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Posts
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Joined
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Quote:Agreed, but I like the hero jobs, which are among the first content I found to be suitably heroic rather than just "lawful" or "justice thug," since each of them involves a hero who makes a deliberate choice to help RATHER THAN battle villains.I honestly don't care for most of the vigilante/rogue/villain missions, since they *all* make some rather massive assumptions about what and why my character is doing things. For example, most of the vigilante missions have your character acting more like Punisher or Spawn than Batman. Most of the Rogue missions feel more like "amoral villain" missions, since you'll pretty much do anything as long as you're getting paid. Rather than, say, realizing that maybe you want to be a good guy. The villain missions are all set to the tune of "puppy-eating-evil," and feel like they took copious notes from the totally successful and sane villains of Captain Planet and other Saturday morning cartoons. (IE, you're doing something for no better reason than to prove "how EVIL" you are, despite the fact that it's clearly a stupid thing to do.)
The rogue jobs are OK too, though the "but hey you can make profit by doing this" rationalizations get extreme and contrived, and a rogue doesn't always have to be a money seeker. There's power or ideology as motivations. -
Again, I think they make the error of equating villainy with vileness.
Plenty of villains can be antagonists but not vile.
Quote:Actually, you can. I might write a guide to the virtuous villain.You can't, without employing massive amounts of handwavium.
It is possible to get a villain to level 20 and redeem him without doing anything unforgivable while still running the content. I did it myself with a Tanker I chose to reroll as a Brute. I don't think it's possible to get anywhere near level 50 without pole-vaulting across the Moral Event Horizon, at least not without unbelievable tedium (e.g. only street-hunting other villain groups for XP, avoiding just about all arcs, etc.)
Quote:There is no redemption for anyone who's put a body in the ground in cold blood. Redemption in this game is way, way, way, way too easy.
I wouldn't support that and wonder how some of these quests can even work if it is a T rating, but they've decided to satisfy some of those people. -
An alternative would be adding some more to what oranges do. For example, +HP, slow resists, mez resists.
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Aren't these are supposed to be about choice?
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Quote:That would be a whole lot better than the way they did do it, for regular ATs anyway.Thank you for the feed back. It looks like I need to go read about Arachnos to find the answer on why they couldn't have been a specialized career choice. Like i was saying how Kalinda could be an Arachnos Recruiter and then at a certain lvl you would "choose to join Arachnos". Which would put you with the Arachnos power sets as a Specialized Career path.
The initial contact mission could have been done like I was suggesting. Instead of already being in Arachnos. They would be recruiting from all the folks breaking outta the Zig.
However gaining powers with such a career path, rather than just content, wouldn't be. What do the others get who don't take that career path? If you get powers from other career paths, those powers now have to be implemented in a way that they are balanced for every AT, etc.
However I do think that any future epic ATs should be implemented not as ATs, but optional careers that can be chosen. Like picking backstory along with origin.
Default: Custom backstory, they way it works now
Rikti: You get a set of exclusive Rikti content plus a costume slot with Rikti options
Etc. -
Summaru: Durakken points out a ridiculously silly number used by the ST movie writers and a bunch of people try to make up excuses for it?
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Your implementation is not good enough, but there's a more important point here.
Better Targeted AOE variety and heal+res+def purples? YES. -
Everything those who posted brought up could be addressed with a robust enough system of:
Player ratings
Powerset bans
Options (account only option)
Personality archetypes
The question is if the value of the system is worth the robust options, and I think it is. -
Quote:Well a good way to improve that would be:
Inflation is actually a minor problem relative to the bigger problem of liquidity. The more items being traded, the easier it is to apply fixes to other problems such as inflation.
Quote:I would downscale it all to recipes only at five level intervals, with the caveat that you can always slot inventions at the next tier (level 16s could slot level 20s because level 19s don't exist any more). If we had a million subscribers, it might make sense to have ten thousand different recipes for sale. We don't have the volume for that to be sane.
Other advantages would include faster and more efficient market queries, better readability, and a simpler more inviting system for newbies.
Quote:One more peculiarity I'd like to mention. One thing that screws with the influence/item ratio that isn't talked about too much is that its easy to max out your item slots (salvage and recipes) but not as easy for most players to max out their influence. So its often the case that players are running around no longer getting drops because they are full, but still getting influence because they are not capped. I'd want to fix that. One interesting way to do that is to set up a system so that any drop you get that you cannot accept because you are full automatically gets sent to the markets and listed for some fixed price based on the item. The price would be deliberately low so it executed fast, and even if it doesn't sell for some reason this special sale doesn't take up any of your limited market slots. In this way, none of these drops gets "lost" to the playerbase as a whole. Someone somewhere would get them (except perhaps for common salvage that no one wants, which would just accumulate in the markets - a different problem to solve). And you would never know what they were: the system would not show them to you. So no "oh my god I lost that purple because I forgot to sell, holy crap!" moments. And no matter what the item was, you would only get the standard rate for them. If it was a expensive item that someone just paid 100 million for, that influence would be quietly destroyed by the markets. You still get more than what you would have gotten for those drops, which would otherwise get lost, other players get to benefit from a drop the game should have generated but the limited inventories would have ordinarily prevented from coming into existence, and even more influence would get destroyed.
