BlueRaptor

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  1. Quote:
    Originally Posted by Artifice View Post
    Hm. I've used Fly since issue i12, and I was constantly told how "bad" it was as a travel power. So I'll shed some light on my experience with Hover/fly.
    You got a point there of course, but let me point out some ldifferent-angled views on it.

    Quote:
    Originally Posted by Artifice View Post
    Fly -

    Pros: As someone said in a previous post, you get a Birdseye view of the entire field. With fly, I'm able to see my "threats" before they're able to see me.
    Depends. If the ground is clear and the skies are full of stuff, and people dont look up, yes. But trying to fly e.g. over the City Hall in RV and be not seen? Or OVER the rooftops?

    Quote:
    Originally Posted by ConFlict View Post
    Pros of fly: tards who can't or won't look up
    This, basically. Some people know that flyers exist, and look for them. There's also spots where you are stealthier on the ground than in the air.
    And just so someone doesnt think so, you cant see further when up in the sky. You can see targets within your perception-based range, and when high up that means you can see the ground, but not players on it.

    Quote:
    Originally Posted by Artifice View Post
    With being said, I can, and will almost always get the drop on someone from above. For those who like to duck and dodge between buildings, than can do it all they want, I'm right above the building waiting for them to come out.
    Unless you dont see them since the building is in the way. Or they are just way too fast.

    Quote:
    Originally Posted by Artifice View Post
    Safety - Contrary to what people believe, Fly is SAFER than SS/SJ to a certain extent. With fly, you don't have to be on guard as much while not engaging someone in a fight. SS/SJ'ers need to constantly move like they're jacked up on caffeine as to not be wrecked by a stalker. (Keep in mine I'm not saying that you can't be wrecked by a stalker with fly, those who know how to use fly will be generally safer.)
    Stationary targets are sitting ducks compared to moving ones. Whether the duck is hovering or not. : )

    Quote:
    Originally Posted by Artifice View Post
    Escapes - With fly you can escape to places that a few others can't get to, with the exception of those who use the jet pack.
    Yes, of course when flying you are safe from all those that dont know flying exists. Everyone else either can shoot or flyers or has a way to get at them. And everybody has a jetpack. They even sell them these days, you know.

    Quote:
    Originally Posted by Artifice View Post
    If you yourself have a -fly like I do, it's not a problem to deal with, fall damage is nice to have on your side.
    Falling damage is what? 100 hit points from the highest building?
    Quote:
    Originally Posted by Artifice View Post

    Cons - Mobility - When you take fly, you make sacrifices. While you are able to access any area of the zone, you are limited to how fast you can get there, and while engaged in a fight movement suppression may seem like an Achilles heal.
    That is hardly a downside of flight though. Every "travel power" is surpressed in fights.

    Quote:
    Originally Posted by Artifice View Post
    Webnades
    Webnades and the likes are indeed what makes Flight not overpowered. I wouldnt count them as a disadvantage of Flight though. Non-flyers can be glued in place too. Yet if you fly, the enemy MUST have something like that in his arsenal though to fight you decently.
    Quote:
    Originally Posted by Artifice View Post

    I get a lot of flack for using fly, but I can hold it down out there.
    FORTUNATELY there is no easy answer to this, as that would be boring.
    Flight is at any rate not super-duper everyone-else-is-too-stupid-to-defeat you.
    I am sure both flying and nonflying characters can be played in PvP well and in a way they are fun.
    (provided the rest of the character is PvP-able, of course.... :/ )
  2. I like making a 5-mission-arc because you can. But then again I am me and I hope there's others who rather like making short arcs to make up for that. : )

    I like being able to tell a slightly longer story though, and find it easier, more interesting and less tedious for the player to tell two parts of a story (where moving to different places goes well with the story at least) in two quick missions than somehow squeezing them into a single long one.

    It's also easier to escalate a story when using more missions, introducing a custom fraction by using weak 'enemy groups' of it in one mission and stronger 'groups' in a following one.
  3. I was positively surprised though that I can have a glowie that I still have to touch after leading the guy to it rather than it finishing immediately when he reaches it, for story reason.

    The feature is worth wait a week or two of waiting imo. But it's been quite long now... : /
  4. I try to make my custom critters as tough as the average canon critter, as much as the powers I want them to have (and not have) allow that, so that people can use the difficulty setting they are used to and not end up too surprised.

