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TO's = 5%
DO's = 10%
SO's = 33.3%
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I think TOs are 8.33% and DOs are 16.67% (1:2:4) scheme, but most people aren't too concerned about those anyway when it comes to caps. -
I'd just like to add that I think the music for the area right as you enter is the best yet, the ambiance addition for the stores is a wonderful addition that should be included in all zones, and the feel of the zone is pretty good.
One thing a teamate noticed however, was that Kheldians who added wings to human form sometimes stayed in human form after changing to squid form. While this "bug" was active, going through one of the mine shaft elevators resulted in an "invisible" character, incapable of movement. Teleport friend of that character did not resolve the issue, but a reload did. -
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Sorry to see you go hope TR turns out fun, unfortunately what i have seen of it so far, i have absolutely no intrest.
Anyway, i thought "GoodBye" posts were forbidden?
Have a good time at TR>
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I figure it is no different then any other red name leaving, it's a business function. So you don't wonder why such and so hasn't posted, won't return PMs, etc.
But if not, guess Cricket will have to use the Ban Stick right away. -
I am reminded of the scene from Shawshank Redemption, when Andy has escaped, and Red is working the fields while reminiscing. Part of me is happy that you will have a new opportunity, and wishes you well in your new position. But the place you leave behind is a little more drab without you.
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Indeed. Avoiding particular words because of their associated stigma means nothing to those who have issues with the actual changes and not the words.
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On the other hand, using a highly charged word when even people who use it can't agree on what it means is simply poor communication.
As we can see in this thread, "nerf" means so many things to so many people that it isn't particularly useful except as emotional invective. "Nerf" becomes a cipher word, a nothing, a syllable with no meaning other than "bad." It's gamer profanity.
To me, this is largely a function of the binary gamer mentality, that a power is either uber the very best available or gimp, that is, less than the best. Good or bad. One or zero. Take, or skip. Do or do not, there is no try, etc.
Nerf is the process where you go from uber to gimp, in symbolic logic. It's why so many people use it and it's also why it's so meaningless, because as a word it says nothing about what the change was or how it works and simply assumes it was bad. Sometimes going from 1 to 0 is what you want.
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Well written, I think that pretty much does describe the mentality. -
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I believe it stems from fantasy MMORPGs (or MUDs even) when a player's weapon would be reduced in effectiveness in an effort to balance the game.
It comes from the phrase "You turned my sword into a nerf bat".
Thus "nerfing" something became synonymous with making something weaker.
"Hit with the nerf bat" is a derivitive, but still sees its origin in the original 'sword' phrase, and can be applied to systems outside of the normal weapon and loot ones.
Personally, I hate the word, and try never to use it when talking about the game to players. It carries a very negative stigma that I like to avoid whenever possible.
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I was under the impression that the ARchers in EQ were quite powerful, and they introduced a significant decrease in power, to which someone indicated they felt like they were shooting nerf arrows. I'm sure their are plenty of origin stories for the nerf term, but it is based off of the soft, difficulty to harm others material. -
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ok, Ive tested this numerous times, MoG ends BEFORE the warning timer even starts blinking.
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Doesn't surprise me.
MoG is essentially the period of def and res, plus the period of no def and res with no regen. So the blink is for the end of the entirity of the MoG effect.
Hence..'working as designed'. It's just that with MoG, that generic design doesn't work, since you want to know when the first part of the power ends, not the secondary.
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Spot on here. I think the solution might best be handled with two buff icons, One with the positive stuff, and the timer set for those, plus a second icon for the negatives, with the longer timer for those. -
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I've noticed that too, but I don't think it is a bug. You still have the MoG -regen on you still.
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but with powers like elude, when the defense is gone so is the icon.. even if you still have the -end effect going. So if the icon is still up when your defense is gone, then I would say its a bug
and plz people... he's not turning this into a debate on how good MOG is. Lets get some more post about his question guys
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Lastol1 is right here guys, forget whether or not MoG is a good or bad power, because that is illrelevant to wehther or not the icon should be on or not. If the icon is disappearing later or earlier then it should, then that should be corrected.
To the OP, when the icon is on what buff does it indicate? Should the icon stay on for the duration of ANY effect, or just the beneficial ones? Should two or more icons be used to indicate how long each effect is on? Should the other top tier powers be modified? -
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I know about the delay... maybe you're right but like I said I was fairly sure it was up & running before the Brute rounded the bend. Humm... how about this theory... she hit him with an AoE & he out ran in & got too close to me when hit nailed him possibly before Phase was up? Throw a little lag in the mix...
Really wish I had thought to check the logs. I was too busy yelling "BULL **** BULL ****!!!!"
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That wouldn't work, as the AoE hit roll was determine the instant the power fired. Anyone within the AoE was rolled against. Where the target moves before the hit registers has no effect. -
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Also remember some attacks have delayed damage times meaning her attack might have actually done the hit check several seconds before hand and you weren't phased then or not completely. So after the animation and fx played it just so happened it took long enough that you were in phase already. Thus you still took the damage as the attack went off before hand but because of the delay it didn't hurt till after. You notice this alot in the game if you pay attention to it and some powers are more obvious then others, especially snipes.
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Yep this is the key thing to remember about all attacks in CoX. The hit roll is done when the animation for the attack power begins, if it hits you take damage. Oddly, the only thing that can cancel this is killing the attacker before the hit registers. No shift, shield, heal, or other mitigation can save you. I like to call the delay in the damage applying and the hit being recorded as the "register time" of the attack. It can be quite useful as a character with a heal power, to be able to notice the hit registered on a teamate, then activate a heal power before the damage ticks off, such that the heal will come in just after the damage. This is also quite useful if a sleep power hits, a character with a self heal, timed right, can "self wake" by timing the heal to activate before the sleep registers, but register after the sleep does. The crey bosses with the long range and recharge sleep attack are excellent for honing this skill. -
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Geko is basically right: accuracy is not broken, and basically never has been. But practically everything related to accuracy has been broken at least once in some way, sometimes for extended periods of time, and often the hurdle to prove it is extremely high.
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Even that is not a correct statement. One of the serious problems with the game is that there are THREE things related to to-hit, and those things are confused even by the devs themselves. In this case when Geko said "Accuracy has not been nerfed," what he meant was, "Base to-hit has not been nerfed", but he called base-to-hit, in this case, "accuracy."
There are three numbers here: Base To Hit, To-Hit Buffs, and Accuracy. The problem is that the devs use them interchangeably with WORDS, but they are not interchangeable MATHEMATICALLY. So Insights SAY +25% _Accuracy_ but what they mean is +25% (or not even that, but whatever) _To_Hit_Buff_.
The devs need to learn to, as Lucy said in the Peanuts years ago, "Say what they mean, and mean what they say." The sloppy use of the lingo is 90% of the problem.
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Fraktal, as usual, you're spot on here.
Also, I wonder if testing of the PPP numbers should begin in earnest. -
I would suspect part of the reason for the cap was based on the changes made when this came out, before ED. If getting large spawns together is still safe, then it would still be possible to accomplish the same things this change helped to end. But many tanks can not survive massive groups now. If people are finding that a single tank can not control enough of the aggro, they can always add more tanks to the group and divvy up the responsibility.