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Posts
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Quote:I've thought this was a better solution pretty much since the chat & teaming restriction was announced. Speaking as someone who will be maintaining their subscription, I *want* free players to be able to invite me to teams - but I understand that many would not.How about this? Give the VIPs a way to deny Free Players from sending an invite their way.
I do think putting this many roadblocks in the way of free player teaming is not conducive to getting them hooked on the game such that they stick around and end up making purchases in the store. It's such a basic functionality that I think many will be put off by its absence before they reach that point. I can see paying to unlock supergroups, or pvp, or task forces, or leagues, or whatever, but basic teaming just seems like something I'd want to experience way before I'd decided whether to stick with the game or not (certainly before I got my wallet out). All that being doubly so if I were trying the game with a group of friends. -
In terms of elapsed time, that's 3 days. It takes 1 day to get to day two, another day to get to day three, and a 3rd day to get to day four. It's like how on Monday it's three days til Thursday - you don't have to go through Thursday itself (the 4th day), just get there.
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Quote:To be honest, I glossed over the "non-gamer" part of the original post, because in my experience it doesn't matter how you describe any video game to a non-gamer, they're not going to turn into a gamer (even for just that one game) as a result. You *might* get them by actually showing them the game (and/or letting them play), but just telling them about it, however well you nail the description and selling points, won't get more than idle curiosity. "THE superhero MMO" isn't going to entice them any more than community, variety, or whatever else because even if they love superheroes, they're just not that interested in MMOs/games and have no desire to take that first step.Indeed. As already said, "THE superhero MMO" is also nice.
Regarding the other answers, do you truly think you could describe CoH as an unique game to non-gamers with vague stuff like "community", "fun game", "journey is more important than destination", "variety"? All of that could apply to hundreds of games and doesn't say much about CoH specifically to a person that isn't familiar with video games.
I mean, if I had to say what is the one thing I like personally about CoH, it'd be the hack&slash-like gameplay in a persistant world along with the relative freedom in character building, but if I were to say that to a random person who pictures video games as "that call of duty thing that leads people to shoot other people", his most likely reaction would be "buh?!". -
Anything that'd make my character significantly stronger than one who'd not bought it. Stuff like Ninja Run is fine because it's more of a convenience thing than a boost in power, but if they decided to sell a tier 9 nuke or a personal shield or something that would not be fine.
Also stuff that'd physically (well, virtually) split the playerbase like zone access, because I don't want my teaming opportunities to be based on who has and hasn't paid for things yet (and I'm speaking as someone that'd likely buy that zone access). I'd hate to be in a team and someone suggests, "hey, let's run the moon zone arcs" only to find one or more people saying, "I can't, I haven't bought the moon zone". Especially since some won't even realise they can't access it meaning the team'll actually have committed to going to the moon zone before it becomes apparent that some can't do that. -
Add my voice to the ones saying "variety".
Variety in appearance and concept, both in terms of powerset flavour and costume creator, such that there's very little you can come up with that can't be translated into a character in the game (only really one other MMO rivals CoH for this, and it's debatable which one comes out top).
Variety in builds - the huge variety of classes, powerset choices, and then power choices within whatever you choose; and the sheer volume of time that can be spent on setting up builds, the different directions you can go without even changing the powersets much less the AT.
Variety in playstyle - solo, teaming, casual, minmaxing, farming, badging, raiding, etc. All viable ways to enjoy the game.
I probably wouldn't cite "community" personally, as while we do have a better quality community than many MMOs, I've played some that are pretty much on par with this one, and outside of the obviously awful examples (usually the bigger name MMOs), pretty much *every* MMO's forums reckon theirs is the best community on the net - as a result it doesn't tell an outsider as much when you tell them how awesome your community is, because they're hearing it from the other MMOs too.
For me it's definitely the variety in all areas that CoH is leading the pack on. -
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Quote:Just tell them that you yourself are a 13 year old boy. Anyone who's spent much time on teamspeak would find that plausible.We were using teamspeak for a Master of Keys Run. I normally don't go out of my way to tell my gender, but I thought we had good players but I kept getting harassed. You can't ignore someone when you need them to complete something.
I play the game for fun, and shouldn't have to worry about people living in their mothers basement or 13 year old boys who should be in school. -
Quote:Martial arts might look a little silly though.I wouldn't think so since most animations don't require much leg work. Leg movement differs during flight, so i figure they could just lock the legs to the board during most attacks. And it should work the same way of going from atk animation to stance on board like ninja run and beast run do. Imagine how badass Hail of Bullets would look while locked onto the board.
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I run a fair few female characters and in seven years haven't once been asked my gender, or received gender-based attention. I feel terribly unloved.