    Fortunately the AE allows me to make some enemies weaker and some stronger, so I can have simple trooper groups and elite groups, where the former then likely ends up with less XP than the latter, but the I try to have the average in between close to canon difficulty.
    (I find it hard enough to judge how strong my critters are against an average player, and to not leave any gaps in the final boss that might make him a laugh for some characters (like a nonflying melee critter) and neither making them unbeatable for characters that are weak in one aspect (like characters that are very hard to hit e.g. or have an insanely high resistance against one kind of damage).)

    For a though boss I wouldnt like less than 75%, so he's worth the effort, and I wouldnt want the entire bunch of enemies to give only 40% XP, but aside from that I dont look much on the XP, but more on the toughness and feel of my critters.
  5. Quote:
    Originally Posted by SpittingTrashcan View Post
    Giving people more opportunities to provide more nuanced information does not make the information you get better. What you want to ask is questions that elicit specific, unambiguous responses - that way, when someone gives you a response, you can place that response in the context of other people's responses and know that because they provided the same data, they felt the same way. As it is, one person may use four stars and another may use one star to express the exact same opinion about an arc.
    Yeah, but that evens out. Its not like one arc is played only by people that give it a 5 for opinion X and another is played only by people who give it a 4 for that.

    -What I meant to point out is that its not so only about the voting options people have but also, and imo even more, about how the results of that are calculated and presented.
    A star system doesnt have to use the plain simple average, e.g.
    Quote:
    Originally Posted by SpittingTrashcan View Post
    200 plays, +75
    alone isnt the holy grail of presenting things either for example. While telling you that at least 75 liked this arc, it doesnt tell you if its superb but not often played (75 up and 0 downs) or pretty average (1075 ups and 1000 downs).

    The current system isnt bad (only) because it uses stars, and just switching away from stars to something else wont fully solve the problem is what I say, it has to come with a decent way of presenting the rating, and that is imo the much trickier part.

    Of course changing stars to 2 thums down, 1 thumb down, sideways/neutral, 1 thumb up, 2 thumbs up or whatever to give better ideas what it means still is a good idea, regardless of whether it solves the problem. (You could count that e.g. as -2, -1, +0.5, +1,5, +2,5 and get just as good a system as with counting ups and down as +1 and -1, just with finer tuning)
  6. Oh, I didnt realize you meant just two options instead of 5, instead of a mere renaming to give the player a better idea how to vote. That does of course make a difference then. My bad.

    I dont think only-1-and-5-star-ratings on youtube problem is like that in CoX to that extent, as on youtube or such the majority doesnt care for a video or whatever there is to rate, and doesnt bother to click that rating thing. (Let alone log in to rate it.)
    While here we have a community, people do care about the arc they just played or they wouldnt have played it to the end (I assume), and the voting pops up automatically.
    I am sure there are at least more 2, 3 and 4 star votes here than on youtube.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    200 plays, 100 upvotes, 25 downvotes
    200 plays, 4 stars
    Yes, the upper gives more information, but its not an all fair comparison. Just having up and down doesnt imply it tells you how many ups and downs it had. By default, such up/down votes often show just as:
    200 plays, 80% (80% of the votes were up votes) which leaves you hardly more informed, and the star rating could just as well show as
    200 plays, 60 ***** votes, 40 **** votes, 25 *** votes 10 ** votes, 5 * votes, and still be a star system.

    I totally agree that more information about how people rated would be very nice.
    (Which is the reason why I'd like to be able to see WHAT they liked about it, of course.)
  7. Good things, yes.

