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Even if it were only 40 shards, in the time it takes you to collect them you'll have made a lot of headway through 100mil, even if you don't touch the market. Defeats give you a base rate of reward, and common IO recipes vendor for ~100k each. Between those two, even light playing can generate a million or two in an hour.
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I'll add that I don't doubt Fulmens' reputation.
I was just curious about whether there really was a bond in place and how it would work if so.
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I'll say up front I probably won't have need of your service, but I am curious: what kind of bond are you putting up besides your reputation?
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Even if relative level did play a part, level shifted players are still of equal level to level 50 enemies. The level shift only affects combat mechanics; you're still considered level 50 for everything else.
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Quote:First, as Eiko says, that's just plain not correct.Lets not portray things worse than they are, hmm?
It's 40 shards vs. running the WST once.
The other 48 shards come from crafting the uncommon boost. The fastest I ever crafted an uncommon was in 3 TFs and a Mothership raid.
Second, referencing TFs is...well, if not disingenuous, then not fully thought through. This option was implemented for people who don't want to run TFs. Therefore, saying you can just get the Incarnate salvage through TFs is a non-starter. Unless and until salvage can be procured outside TFs, the only way to get them solo will be through shards. -
Quote:So you do use the market. Then it's not the inf you should be worried about.I mention a lucky purple drop and you ask if I use the market? What good is a lucky purple drop without the market?
Put it this way: you can earn the amount of inf you need solely off defeats in the time it takes you to collect the shards you need. -
Quote:When I stopped playing the game two years ago, I had two 50s I barely did anything with. Lack of endgame, you see. I came back two months ago. In that time, I haven't touched those two 50s, and I've leveled a third I only play sometimes. The highest vet reward I have is the 21-month. I think I get the 24 in March or April sometime. I didn't expect to be playing again, so when I stopped I gave the vast bulk of my inf (about 100 mil) to a friend.It's a lot to me. I haven't been playing for seven years. I don't have 50s that have been at the cap for four years with nothing to spend influence on. 100 million inf takes me a fair while to collect, or getting extremely lucky by having a valuable purple drop.
I currently have about 700 mil total, and I earned ~50 mil tonight by rolling up a bunch of recipes off the AE and selling the valuable ones.
Are you going to refuse to use the market too? -
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Quote:Number One: Casual and solo/small-team are not synonymous. The trials are expected to be short, on the order of 30-60 minutes. That's casual but not solo. Farmers frequently trick their characters out so they can plow through +2/x8 content for money and drops. That's solo but not casual. Don't confuse the two.Why are we getting this as this is what made COH more appealing to the casual player was not having these large scale wow style raids. Now i not happy that this has been announced, it certainly seems a big step back for the casual gamer having these epic over clutter ui raids.
Number Two: City of Heroes has always had bigger groups than WoW. WoW does 5 people max per group, City allows a whole 8 people. City's always dealt in bigger numbers. -
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Quote:The problem with this is that you end up fracturing the people who are ready to play. People who have only a limited amount of time to play and want to get started ASAP aren't going to comply with a vote. They'll drop and rejoin the queue, leaving you with that much more time to wait for a full league.Me, I like choice. I think I would prefer a system where a raid can choose to start once the minimum is reached, but can also choose to wait (you'd probably have to have some sort of voting system for this to be fair, though).
If the interface were instead something like where on joining the queue you can choose whether to start as soon as you have the minimum number or to wait until you have a full league, you're going to be waiting a long time as the ASAP teams will get first preference.
Second Measure specifically addressed the problem of accessibility: the trials and the turnstile system are designed such that people who have only a limited amount of time can log on and jump into a 30-60 minute trial with a minimum of downtime. It isn't cool to make them wait when the minimum number of people is already available. -
Quote:I think you're right, but it still can be a valid concern. Even among my social circle, if we don't consciously look for a support character, we can pretty easily end up with teams of all Tankers, Scrappers, and Brutes.I think you are overlooking the SG/global channel factor just a little bit here.
There are plenty of small-to-midsized SGs out there right now chomping at the bit for this and will do it as often as possible to get incarnate awards, just like the WTFs now. These people will be the norm and will most likely bring as balanced a team as possible to the table just like they would a STF or RSF.
On the upside, it only takes one or two support characters to let a team run smoothly. -
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Quote:What I'm curious about is how the game arranges groups. If there's 19 people in a trial, does it fill group #1 to 8, then group #2 to 8, then group #3 gets the leftover 3? Or does it split evenly, so group #1 would have 7 and groups #2 and #3 would have 6?Just to clarify:
If a Trial is set to 12 to 24, then once the queue hits 12 people, there is a short amount of time that the queue waits for more people to join. If it hits 24 in that amount of time, it immediately starts. If the amount of time expires, it starts with whatever number was in the queue at that point.
If, during the course of the Trial, the number drops below 12 from disconnects or quits, then people in the queue will be able to join the event in progress to bring the number back up to the minimum.
