifically going to buy inspirations and discovering that none of my contacts would talk to me. We had to have one of the other players switch characters to buy inspirations for us.

    Quality of life was not a significant concern in this game's initial design, I don't think. I think the predominant design theory was to put as many roadblocks as possible to the detriment of quality of life, even if it didn't increase actual gameplay difficulty. I'm not sure how much still exists. All I can think of at the moment is that rest still has a recharge.
  2. I've only spent about $30 on PPs since coming back, which I spent on titan weapons, the titan weapon pack, the gunslinger pack (yay Dink), the Roman pack, the Vanguard pack, the atomic aura, the bio-whatever aura that looks a bit fiery, and the runes aura. All of these purchases were for specific characters, although it looks like I'll have at least two TW characters. I've also been refitting my old costumes with newer pieces.

    I would like to get storage options, but like others I find them extremely expensive for what they offer. I also agree that the IOs are a bit high-priced for what they do.
  3. Quote:
    Originally Posted by Lothic View Post
    Yeah I understand what AmazingMOO is saying about how artistically speaking wider shoulders make women appear more masculine. But the minimum settings this game allows make them look somehow borderline physically deformed or at the very least unnatural somehow.

    What this means that no matter what kind of female character I'm trying to make (unless she's suppose to be less than 10 years old or over 100) I will always set her shoulder slider upward to be at least as wide as her hips. It's the only way they look "normal" to me.
    I do this too. I don't really like making the shoulders smaller on my characters because they do not look right. I don't particularly mind if my characters look a bit masculine, but I don't think increasing shoulder width particularly achieves that effect as uniformly as was suggested.
  4. Personal gain: Power, wealth.

    Often idealism (misguided or otherwise). I am not sure that all idealism that leads to villainy is misguided in and of itself. Sometimes, society really is the problem.

    I can't think of any of my villains who are purely malicious and/or sociopathic.
  5. 140 shards converted to threads over a 280 hour period, not counting the time necessary for those shards to drop, not counting any threads gained from running SSAs every week (10 additional per week), and not counting the XP necessary to unlock the slots (~30 or 50 more threads, depending on slot). I don't think anyone's going to argue that it's feasible to do anything past your alpha slot by getting shards solo. Perhaps you should have been explicit that you didn't mean an alpha slot, if you wanted that to be clear.
  6. Quote:
    Originally Posted by Bill Z Bubba View Post
    The hyperbole tag should have been apparent.

    /but hey, on the plus side, new exploit to ponder!
    ??? Exploit?

    As for the hyperbole, I thought it would be helpful to post some relatively accurate numbers as I'd recently had the opportunity to see how quickly one can get shards in solo play.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    That'll get you, what, a T2 in 7.5 months?
    Since you can get T2 solo in under two weeks just by doing five tip missions a day, I'm not sure how you came to this conclusion. It takes a long time to get that alpha slot going due to low drop rate, but that long time is a matter of days, not weeks or months. I was able to get my T1 in three days, which included confirming my hero alignment once and doing each SSA chapter twice, while set on x4-x6. After I confirmed my hero alignment the second time, I had 10 shards left to go toward my T2, and that was within five days. I haven't really played the character much since due to another MMORPG (aside from speed running SSAs to get once/week rewards), but I can probably finish up my T2 fairly quickly the same way.
  8. Quote:
    Originally Posted by BrandX View Post
    If Staff Melee is made available by then, I'll be making sure to try to get that to 50
    My answer is like this, except Dark Control/Dark Affinity.
  9. Quote:
    Originally Posted by Remidi View Post
    And since I have never heard anyone claim CoH invented raiding, I assume it was at least a known element of MMORPGS when the Hami was created.
    Yes, other games had raids prior to City of Heroes.

    Quote:
    Maybe I am misunderstanding your point. The main discussion in this thread has been team vs solo options for the Incarnate system. Are you bringing up the Hami raid as an example of how that model has been tried before and failed? Because I certainly wouldn't consider it a success, even back before the introduction of IOs.
    No, I wouldn't say that the Hamidon raid was a failure. I don't know of there are still active Hamidon raids (but I would be surprised if there wasn't) but I do know Hamidon was actively raided for years, through all the various changes (and the latest incarnation is actually pretty decent for needing to coordinate up to 50 people).