    2: I still think there should be several categories to rate an arc in, though.
    Like Story, Characters, and Action. Maybe also Difficulty.
    Because how great someone finds an arc overall does not tell what they liked about it and stories that got rated low for something you wont mind at all or might explicitly be looking for (e.g. good Story, little Action) will be lost down there under the big pile of high-rated ones. With several categories you could look for a story with great X, and a bad Y value wont keep it from showing up at the top of that list. Just making stars into "I like" wont help that.
  8. Quote:
    Originally Posted by The Hound View Post
    Can't you edit the save paths too? I did this with a boss who had an alternate stronger version, but still the same name.
    That is the other way. Just make your character/critter with the same name, but change the filename it is saved to. (Or more convenient even, open the existing one, make the changes, and just save it to a different filename. Et voila: second character with same name.)
    I did that a lot for a group of weird ninjas that have all the same look but slightly different powers so they are not that boring.
  9. Quote:
    Originally Posted by Rodion View Post
    The entire game is a "simulation." There's no mechanical difference between running "real" missions and AE missions except the mission entry mechanism. Your powers work exactly the same, the debt mechanism is identical, everything is the same except the reward system, which is mostly the same except for tickets and differences made to prevent exploits. When you come right down to it, radio/paper missions are functionally identical to AE missions.
    Er... no.
    From the game mechanics, yes, but I was talking about the story behind it.
    The story of normal contact missions and police radio missions is that there are crooks and villains out there and you fight them to foil their plans and save the poor citizens. (On hero side)
    The story of AE missions is that you play a simulation in a virtual reality system created by Doctor Aeon and his corp. It makes little story sense that you get Influence, which represents for heroes the credit and fame they get for having saved citizens and arrested criminals, by playing a virtual reality game all day while the criminals are still out there.
    (Perhaps a very brilliant plan by Doctor Aeon, to keep the heroes occupied? )

    I know, the majority cares little about the story, canon lore, let alone RP.
  10. From a story perspective it would make more sense to kill the Inf in AE missions (after all you do not really defeat criminals, but you still train and thus can get valuable experience) but yes, less Inf and XP rewards for AE (50% would totally already do the trick I think) instead of countless annoying nerfs for this and that sound like a good thing to me.

    Quote:
    Originally Posted by Attache View Post
    1. Cannonball the bulk of the AE buildings, especially where they completely inconsistent with the other buildings or architecture.
    So very much. They are annoyingly overabundant.
    (Same goes for merit vendors by the way.)

    Quote:
    Originally Posted by Attache View Post
    2. Shut down the AE Medi-Ports. This will make sense in a minute.

    3. Lose the AE Building contact hologram. Instead, every zone has a designated spot where the AE contacts spawn. List it on the maps.

    4. Once you form your AE TF, you and your crew click the little column of light and get transported to a level appropriate zone on the appropriate side. At that point, you’re in the simulation and all the spawns, contacts, and other heroes you see in the game world are just part of the AE’s incredible simulation experience. You seek out the AE contact and get your mission which directs you to an instanced door either in the same zone or another zone. A given arc might send you running all over Paragon City or the Rogue Isles, unless you’re in the RWZ. If there is an AE there, you’d have to be limited to that zone.

    In short, the AE missions become more like regular missions with travel time, hospital runs, hot doors, etc. RPers will be happy with the more immersive environment. Storytellers will be happy because you’ll lose some of the ‘just a simulation’ feel you have living in the AE building. People who don’t exploit the AE might grumble about the change back to the standard but I don’t think many of them would outright hate it. The people who would really hate it would be the folks who want to farm and milk xp and while this doesn’t necessarily address that directly, it makes it all a little less convenient. I’m all for making things less convenient.
    I'd totally agree.
    It's nice that its so convenient, but (especially with full rewards) this convenience greatly penalizes everybody that runs normal contacts, especially at early levels.
    And that should imo still be the default way to play the game, not running simulations until you hit 50 because its so much more convenient.

    Quote:
    Originally Posted by beyeajus View Post
    I agree with that, no reason having an AE in every zone, the RWZ one is the most fun so leave that one. there should however be a university/lab in every zone. Trade AE buildings for more crafting!
    Oh, but that is also what SG bases and mobile crafting tables from the badge are for.
  11. Quote:
    Originally Posted by Cold_X View Post
    Brutes do an asston more damage then Tanks, GTFO OP.
    In PvE, and especially when the brute gets all the aggro, yes. As they can easily fill up their Fury bar.

    In zone PvP (the only PvP I ever did occasionally and rudely refer to when I just say PvP) the fury bar tends to be empty when a battle starts, and it stays low unless the brute is being ganged upon, in which case I find the brute is dead before it can take advantage of the fury built up by that.

