Bill Z Bubba

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  1. Quote:
    Originally Posted by Arcanaville View Post
    I don't know why this is true, but the devs position has been pretty obvious and yet constantly debated. Their position has always consistently been: Most things should be accessible by solo players, but not everything needs to be. Pretty simple, and pretty straight forward. And yet people still think that the devs either "know" that MMOs are all about teaming, or they think the devs have finally realized the truth that everything should be soloable on reasonable solo terms. Neither are true, and that's not going to change any time soon.
    I don't know the developers' minds on things. All I know is what they've provided. Often times what they provide is in direct opposition to what they state they want.

    Take Positron and his refusal to allow offline SG invites to your own account. He states this yet apparently has no issue with letting me crank up free accounts that have SG access to get around his desire that SG's be a social construct.

    I assume Tony was going to bring up the task force commander accolade, but that too is something I can now do without any other player's interaction whatsoever.

    So what have the devs done with I-22? They have partially corrected the problem of soloists only having the shards to incarnate power conversion which was, well.... most of us agreed, a completely ridiculous solution. Sure, we're still up in arms about the progress a soloist can make over a given period of time in beta, but even that is a vastly superior solution over what we had.

    I don't need other players, at this particular time, to start any of the non-incarnate trials. All I need is 7 freebie accounts with at least level 45 characters. (If that's the min for STF/LRSF.)

    As you say, there is a difference between forced and encouraged. As it stands, I'm not forced to team in this game for anything unless one makes the claim that I'm teaming when I pad a TF to start and have the last log off instead of quit.
  2. Quote:
    Originally Posted by TonyV View Post
    So before I reply to this, I want to know up front: If I can give you one example of a performance level item that is impossible to obtain without being on a team at some point, will you drop this once and for all? I won't even demand an apology, just showing everyone else that you're wrong will be enough. I merely require that you stop this incessant trolling.

    All I need is one, right? Because your claim of ZERO was rather emphatic.
    Sure. And by team you will have to mean other humans and ignore the fact that I can fire up 8 accounts on my rig now.
  3. You should have hit refresh before posting, Tony. See last post. CoH is an MMO, that as of I-22, requires absolutely ZERO teaming to acquire the maximum possible performance level allowed in the game.

    Man up, accept that you're wrong, and move on.
  4. And even with that last wall of text you fail to make the case that the MM in MMORPG means any spot of forced teaming.

    Solo-friendly? CoH definitely is that. As of next issue, regardless of the current ridiculously slow pace, I will be able to take a character from 1 to 50+3 without ever stepping foot into a team environment and not be lacking in any way any level of power someone that teamed 100% of the time can achieve. They'll do it faster and I know we both agree that is as it should be.

    So how can this game be, by your definition, an MMO when I can play out a character's entire advancement without being forced into a team? Because of a few task forces that require multiple click glowies or a few badges that have no impact on my character's performance in any way?

    Your choice, Tony. Either admit you're wrong about forced teaming or stop calling CoH an MMO... in which case, you would still be wrong.
  5. Quote:
    Originally Posted by TonyV View Post
    As I've said repeatedly, it is a solo-friendly MMORPG. Stop being so dense.
    Then you admit MM doesn't mean forced teaming. Good, we agree. Now you can stop saying it does and stop bringing up that idiotic belief in these conversations.
  6. Quote:
    There are a number of factors shared by most MMOGs that make them different from other types of games. MMOGs create a persistent universe where the game milieu continues regardless of interaction. Since these games emphasize multiplayer gameplay, many have only basic single-player aspects and the artificial intelligence on the server is primarily designed to support group play. As a result, players cannot "finish" MMOGs in the typical sense of single-player games.
    You've said it yourself, this game has at least 90% of its content that fits the solo path. Is CoH an MMO or not?