Also, are the teams able to rearrange players between them, in case, say, one is overloaded on melee and one's overloaded on control? -
The thing about Accuracy is it's a percentage of to-hit. The more to-hit you start with, the more Accuracy matters. Conversely, the less to-hit you start with, the less Accuracy matters. If a boss has a base 50% chance to hit you, then the 1.3 modifier adds a full 15% to its chance to hit you. But if it only has a 5% chance to hit, then the 1.3 modifier only adds 1.5%. That's nothing.
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Quote:The problem you're describing is one of implementation, not concept, and in this case implementation is easily changeable. The important part is that you have people who've confirmed they're ready for the trial; if enough people drop that the queue is now below the minimum, there's no reason the system can't say "Hold on guys, let me find more people...okay, 3 more have confirmed, you're good to go."I didn't even think about griefing when making my post. That's not really what I'm concerned about.
The thing is, if there's 30 people, the first ones on the queue might be waiting for half an hour or longer. If I was one of those persons I'd be mighty annoyed to get the confirmation box, click it, only to have to do it again 1 2 3 ... times because someone drops out. It's even more fun if there's just 23 people. A 24th is found, the trial starts and someone drops out and now you potentionally have to wait for another few minutes (or many) before starting again. No thanks.
Further, this would only be a problem in a situation where you have ONLY the minimum number of people for a trial and one or more drop out. If you get 26 and one drops, so what?
Quote:The 'forced' argument really doesn't hold water. If you don't want to be 'forced' into the trial, just don't join the queue.
On a more general note, I don't think it's useful to constantly shout that we're not That Other Game. That Other Game came up with a really useful and interesting groupfinding mechanic. There are some bumps, but there are always bumps when you include a human element. If it can be adapted to work for City's different group dynamics, it would absolutely be a valuable and positive addition to the game. Ideas shouldn't be discarded simply because another game implemented them first. -
Quote:Depends on how many people are around and what sort of match algorithm it uses, if any. If there's 30 people queuing for a 24-person run and it grabs the first 24 to queue, then one drops out, it just grabs #25 and carries on.Getting that confirmation box would mean the trial is ready to start. You dropping out because you want to finish the mission would put the whole thing on hold again. This could potentionally happen a number of times in a row. Bad idea.
If enough people drop out such that the remainder have to keep waiting for another player, is that any different from not having enough people in the first place? Should those who dropped be obligated to participate in the trial?
Yeah, it has the potential for griefing. But if you force someone into the trial who can't or doesn't want to play at that time, you have something worse than not enough people; you have dead weight who are taking up slots that other people in the queue who want/can play could be using.
Besides, in my experience, the fear of griefing is vastly larger than the actual problem. -
Quote:Fair nuff. And of course, those corner cases (although Rikti drones are hardly bloody corner) are what Build Up is for. +40% to-hit solves a lot of problems.Why I want a lot more? Well, without Focused Accuracy (I only have that on my Katana/Regen), debuffs hurt a lot. And then you get things like bubbled level 54 Rikti Drones, for instance. If you're using a Katana, you have to hit for your defense, which matters on my Katana/Dark and has been a problem on occasion. So lots of reasons, but none of them really strong enough to make me say, "yeah, that's more important than 100 more hit points" or whatever the trade off might be. So I typically end up not much more than 95% to hit +4s.
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I don't think Void meant to say that was a bad thing. It was meant to illustrate that City, in addition to being casual and solo-friendly, is also about doing things on a large scale. Even a standard team in City is 8 people, which is significantly more than a standard team on That Other Game.
"This is not That Other Game" has been used as a bludgeon to justify the importance of creating options for solo players and small teams. It's easy to forget that it works the other way too; City naturally works in greater quantities. -
Quote:I'll take your word for it, although do you mean inf/hour at the end there? Increased inf/kill is self-evident.That's not universally true. In my experience, if your character has strong AoE powers (and what farming character doesn't?) the reduction in time to kill from higher level foes is exceeded by the increase in the reward per kill. That this effect is real is borne out in my experience using tools like Herostats to measure both reward rate per time and drop rate while fighting foes at different levels. Drop rate always slows down, but reward rate in inf/kill goes up significantly.
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If you choose the merit reward at the end of a WST instead of the Incarnate reward (or if the merit reward is your only option), you get double the merits. I assume buying 600 Vanguard merits for 300 is an approximation of that, and would be a one-time purchase.
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48 War Mace/Energy Brutes.
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Quote:Heartily agree. I don't know that this would ruin the system (there will be fewer I-told-you-sos when there's less melodrama), but having to just sit and wait for a full queue would be incredibly boring, especially on the less populated servers. I love this game, but there isn't all that much to do outside door missions save fuss with the market or vendors.We need the ability to at least do solo missions while queued (or ideally while on a team with other people that are queued).
ETA: Regarding being yanked out of the mission, a confirmation box asking if you're ready to go or if you want to be put back in the queue works beautifully.