    It would be interesting to see actual numbers of identical builds with high damage bonus of brute and tanker compared, but a full fury bar adds 200% to a brute's damage, meaning with +100% Damage slotted a brute would do only half of its max damage without fury, and I found you need about half the fury bar to do approximately tanker damage.
    I dont think you can keep it there in (zone) PvP.
  12. Quote:
    Originally Posted by Predatoric View Post
    One thing I have never understood is why defence has 45% to softcap where as Resists has 90%? This only makes it more difficult to balance because each % of defence = 2% resists apparently, now you get a 45% defence Super Reflex charecter and stand them next to a Invul Tanker at 90% smash and lethal resists, in pvp the defence charecter will die first everytime, why?
    Rest assured, there is nothing anywhere near 90% Resistance in PvP. If I look at this correctly, your feared tanker with 90% in PvE will turn out with some 55 to 60% in PvP, and for my brute those info is so-so accurate.
    (While other ATs, especially the supposedly squishy ones are quite better off, getting up to 40% gifted and a less ugly curve, so they are not penalized by being squishy for choosing a squishy damage-focused AT.)
    http://paragonwiki.com/wiki/Player_vs_Player
  13. <_<
    >_>

    On the other hand, I think its a great and right step to allow things like side switching and grey zones in between and hopefully some day choices to do good or evil things in a mission.

    Its something a lot of players really wanted, I dont want to sound all negative about it.
    Its good and a step in the right direction imo, despite the immediate ill-effects.
  14. Brutes will be rather obsolete, as they supposedly take lots while dishing out some, and maybe take the aggro for a team, but tankers are better at that.

    Corrupters will be rather obsolete as they supposedly do lots of damage quickly at range, but blasters are better at that.

    Stalkers may still be played because they are different form scrappers, Dominators I dont know much about, and Masterminds are pretty useless anyway as players dont fall for the pets things like PvE enemies do.

    Villain builds that rely on not having to fight villain archetypes will become rather useless as everybody and their dog will want to play them on the blue side to be different.

    Red side in general will become pretty much obsolete too imo when you dont need to play the ugly underdeveloped red side to play the villain archetypes anymore:
    Quote:
    Originally Posted by Daemodand View Post
    But let's face it: with GR redside is probably emptying out anyway. The fun Archetypes are going to the side with more stuff and better market. *sigh* Zones will probably end up being 100 Heroes chasing 1 Villain. Fair and balanced.
    Quote:
    Originally Posted by PC_guy View Post
    i'd say WB isn't popular because of its level rather than because its a free-for-all zone.
    Make Warburg level 50 like RV is what I say.
  15. I am already happy that someone at NC realized the EU side is dying and wants to do something about it.
    Instead of "It isnt real", "It will fix itself" or "We dont care". Its good to know.

    Quote:
    Originally Posted by Rent_ View Post
    Loads of chat after WW.. TL;DR.


    If you don't merge the server lists, no matter what new system you're planning, then the EU side won't last for much longer. Sure, GR will bring some old and new faces back but after a few months, the servers will be back to how they are now.

    Save your selfs some money (Assuming less development time) and just merge the server lists. Do it with GR and positively promote the merge. It's a good thing, not bad.

    Give out free transfers again for a fortnight or so and jobs a good 'un. You have a happy EU player base. Hopefully happy enough for another 5 years.
    I totally agree.
    I'd even advise everybody that starts the game to get the US version.
    More servers, more players per server, more character slots, even slightly less pay (15$ < 13(?)€ ).
    Why would anybody that is new to the game and has a credit card (to pay in the US) want the European version? Unless something like a merge of the two games is done, the EU side dies, and leaves sad veterans that dont want to start from scrap and people without credit card behind.

    Quote:
    Originally Posted by Wondering_Fury View Post
    The slight problem is that even if we did a server list merge, I doubt we'd play along-side many NA subscribers.

    Since by the time most of them have finished work, assuming east coast, it'll be 22:00PM - in the UK - or later. Which is even past my bedtime. Morning-wise in the UK at 10:00AM it'll still be 02:00AM in the morning for them. These aren't exactly accurate, I can't remember the precise time changes but we are forgetting the rather large time-scale difference.