    Quote:
    However single player game play is quite viable, although this may result in the player being unable to experience all content. This is especially the case for content designed for a multiplayer group commonly called a "party" or "raid party" in the case of the largest player groups which are required for the most significant and potentially rewarding play experiences and "boss fights" which are often designed to require multiple players to ensure the creature or NPC is killed.
    And yet our devs have now placed on the beta server a way for the soloist to specifically get the same gear and achieve the same levels of power as their raiding counterparts, yet you keep calling this game an MMO.

    Yes, there is still some content that is blocked from the soloist, example, I can't run 16 clients on my system nor would I pay to have all 16 in VIP status so that I could start an I-trial without other humans to pad, but there is nothing in THIS game progress-wise that is blocked to the soloist. Even with badges, the ones I can't get while 100% solo don't include buff powers.

    So either CoH isn't an MMO by the standards of that article nor yourself, or you, as most of us accept, are dead wrong.
  7. Quote:
    It simply is not fair to complain and not want those other parts of the game to exist.
    I agree. I want there to be huge raids with groovy rewards for the people that love huge raids.

    But I can use incarnate powers outside of those raids. Just as I can use PvP rewards outside of PvP. And that's the difference. Had the devs, instead, made it to where the incarnate powers could not in any way be used outside of incarnate trials, I never would have said a word. I simply would not have participated.

    I've gotten plenty of warburg bombs and shivans without being attacked in a pvp zone. With I-22, I'll be able to get my incarnate goodies without ever stepping foot into a trial, albeit at a slower rate.

    This is a good thing for everyone.
  8. Quote:
    Originally Posted by rsclark View Post
    Then they are fools and if they would come out and say it openly we could stop giving them money.
    They aren't fools and she's wrong. They revamped an entire zone to provide a solo incarnate path. Obviously, they do disagree that MMO means "forced teaming" even with the few instances in the game where it is forced. With freedom they've even given us the opportunity to run many of the TFs/Trials were were previously blocked from by allowing us to have free accounts to use as pads to get around minimum team size requirements rather than having to bug other players to pad.

    But then, she's never right about anything which is why I have her on ignore.
  9. Nope, can't find it. Here, I'll correct my post for you:

    Corrected:
    Quote:
    Originally Posted by Bill Z Bubba View Post
    Same ol' spew from TonyV. Must have really ticked you off when they announced the Dark Astoria changes considering how much you enjoyed screaming at and insulting all those requesting an equitable and fair solo incarnate path since you saw them all as whining children with entitlement issues based on your erroneous belief.

    MM stands for massive-multiplayer. All that means is that multiple players can exist in the same environment. Nothing more, nothing less. It doesn't mean forced teaming. It certainly means you CAN team. You've been pushing your own definition of the MM for years around here and you're still wrong.
    My apologies for misrepresenting your opinion on the DA changes.
  10. I should be able to test this on the beta server with old BZB. I'll try to remember to do so when I get home.
  11. It was claws. It may very well be street justice now.
  12. Quote:
    Originally Posted by Android_5Point9 View Post
    It's subjective as all hell, sure, but I prefer the +regen way more than the +hp. The heals are identical on both Rebirths, so the real kicker to me is the smallest effect that lasts the full duration of the recharge (ie, 120 seconds).

    For +regen that's 12.5hp/sec, and for +maxhp that's 53.5 hp.

    Also, how are you getting to the Brute hp cap with the tier 4? Mids is showing a +375hp benefit for 10 seconds, leaving you a good 700ish short even at its best.
    I don't know. Is Spiritual Alpha affecting the HP bump?

    With Incarnate turned off, I show 2141.806 HP
    With Incarnate turned on, it goes to 3212.69 (Capped from 3247.5)

    If I get rid of the Spiritual, I drop to 2516.62.... so that must be why.

    So... if Spirtual +45% Recharge +33% Heal is affecting both the +heal and +HP.... yup, it also affects the regen as per Mids...
    Without Spiritual: 1957% regen, with, capped at 2500%. (from 5091%!)

    Everyone still vote regen? Is Mids correct about Spiritual affecting Rebirth?
  13. Quote:
    Originally Posted by UberGuy View Post
    The +Regen is a much larger impact on your relative survival time. The +HP version is almost silly bad in comparison.
    You didn't show your work!