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A female only server would be 90% populated by the sleazier variety of internet male.
So I suppose at least it'd get *them* all in one place and out of the general population. -
I find Praetoria a little rougher than normal content, but nowhere near as bad as many apparently do. I dislike soloing so my experiences are mostly from pickup teaming, though Praetoria is pretty much dead on some servers so I did have to solo at times (a WM/EA Brute, a Grav/Sonic Controller, an Elec/Kin Controller, an Elec/Storm Corruptor, and a Kin/EA Stalker so far).
It reminds me of the difficulty CoH's early game used to have, way back before various changes were made to make the ride that bit easier and smoother (e.g. it used to be suicide to let a Lost Swordsman or Rector/Eremite get into melee range with you, and potential team wipe scenario if you let a CoT boss level mage self destruct). Not a *huge* difference, just enough that weaker teams struggled and soloing could go downhill fast. -
I'm not sure what you mean when you say Costume A and B, so maybe you know this already and this is what you're referring to: Any costume slot you unlock after the first gets access to the full range of costume pieces that any other character gets. The only restrictions are 1) you're stuck with Arachnos weapon options, and 2) Crab Spiders are stuck with the backpack (as are any alternate builds if even one of them is Crab Spider). You can unlock your first extra costume slot via one of the VEAT contacts at level 10.
So you're only stuck with the really limited faceless-footsoldier-of-Arachnos until level 10, then you can make a 2nd costume with all the options other characters have. -
I don't really see any way to build an SoA to be a purely 'support' character that wouldn't be contributing significantly less to a team than one built to deal damage too - the two aren't mutually exclusive so you can do both (and are wasting potential if you only do one). I feel similarly about Defenders mind you, but far more so for SoAs.
While SoAs do bring a fair amount of buffing to the table, most of those buffs are either toggles, or longish recharge click powers, meaning if all you did was buff you'd spend large amounts of time just standing around doing nothing. As for debuffs, the main one is Venom Grenade, which also does decent damage (and since you can't enhance the debuff itself, you may as well enhance the damage). The others are either on a non-spammable recharge (Surveillance), or are just -def, -rech, and -spd debuffs as secondary effects of some of the attacks, none of which is really worth enhancing over damage.
I guess you could do a control focused Fortunata, take all the buffs (as a damage dealing build would also usually do), use the AoE controls when appropriate, and spam the single target controls while the AoE ones are recharging - you'd have three to cycle between (four if you count knockback, five if you count subdue), so at least you'd be doing something. I think that's about the closest you'd get to a non-damage support SoA that wouldn't be wasting loads of potential (though it'd still be possible - and more useful - if you mixed in damaging attacks too). -
Quote:I'm not sure whether I agree or disagree with the overall point; it does frustrate me that the EU is so frequently treated as 2nd class customers in the video games industry (especially MMOs), though at least in this instance they didn't try to force anyone to stay in their 'region' like some MMOs try to do (I made the choice to start in the US, and made the 2nd choice to stay there when the EU servers launched - in part because I suspected I would be better off where I was).2) The EU timezone was more friendly to the hours that they had available to play.
I will say that as an EU player who started on the US servers at launch, one of the reasons I did *not* switch to the EU servers when they appeared was that they weren't actually any more friendly to the EU timezone. Sure there'd be a higher percentage of the population online, but it was a smaller population so the net effect wasn't any more people to team etc with. -
I've been playing a couple of thermal characters recently (Mastermind and Corruptor), and I've not noticed anything different about their aggro, ambushes or otherwise. The Corruptor only really gets aggro when I over-AoE (Rad primary, so lots of AoE to throw out there), while the Mastermind only gets aggro when I hit Provoke (otherwise I can happily sit with pets on aggressive while I buff and heal the team with almost nothing choosing to attack me, even with the occasional Crack Whip and Fireball). That's on full teams, and earlier today a team of four.
Quote:My understanding of how Taunt works is that if they were doing pretty much *any* damage at all, you wouldn't have been able to out-aggro them - even if buffs generated aggro - due to the extent to which Taunt modifies aggro values. Just being in the team that's fighting the spawn makes you a valid target, even if you did nothing, but it shouldn't be able to override taunt+damage. So if you were attacked, it seems that it is either a) a bug, b) you misinterpreted some aspect of the situation, or c) there's something else at work, perhaps something specific about Siege e.g. he's coded to switch targets randomly sometimes, or resist taunt, or somesuch. I've never attracted his attention on my own shielding characters - and that includes a Mastermind who spent a few trials buffing the entire league, before the shields went aoe (and whom I've taken on leagues since they did go AoE, again without AV aggro of any kind).Try telling Siege that.
