Captain_Spith

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  1. Quote:
    Originally Posted by NewScrapper View Post
    Agreed, and I'm sure that there are plenty of options that most players never use. I could list a few dozen options that I've never once changed from the defaults. Nevertheless, those options exist either because players requested them or because the devs thought they would be nice to have. "No Patrol XP" is simply an option I'm requesting...because for me, it would be nice to have.
    Despite all of the naysayers here, I'm with you, 'Scrapper. When I first saw Patrol XP, the first thing I immediately looked for was how to turn it off. The way I see it, the main enjoyment of this game is the journey to level 50, not just achieving it. Because I have several characters that I like to play, I find that I go weeks playing with XP turned off, just so I don't end up leveling everybody out of the zones I like to play in.

    To everybody else; the REASON that it would be nice to turn off Patrol XP without turning off Earning XP, is because there is a satisfaction in seeing one's progress based on some established "norm" or benchmark. Patrol XP has clearly taken a great big **** on the "norm" since unchecked, it will cause one to outlevel half or more of the content in a particular level range before it can be done. The upshot of this is that if i want to complete a story arc, but not all in one night, I will end up fighting mobs 2 and 3 levels BELOW me, that were conning even at the beginning of the story arc. While there are certainly workarounds to this, there should never HAVE TO be workarounds.

    There was also the fact that at the time that Patrol XP came around, CoH/CoV had no endgame to speak of. Once you hit level 50, that was pretty much it; no special content for characters at the level cap, so why the bum's rush to 50? Leveling too fast in this game, for me - and I'd wager for a lot of players - makes it definitively LESS fun, and who wants to make their game LESS fun?

    So, yes, if XP can be turned off and on, and Patrol XP can be calculated on login, how $^*(&% hard can it be to make a Patrol XP toggle for those who would like to ENJOY the game instead of rushing to 50? Otherwise, one has to do accounting work to try to match "normal" XP gain, or one has to spend 15-20 minutes getting defeated each login to wipe out the patrol XP.

    Just a damn toggle is all we ask.

    So, NewScrapper, I hear you and I feel your pain 100%. For all the naysayers and detractors, y'all can bite me.

    -Reverend Spith
  2. Quote:
    Originally Posted by Canine View Post
    I was specifically responding to the hyperbole that everything in I17 is broken.
    I get that, but the fact is that there is a LOT in i17 that is broken. I am personally not seeing a lot (I have a pretty capable rig, and no ATI card), but bugs that I saw (and reported) in beta that are still here, get frustrating. I also understand that they hyped i17 as being the anniversary and whatnot, so the release date was fairly locked.

    Quote:
    Originally Posted by Canine View Post
    I was also remembering and reminding people that previous issues have come out in a less than perfect state. Issue 7, which I referred to is the one that's stuck in my mind as it had a huge number of bugs that made the game so frustrating that it was all but unplayable for the villains I had at the time. The bugs got fixed eventually.
    OTOH, I would imagine that the outcry was no less boisterous. Everybody expects that the bugs will be fixed eventually, but the point of all the hyperbole and nerdrage, is to let the devs know just how much these bugs are affecting us, and how urgent the various issues are to us.

    Quote:
    Originally Posted by Canine View Post
    Leaping around crying DOOM because Issue 17 isn't perfect and completely bug free isn't necessarily the most productive way of bringing bugs, glitches and errors to the attention of the developers.
    Actually, I would at least partially disagree; seeing the levels of aggravation that the different bugs cause to the playerbase can help them prioritize (if/when necessary/possible) the order of bug fixes. Also helps them see how pervasive the bugs are. Sure, it would be nice to have everybody calmly and politely explain their issues in a dispassionate, rational tone, but information is information, and the impression of some that "everything's broken" is useful information, if only to show how urgently the bug fixes are needed.