    Fury
    I dont recall red side population on Freedom ever dropping below 100. And I live in CET timezone.
    Blue side is like 2.5 to 3 times that much.
  16. Quote:
    Originally Posted by MrCaptainMan View Post
    The advertising NCSoft does for the NA version is miniscule compared to the size of the potential market. We don't have access to the exact numbers, but if you compare like for like, factoring in the populations of the respective markets, I'd be willing to bet that the EU would come out on top if advertising media that applies to both (online advertising, interviews with devs on massively.com etc) is included.
    population of the US: 308 millions
    population of the EU: 501 millions
    population of North America: 528 millions (islands included)
    population of Europe: 731 millions
  17. Sorry, I was away from the tubes for a while. Added.
  18. Quote:
    Originally Posted by FunstuffofDoom View Post
    No, no, it's probably going to happen a lot. The proper question to be asking is, "So what?" As you, yourself, pointed out, these players in question will be garbage players, no matter what, until they actually start playing the game. If handing them a new shiny keeps them for a few more months, it's more development money for the rest of us.
    I am just naive and think that everyone that is properly shown CoX's beauty can be healed and abjure reward-driven powergaming and become a nice and happy good gamer instead.
  19. And yet they call them 'epic' and they have to be unlocked.
    Yes, I know, they are just different and have their own quirks and are just not what a new player would best gather his first impression of the game with. And yes, admitted, a level 20 requirement still does that, and like I said, I can live with it.

    Yes, the case that someone PLs to 20 never realizing how normal ATs play to get an EAT because they clearly have to be better since you have to unlock them, and then doesnt like how that plays yet never goes back to trying another AT, is probably not very likely and I probably worry too much.
  20. I am surprised at all the good stuff that is rather unexpectedly coming with I17.

    Do I think they overdid it at some parts again? Yes.
    Its like they have this one technically nice guy that is like that Freakshow with the really huge hammers instead of arms. Whenever he is to fix something that needs a LITTLE tweaking...
    (remember what he did to MA when people were farming? PEOPLE ARE FARMING? SMASH!!! ;D )

    Like the more mission slots. 3 is not enough ? Lets raise it a bit then. To, Seven!
    So people can finally push their missions onto a big pile to forget about them. This is not a fantasy RPG, if your missions are to mean something and have a sense of urgency, you must not have such a huge stack. Why not 4? Or 5? If that then STILL isnt enough, it can still be increased to one more.

    Epic Archetypes at 50 took too long when getting there too years and content was few and grinding was lots and debt was tough? So we lower it a bit, now that content is plentiful, debt doesnt mean a thing, leveling is fast, plus you get patrol XP, to... TWENTY!
    Why not 40? That's still about a half-down of the time. You get epic powers soon, then you can get epic archetype too. Or 35. Still fast. And can still be lowered later if it doesnt have the desired effect yet.

    But who knows, maybe some of the missions slots are reserved for non pressing stuff like MA missions, an Oru Flashback, or one can hold a running TF?
    And maybe the low level on the epic ATs is only so that people can go from the new Praetoria content right to those and the Praetoria content just doesnt go any further than 20 yet, and once it will, the limit gets raised along with that?

    Either way, those are things I can live with, even though I often get the feeling this game is a being sold out (Get your super AT! Now at level 20! And if you take it now, you also get 10 free badges for doing so, plus an accolade for getting those ten free badges!)...
    But there is lots of great stuff added that I am looking forward to that should more than make up for that.
  21. I have to agree. Especially playing a /Regen scrapper is probably the easiest PvP of all. The high and fast damage output of e.g. claws gets you plenty of kills and a well built (and correctly played) /Regen makes it impossible for a lot of builds to kill you without bringing in two or three team mates.

    Which is (among a lot of things not working anymore at all) the reason why you see hardly anything else in PvP anymore hero side, and the reason why you will NOT be loved for rolling yet another /Regen scrapper because it is so cool and lol overpowered.

    And as mentioned, it makes you prone to misconceptions like, PvP is easy, everybody that falls to you must clearly have no skill, and that nobody needs to use inspirations in PvP because you dont have to.

    Yes, ranged is always easier and cheesier to play if you can stay at the range, but a skilled melee-er and especially a mob of them will get their fists on a ranged character, and if you say that scrappers suck, go try a brute. And if you really want to cry, try a /Willpower one. Good suck.
  22. Updated to show what was announced for Issue 17 .
    Not quite sure yet if having to "exit the mission manually" means having to use the door. But seeing that some really good changes made it in, I now have hope again.

    Good job devs!
  23. OOOH! Shinies!
    *goes to update his MA Feature Request Thread to show what of the suggestions were announced*

    Hm, I wonder what that manual mission exit means though. Does it really mean you can force your players to use the door, like a good hero?