All I know is he instantly went from looking at the tank and brutes to specificly flattening my defender, and the one and only thing I did was shielding the melee people.
(for whatever it's worth, I'm personally convinced that Longbow Nullifiers will switch targets to a squishy specifically to use Beanbag, regardless of aggro/taunt, before going back to whoever should have their attention for the rest of their attacks) -
Quote:The only issue there is you could instead be making a Necro/Thermal MM, and have zombies on fire!I'd have to toss my vote in for necro/dark mastermind.
You get the dark secondary and zombies. Who doesn't love zombies?
Anyhow, my personal votes go to Fire/Dark Corruptor or Dark/Dark Defender. (and in seriousness I do have a Necro/Dark MM, and he's fun too). -
Just so long as at some point there are beacons, and we have to shut down all of them.
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I'm quite happy with my Crab Spider's name, Pinchy. It was, as most assume, inspired by the Simpsons, but oddly enough not by the Lobster. Rather I had Stampy the Elephant in mind while naming a crab pet my dwarf hunter in another mmo had, and settled on Pinchy. Kinda childish amusement value that carried over to my Crab Spider in this game. I also like the disconnect between the silly name and him being a hulking juggernaut of destruction. It's neither clever nor creative, but it keeps me entertained
I'm also quite pleased with Cascade Electric, my Grav/Elec Dominator. It was the result of thesaurus and google searches (where it's used in categories of electric fires, of all things), but I really liked the way it sounds, which is rare for me with names generated that way. Couldn't really explain why, it just feels right to me.
The villainous Controller, City Hall, if only so I can have a battle cry of "You can't fight City Hall!" as he locks down the entire spawn
Scorchio, my Fire/Fire(/Fire) Blaster, just because I couldn't believe it was available on Freedom as late in the game as I nabbed it (and for the Fast Show reference).
And also Bow Selecta, Ninja/TA MM. I'm not actually a fan of Bo' Selecta!, but the pun still amuses me.
To be honest, most of my character names would score low on creativity and originality - they tend towards 'iconic' names (lets face it, most comics characters have pretty simplistic and obvious names), references to other material, or silly names that just amuse me. I'd be hard pushed to explain exactly why I like the names I like other than that they feel and/or sound right for the character (which often makes it tough for me to find names I like because while I can come up with loads of names that fit on paper, very few of them 'click' with me and feel/sound right). -
Quote:I've had a placeholder character waiting for some kind of street fighting set, but I'm also eyeing the titan weapons set for him - which way he'll go will depend a lot on the full details of how each one turns out (and whichever way he goes, I'll probably make another alt for the set he doesn't choose).So anyone going to be remaking characters for this new Street Justice set?
I don't think I'd ever re-roll a character for a new set, unless that character had only advanced to level 10 or something. I'd be much more likely to just roll up an alternate version of that character (possibly the same character name on another server). Can't have too many alts!
I think you may have misunderstood my post. In any case, I am thankful people are posting this stuff - I'm very interested to see what's coming, yet also way too lazy to actually go searching for it, so it is indeed appreciated. -
I'm not seeing a headbutt on that screenshot
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Quote:The dmg type is determined by the type of attack being debuffed (to clarify: the vast majority of -dmg is to all types, but then the afflicted's attacks resist that based on their damage type compared with the afflicted's damage resistances).Is the dmg type just determined by the type of attack applying the debuff then?
So, if the AV (or any other mob) has 10% resist to smashing damage and no other resists, and that same AV has two attacks, one doing smashing damage and the other doing fire damage, the first attack resists the -dmg debuff while the second attack is debuffed fully.
No idea how/why it's displayed in the combat attributes - how does something like Infrigidate's debuff display? It's specifically only a fire -dmg debuff. Possibly the devs just never thought to break it down since almost all -dmg is to all types, and I'm not sure whether the interaction with damage resist was originally intended or just a side effect of how the game views damage, -damage, and resistances.
In any case it's relatively easy to test in AE using multiple custom mobs all with the same attacks but with varying levels of resist to specific damage types - look at the actual damage being dealt rather than what's in combat attributes. -
Having tested it in the past on my Dark Defender, I'll confirm that (unless it's changed lately) -Res will amplify the effects of -Dam i.e. if you use Tar Patch you get more out of Darkest Night.
-Dam doesn't do anything to the effects of -Res though - using Darkest Night will have no effect on Tar Patch.
Substitute Heat Loss and Melt Armour in the above as appropriate. -
You can access the incarnate armour on any of your extra costume slots (not the default one that's limited to veat costume pieces).