    Perhaps my perspective comes from being involved with people who have been active in Hamidon raids, but I am not sure the ability to fill up the Hive and defeat Hamidon even when the game is nearly 8 years old qualifies as a "failure."
  10. What you chose to see Hamidon raids as is not relevant to how they were intended, which was endgame content with what were at the time fairly powerful rewards. It's been overshadowed intentionally with further additions such as IOs and the Incarnate system, but what you're saying here has little connection to accuracy.

    Your analogy is also false, as Hamidon enhancements have also been part of the game since the beginning, and they did have a fairly profound impact on gameplay, especially given that some of the balance issues that led to the global defense reduction and ED were caused by extensive HO slotting.

    Anyway, no one is saying that HOs are just like Incarnate powers. My own point was that the devs have in the past designed around the idea of gating rewards behind raid-level content. That this was not a new decision or direction for the game.
  11. I hate to say it, but that's probably an intended feature, Slaunyeh.

    Like Arcanaville and I both said, it's about qualitative improvements.
  12. Quote:
    Originally Posted by Nihilii View Post
    Me, I feel bad for people using Vista/7 with the default GUI look. So ugly and such a step backwards compared to the clean, neat, ergonomic WinXP interface. :|
    I don't really care about the aesthetics, but I so much prefer how Windows 7 handles windows I don't ever want to go back to XP. But then, I am extremely particular about the order my windows are in, and I suspect most people aren't fussed nearly as much.
  13. Quote:
    Originally Posted by Electric-Knight View Post
    Aha, so I had it just a bit backwards!
    Yeah, I never saw the previous types of endgame rewards as such. And now I see the Incarnate Rewards as such...
    It's funny, but the reason really boils down to that I enjoy options and don't ever really find myself concerned with increase in power. Obviously more options tends to increase my power, but my enjoyment comes from having more that I can choose to do at any moment, rather than having greater numerical statistics to do things quicker/easier.
    If I have to put some effort/work into increasing my numbers a bit... I generally won't bother.
    If the rewards to the same effort/work is to get some new options, then I probably will.
    I'd say this is especially true for me in CoH, where you can feel quite powerful and be so successful without anything beyond the basics.
    Not that there's a single thing wrong with anyone else's personal enjoyment... that's just how mine seems to operate.
    I find that increased power gives you more options. It's just not as explicit, as it's not "I have a new power to shoot you with" but more "I can use my existing powers more frequently, effectively, etc. and engage in riskier play with greater chance of survival." Obviously, there's not really much in the game that can match the ability to have permanent status protection on characters that didn't have it before. That's a huge game changer.

    For example, IOs make my DM/DA scrapper into a passable tank, and solves a lot of the weaknesses in both powersets. Of course, a lot of that is geared so I can run ten toggles at once and fight without keeling over, but still.
  14. Quote:
    Originally Posted by Bill Z Bubba View Post
    I remember the goo change, but nothing that ever stopped me from leeching with my show up at hold phase, get HO, give it to brother cuz I didn't need it plan.

    I'll agree that it was supposed to be a raid encounter but it was certainly never that for me. Incarnate content at its introduction was the first time I had encountered raiding-only-for-phat-loot-soloists-can-suck-it syndrome. (Yes, CoH is still the only MMO I've played longer than two weeks.)
    I think that Hamidon was always meant to be that, but they never managed to design it that way. The later change to it to limit the Hive to 50 players was an attempt to get away from this, but since it was still set up as an open world raid, people still leech. At least I recall this happening when I was doing Hamidon raids in 2010.
  15. Quote:
    Originally Posted by Captain-Electric View Post
    That is like the third time today I have misunderstood someone on the forum, and I swear I'm reading everything! I think I've also broken my record for number of posts in one day. Correlation?
    For what it's worth I don't think our misunderstanding was your responsibility. What I said lacked enough context to come across with my full intended meaning, and it was a terrible joke anyway.
  16. Quote:
    Originally Posted by Electric-Knight View Post
    At least, that's what I came to after reading your reply beforehand, but opted to avoid continuing it, hehe... Lemme see what Arcanaville had to say...
    I agree that the incarnate rewards are so much better than any previous endgame rewards (HOs and SHOs primarily) even before all the nerfs there's practically no comparison in terms of quality.