    I suppose the one other thing that the playerbase probably is really looking for is a fairly quick response from the devs saying "We hear you, and we're aware of the situation, and we're working on it." Even without a timetable, when the devs tell us that they know about the bugs, and they are trying to fix them, it calms most people down a lot.
  3. Also, I dislike the new WentWorths UI very much. I don't know what about it is supposed to be New and Improved, but generally, the screen looks very cluttered, and MUCH harder to read as compared to the old one, and ELIMINATING some of the options from the old one - like the category search filtered by keyword(s) - is retarded.

    I suppose it's still USABLE (once the bugs in it get fixed), but I haven't seen any reason so far that it needed any change, nor have I seen anything improved about it.

    WTF!?
  4. Quote:
    Originally Posted by Canine View Post
    Wait, what?

    ....

    Nope, I can't think of anything non-inflammatory to say to that.

    <shakes head and exits, remembering the bugs in I7, kids these days, sheesh.>
    I see, so if there have been bugs in previous patches/issues, then there is no need to fix the ones in the most recent one?

    I have always been of the opinion that the developers actually WANT their updates and patches to work properly; if, in fact, they are just going for an overall "above-average" success rate, then by all means, put all the bugs from i17 in the "ignore" column, because there have already been enough bugs actually fixed to maintain their average, right?

    I don't care if there is only ONE, relatively minor bug in this release; I'm sure the devs would like to know about it so that they can fix it. Just because something else may have been WORSE, that doesn't mean that nobody wants to fix the current stuff.

    Kids these days... yeesh.
  5. After all the kudos and gripes and thanks and curses in this thread, I can only say that I think the vet rewards announced for 69 and 72 are just fine. I agree with most that vet rewards that affect gameplay should be tightly controlled - I have no need or desire to be automatically more powerful than another toon at my same level, just because I have been playing the game longer.

    I also agree that unique costume items, that are not obtainable any other way, should likewise be tightly controlled; f'rexample the Angel and Demon wings vet reward can be tolerated because there are many other wing types that anyone can obtain, including a couple that are similar (at least to the Demon ones, that I recall).

    I admit, I enjoy getting something extra every 3 months, but that's not why I stay. It's nice to have a badge that you can choose to announce to everyone you encounter that "I'm GENUINE; I've been here forEVER," and it's kind of nice to know that I have the freedom to respec as much as I need to, even if I decide that all I want to do is reallocate my enhancement slots amongst my powers, or replace ONE power that I find I don't like. On both builds. But I don't NEED any of that. The powers like Sands of Mu and Blackwand and such are nice to have, but even if they don't clash with my powerset, it's a little bit limiting that they cannot be enhanced to be more accurate, or use less endurance, or anything else that all my "legitimate" powers can.

    So, I suppose I can agree that it's probably unnecessary to have any "significant" vet rewards past 5 years, just because at some point, that puts them far too far out of reach for a growing number of players, but things like extra character slots, extra costume slots, respecs and such are perfectly fine. What keeps me playing are NOT the vet rewards, but the ongoing expansion of the game with each issue, with each expansion, and even the booster packs.

    I play the game because I like to be a Super-Hero, and heroes don't ask for rewards.

    (Did I exceed my cheese allotment, just there?)
  6. So... would it be fair to expect that if my individual costume did not share colors with my SG, I might stop seeing this bug? (Of course I'm going to try this before getting an answer, but would still like to hear from anyone that might have some experience with it).

    -Captain Spith
  7. Sexy Jay:

    I don't know if this has been mentioned before (I didn't see it in this thread), but I have a toon which I play in SuperGroup mode most of the time, though I have his costume settings all set to "current color" (no supergroup costume colors). But when I change his costume slots, some of the colors are switched. When I go into SG settings, I see two or three pieces switched to supergroup colors, even though I had previously set them all to "current color". I reset all colors to "current", then switch back to my previous costume slot, and some of THOSE colors are set to SG colors... Am I doing something wrong? Is this due to going to the tailor in SG mode or setting SG costume color choices in SG mode? Or is it some kind of bug?

    normal vs. SG mode

    -Captain Spith