    However, I trust your judgement and will go with the regen.
  14. Same ol' spew from TonyV. Must have really ticked you off when they announced the Dark Astoria changes considering how loudly you screamed that we should never have a solo incarnate path. One less thing in game to force teaming.

    MM stands for massive-multiplayer. All that means is that multiple players can exist in the same environment. Nothing more, nothing less. It doesn't mean forced teaming. It certainly means you CAN team. You've been pushing your own definition of the MM for years around here and you're still wrong.
  15. Base on my post count alone... I'm pretty sure introverted can't be used to describe me but I despise the raid mentality. The question is why?

    I took a screen shot the other night when I was in a BAF. I couldn't even see my character due to all the other effects/players/enemies on the screen. Yes, I was certainly aiding the league by dishing out damage, but I couldn't watch my character do it.

    I play this game to play my characters and to see what I can manage to pull off based on how I build them and how I play them. Sticking them in the middle of some huge team where I'm buffed to the caps completely destroys the reason I enjoy playing.

    And yet I chose to run two trials the other night because I've lost all hope that the devs will give us a viable and equitable solo incarnate path. Which rather sucks. I'd much rather have several incarnated characters instead of only my main.
  16. Since the devs decided when creating IOs that everyone should be able to have super reflexes but no one should be able to have comparable damage resistance, your only option is HP/Regen.

    My new build for my claws/sr brute will have him sitting at 2142 HP regenerating at 32 HP/sec. When he was a scrapper he had around 1850 HP and 27HP/sec regen.

    Yes, it's unfair, but there it is. My next big bad will probably be an inv/fire tank.
  17. "Rolling with punches" being a description for adding dam-res to the set was something I was asking for before ED/GDN. When the scaling dam-res was added to the passives after those two events, I was surprised at how correct it felt.

    I got hit more, I took more damage, but they got weaker. Instead of being able to dodge out right because of the pain I was enduring, I was rolling with the hits more.

    While allowing the passives to be slotted for dam-res would make SR an even MORE slot heavy set, I find that the tradeoff would be worth it.
  18. My fellow brutes, I need guidance.

    On my rebuild of BZB (claws/sr,) I have a choice and can't figure out where to go.

    Without I-abilities turned on, I appear to be sitting at ~2142 HP. The +HP T4 Rebirth slams me into the brute HP cap, ~3213, which does scale down rapidly, I know. But how fast does it scale down?

    If I go for the +regen T4, it appears to slam into the regen cap, based on Mids, and also scales down.

    The question is this, if I'm using this as a heal, which means that the fit has already hit the shan, which will actually benefit me more in standard, well... standard for me, play?

    Please show your work if possible in your answer.
  19. I'm still kinda partial to this hulk and I don't even know who did it.

  20. Passive scaling dam-res equation as per Arcanaville for brute/scrapper:
    DR = ((60-HP%)*#of passives)/3

    So it looks like it's actually 1/3 of a point of DR per point below 60% health per passive and not just .3 as per in game.

    If .33~ is 75% of the value we want for tanks, it becomes .44~ or 1/2.25 of a point, so the equation changes to:

    DR = ((60-HP%)*#of passives)/2.25

    If a tank has all three passives and gets down to 20% health, he'll have 53.33~ dam-res to all bu psi and toxic.

    10% health = 66.66~ dam-res.
    5% health = 73.33~ dam-res.

    Yea, that sounds appropriate. This should be entered as a bug report in game and probably PMed to the appropriate staff member with a reminder that tank SR evasion is using the wrong value table for its taunt as well.
  21. I'm going with 2008's Hulk. This one is too small. Skin looks good, though.
  22. Quote:
    Originally Posted by Inazuma View Post
    I nerdgasm'd.
    Bit o' this, yea.
  23. Bill Z Bubba

    Ultimate Solo

    It's not what you do it with, it's how you do it.

    Get mez protection and kill more enemies per minute.

    Profit.