    Your reaction didn't seem harsh.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    On the subject of hami raids and their comparison to incarnate content, when I can get a tell from my brother to head into a zone at a specific time, hit a monster once to get an incarnate component and then go on with my day, THEN and ONLY then will that comparison have any validity.
    Oh, it's completely valid. You can't just go into the Hive and smack Hamidon whenever you want to for a drop, you know?

    You're making a matter of how well the encounter was designed into whether the encounter counts for that philosophy. Intended behavior was not to simply hit Hamidon once and get your reward. Early on you would get an enhancement for every goo you killed, and supergroups would set things up to mass kill goos to get multiple rewards when the intention was one reward to a player. They changed the design to prevent that, just as they changed the design again to make it harder to just go into the Hive and smack Hamidon once to get your reward.

    I wonder how Hamidon would have been designed if they'd worked Leagues into the game at launch?
  18. Quote:
    Originally Posted by Bosstone View Post
    Save Panther 541 is one of the best tip missions there is. I don't get being confused about it either: the instructions when you get into the mission are pretty straightforward. Talk to the base commander and fight off the ambushes. That's it.

    The only mission I actively avoid is One Good Spider. It's not that it's a bad mission; it's actually pretty epic and well done. It very much captures the heroic sense of swooping into Grandville, flipping over Arachnos's table, and escaping with the rescued ally.

    But it's long, especially after already running through 5 previous tips. It's got a ton of objectives you must complete in order, and it's just tiring when I'm ready to move on to other stuff. It's a lot easier to go step on level 20 enemies until one coughs up The Unusual Suspect, which is quick and simple.
    Yes to both. Panther 541 is pretty simple - find a good chokepoint if you like that sort of thing and hold the line until the mission ends. I really like it.

    One Good Spider is perhaps my favorite mission in the game right now, but you're right about it being long and involved.
  19. Quote:
    Originally Posted by Electric-Knight View Post
    Wow, that's rather obnoxious. I was going to add some more replies to this in order to continue an actual discussion, but I'm not going to waste my time with responses like that. You have no idea who I am to assume I'm some *** that wouldn't admit being wrong.
    Sorry, that comment didn't come off as I wanted it to. I wasn't trying to be insulting, and I am sorry that I came across as insulting or trying to say you're some *** who wouldn't admit to being wrong.
  20. Quote:
    Originally Posted by Electric-Knight View Post
    The point is that I was saying (and believe) that the Incarnate Rewards are specifically very different than any other previous reward that was gated strictly behind teaming.
    I do not agree that the previous Hami-O scenario qualifies your previous statement that the Incarnate Trial progression was an established design philosophy for this game.
    Well of course not, that'd be tantamount to saying you're wrong.

    They're an evolutionary advancement over Hamidon enhancements. It's the same concept of trial rewards, but vastly improved so people will be more willing to spend their time getting them.

    Quote:
    The only pre-existing rewards that I think compare to Incarnate Powers are leveling from 1-50 and the Epic and Patron Powers.
    This is why I felt all along that various paths there would be best for the broad playerbase.
    Do you think I'm arguing against the idea of various advancement paths?

    Quote:
    For the record, I am aware of the history of the game and I was around before IOs and when the Hami-Os were the pinnacle of loot. That does not compare to the appeal, nor the nature of, the Incarnate Rewards.
    Of course they don't, because they weren't really all that well designed or implemented. It took years for the dev team to improve enhancements to make them more interesting than "slot them in a power and improve that power's numerical statistics." They were also balanced poorly with how most existing powers actually worked.

    Quote:
    Citing the Hamidon Raid and Hami-Os as being evidence of any such established design philosophy could lead one to say that the Mother Ship Raids are also such an example. After all, they reward costume parts (just like the Astral and Empyrean Venders) and some rather hefty powers.
    The Mothership raids are also such an example, but much less restrictive than the Hamidon raids were. Open world raids (which technically both Hamidon and Mothership are) are not a new concept in MMORPGs, nor are they particularly considered to be entirely different beasts than instanced raids.

    Both are currently designed to be accessible and fast, which is part of CoH's design philosophy.

    The philosophy I'm using Hamidon enhancements to support is the idea of having superior rewards for raid content. That's it. And in that regard, incarnate rewards were not a change from past design. Incarnate rewards are handled differently from past awards in that you need XP to unlock the the incarnate slots and you need shards (for Alpha) or threads (for any) to build the powers you put in those slots. They're also not tradeable, can blur the lines between ATs by giving everyone access to self-buffs, team buffs, and pets, can boost existing powers in effectiveness just from the alpha slot, and in general are much more interesting and fun than trying to slot 6 nucleolus exposures in every attack.

    Quote:
    You seem to be exceptionally focused on the game mechanic/numbers aspect of these rewards. There's nothing wrong if that is your personal appeal, but there are far more aspects to these rewards than simply the numbers.
    I specifically focused on the numbers aspect because people were saying that "nothing like level shifts existed before," which is incorrect. Despite the lack of an explicit level shift, enhancing one's powers will have a similar net effect of enabling one to fight against higher-level enemies with fewer complications. It is true that no explicit level shift mechanic has existed before, but similar outcomes were achieved in the past via other means. How am I supposed to explain my position on this without referring to game mechanics and numbers?
  21. Quote:
    Originally Posted by Arcanaville View Post
    I'm pretty certain I said the exact opposite. Apparently its confusing when I support something, but oppose certain arguments in favor of it. You'd think people would be used to that by now.
    It's all about the cognitive dissonance.

    Quote:
    Originally Posted by Electric-Knight View Post
    I understand the correlation you are making and I absolutely never believed that team-required content did not exist (just to make that clear).
    However, I personally do not find Hami-Os to fit the bill as being similar as the entire scope of the Incarnate Tree (as well as the rewards from the Astral and Empyrean Venders).
    See my reply above. I didn't make the claim they were exactly the same thing. I said they were in the same category of thing. What you're describing isn't that incarnate rewards are anything new. They're simply much improved rewards over what's been available in the past, and some (not all) of those rewards are relevant only because certain past rewards (or powersets) were nerfed.

    Quote:
    Enhancements are just bonuses (possibly huge benefits, but just bonuses for game mechanics). This game is completely functional without any additional bonuses and do not appeal to as many people, nor as greatly to most, as new abilities and powers.
    Additional percentage increments are no match for shooting flames or lightning or throwing up heals or defensive barriers or calling NPCs or Pets... Not to the masses that play this game. Absolutely some players may love bonuses more than new flashy powers... But there are certainly as many that prefer the flash, the visual options and/or the game mechanical options more than bonus percentage points.
    Does your forum join date reflect the time you started playing as well? I may be talking about a period of time you simply didn't experience, which means you don't know what it was like and what characters with full Hamidon slotting under the pre-enhancement diversification, pre-Hamidon enhnancement nerf, and pre-global defense reduction were capable of.

    Hamidon enhancements were nerfed so IOs would be meaningful, or at least that's the explanation that was given at the time, despite IOs not being around for some time after (I forget the exact interval). A lot of people did find them appealing and went to great lengths to fill out some of their characters with these enhancements because the comparison to not having them was rather immense. You are right that incarnate slots are more appealing but this doesn't refute my argument at all.

    Quote:
    I am not trying to nitpick or force any arguments with you for the sake of arguing.
    I just honestly don't share your opinion on that and figured I'd share mine.
    I'm fairly certain it's documented fact that Hamidon enhancements represented character advancement beyond the limits of the game outside attending Hamidon trials, and such advancement actually made it fairly trivial to fight +4 mobs. The game's changed a lot since that time and the dev team is much better at designing rewards, or at least has more freedom to design better rewards, than they did then. It's not a matter of opinion that CoH had options to make your character significantly more powerful from launch.
  22. Quote:
    Originally Posted by Shadow_Kitty View Post
    What would be highest: level 50+270%, or level 51+270%?

    There's a slight difference between gradually nudging yourself up from pre-hami to post-hami, and getting what in effect is another level.
    Actually, I would argue that the potential of Hami slotting was much greater than being nudged up another level. It didn't give you new powers, but it made existing powers extremely potent. The difference is that Incarnate progression is designed to be coherent and not as heavily random loot roll reliant as Hamidon enhancements were

    Quote:
    Yes, it is a form of progression to improve your stats. I give you that. But you don't get new attacks or powers from improving your stats. And not an entire new level.
    Obviously, the addition of incarnate powers represents an evolution in the designer's methods. This doesn't mean my correlation is wrong, it simply means that they've found more interesting ways to advance one's character than "bigger, better enhancements."

    Quote:
    Epic gear doesn't give you level shifts, big honking super pets or big honking super splosions.
    The level shift thing is precisely what epic level gear tends to do. It makes you more capable of facing more powerful enemies or larger numbers of more typical enemies. You would get big honking super splosions, but they'd be from your existing abilities, not derived from wholly new ones.

    Anyway, you're trying to refute an argument I didn't make. I never said Hamidon enhancements represented an identical progression to incarnate slots. What I was saying was that the dev team didn't just suddenly start locking content and character progression behind raids, this was something in the game from the very beginning. What's changed over time is how well the raid/trial rewards have been designed as well as the variety of raids/trials. I also said that fully slotting out with Hamidon enhancements made characters fairly powerful, to the point that facing mobs above them in level was less of a problem than it was for those who didn't have those same enhancements.

    Even cheaty trial mechanics that bypass your powers existed in various ways in the Hamidon trial, and have been changed three or four times over the history of the game. The Eden Trial also bypassed powers and required the use of special inspirations to fight the Crystal Titan long before they added inspirations to buff against Hamidon. Altering game mechanics in specific fights is something the devs have been doing in trial content for a long time. I think it's ridiculous, but it's there.
  23. Quote:
    Originally Posted by Ironik View Post
    The last few pages seem to be people dividing into two camps: teams-only for end-game content (Arcanaville, TonyV, BellaStrega) and solo+teams for end-game content (most everyone else). TonyV is taking the more extreme approach of insisting that everything should be teams-only. I can't be sure if BillZBubba is insisting that everything (including TFs and Hamidon) should be soloable.

    Am I reading that correctly?
    No, you are not reading that correctly. I never stated that end-game content should be teams only. I stated that the way they handled incarnate content was not a departure from previous attempts at end-game content. The fact that some of it turned out to be soloable does not mean it was added to the game with the intent to solo.

    I actually prefer to spend most of my time soloing and I think that Dark Astoria's rewards could use some improvement, although I do agree that it should not be nearly as fast as running trials.

    My issue is that people are making arguments from a false premise, not that I particularly disagree with what they want.
  24. Quote:
    Originally Posted by Shadow_Kitty View Post
    Hami-Os have no new levels (or level shifts) and no new powers. They are just a bit of refinement within the current level.

    If Hamidon raids would have been the only way to go from level 48 to 50, I think that this parallel would work. But they weren't.
    On the contrary, Hamidon enhancements elevated characters to a fairly high power level. They didn't give you new powers or explicit level shifts, but with a character with full Hamidon slotting, you'd be fairly powerful. Would the level shift really matter if you could increase accuracy and damage both by 270%? They weren't a "bit of refinement." They were a new power level. They didn't provide access to entirely new powers, but they really didn't need to.

    Also, as I recall, players did treat it as a form of progression. Hamidon enhancements lost some popularity after IOs, however, for good reason.

    The level 48-50 analogy makes no sense at all, however. Content like the incarnate trials exists to give characters at max level more things to do. No one's going to lock actual leveling mechanics behind required teaming. The incarnate slots are more like epic gear than true leveling.
  25. Quote:
    Originally Posted by Electric-Knight View Post
    I honestly do not see what previous design philosophies resemble whole branches of new power choices being gated behind team-only content.
    That is the major difference.
    It's not like anything else in the game.
    I'm not saying that this makes it wrong... I am just saying that I do not agree that any previous design philosophies of this game match the Incarnate System as you and others have indicated.
    You're mistaken. Hamidon enhancements were raid content. They could be traded to characters who never stepped foot in the Hive, unlike Incarnate shards, threads, or components, but in order for them to exist in the first place, someone had to raid for them. Later on, you could get them through Statesman's and Lord Recluse's TFs, but initially you pretty much had to be there or someone who was willing to give them to you had to be there. And when HOs were stronger and there was no ED, there were characters that were entirely slotted out with HOs, who were significantly stronger than characters who weren't. What is the difference, exactly? Even after ED, HOs were still fairly strong. Even after HOs were nerfed to make room for IOs, they were still more potent than anything else you could slot.