I'd add buttons to the interface that let you instantly sell at NPC price, or manually send to market. To deal with the caps you mentioned there should be an overflow inventory that can only send to market or NPC, not accept trades to yourself. This way you get the advantages of not using caps plus the advantages (encourage market participation) of them. -
If you can buy an A-merit (100 merits) for 20m + 50 merits, let people buy 50 merits too.
100k*level to take an enhancement off and into inventory
100k*level to move a slot to some other power (only if empty)
Add every temp power to a NPC where you can simply buy it with inf, much more expensively but more conveniently -
Now that was the funniest thing yet.
Indeed, I like them and enjoy their cameos. -
Quote:Protagonist double standards.Knives is the one everyone like so why would they want her to not only end up with the d-bag as a second prize, but also want her to lower herself to be with the d-bag after finding out he was one... What kind of idiots are these people that think that that is a better end than the male d-bag and the female d-bag go off and grow together as d-bags in love.
Scott is the protagonist, so he is the first prize. Knives is better than Ramona so she is the first prize, and thus the protagonist should go with her.
Audiences have been conditioned into it. The guy who spends most of the movie being a jerk only to turn it around superficially at the end to get the girl is an oft used but terrible plot template. -
Quote:They did that not to stop inflation, but for other purposes. If anything it was done to prevent a deflation which can be worse.The answer to fixing inflation is simple. Take a lesson from the current administration. Give everyone that leads teams a stimulus incentive bonus of 100,000,000 Influence per mission.
And that would just... oh you were being sarcastic.
Quote:It seem the best way to avoid this type of 'market scheming' would be to have the game periodically dump (once a week or so) mass quanities of items in on the market at the low low price of 500 per item for white salvage, 1000 per item for yellow salvage, and 5000 per item for red savlage. Thus ending the ability to manipulate the market.
He he he HA HA HA MWAHAHAHA -
Quote:No, that's not what I was saying.I understand the problem with making something that many people have asked for being gated behind a high numbered month Vet Award. But if you take a step back you could probably make that argument about anything the Devs chose to make as a new Vet Award at this point. Really what you're ultimately implying here is that NOTHING is going to be truly acceptable as a new Vet Award because there would always be some portion of the player base who would declare it to be "unfair".
Ultimately a tailor temp power as a new Vet Award would upset some people, but in the grand scheme of things it'd be a much more reasonable Vet Award than many other more "unfair" ideas. Ironically if they made a tailor temp power unlockable by anyone (like for instance the way the AE tablet or portable workbench is) you'd probably upset a different subset of people who hate all "unlockable" things in this game. The Devs are never going to be able to please everyone regardless.
It's about quantitative bonuses and qualitative bonuses.
Bonus recipes or an ability to add patrol XP are quantitative and acceptable. Powers, costume pieces, and systems are qualitative and should not be in any more vet rewards, unless they are trivial but cool like the map power.
I read statements like this and just wonder why? Why would you add a recharge to it? It's not about making the game balanced. There's no reason to make it frustrating for no reason. How often have you used the tailor and not had to click it again to compare costumes or go back and edit something after being in an actual environment rather than the costume screen? -
Thank you!
Quote:Would like them to make the chalet permanent. I don't do much RP any more, but it makes lots of sense that it is a better place to find quality RP.****. I think I'm getting all misty-eyed. Like pretty much everyone I know, I love the Chalet. For some weird reason it has a magic charm on everyone. Never had so much quality pickup RP either than when the Chalet is open. I know it's made more special by not being around all the time, but this still totally makes my day.
Where shall we go to find RP? An obnoxious dance club that looks like an implicit endorsement of cyber, or a great looking chalet with charm and divergent gameplay? -
Quote:They could do that far more effectively by implementing FREEEEEEM.Hence the last line in my post
I still want to see them remove the ability to pull enhancements off of builds if not for anything else but the cries of nerdrage and teeth gnashing we'd see on the forums.
And it would not be a pointlessly frustrating limitation that creates forced twinking. -
Johnny there are 2 questions I wonder about:
1. What do you think of, for example, the Hulk not being uber powerful in a fighter?
2. Why don't you just make a brute if that is the role you want?
I do think you have a good point that the tank AT is not remotely a comic character AT, but that is true of most of the hero ATs other than scrapper. The villain ATs represent actual story ATs much more effectively. -
I hate to do the day job badges primarily because it interferes with where you log. Sometimes I might jist log due to being afk or in a hurry and if you log in rarely that can be multiple days of credit that you lose. There's also the travel involved to get to increasingly obscure locations after you get the low hanging fruit.
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Something I've noticed from experiences as both a boss online and one of the rabble:
For some people, any person who has a form of authority immediately becomes more suspiscious and more important to criticize (this is me). For others, that person becomes more important to listen to and their opinions, real, deduced by the speaker, or imagined, relevant arguments in themselves.
Now I don't know any of the people here well enough to say that they have ether type of personality, but posts written in either style can lead to interesting reactions from people with an opposite perspective. IE statements of what the devs "want." -
It does, but what I mean is that it wasn't exactly a reduction. It was more like a repurposing.
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I'm against it because it is gating a QOL enhancement behind vet rewards.
This, plus anything like a notoreity anywhere or AE anywhere or arena anywhere should be implemented as universal features or accolades, like the latter were.
Putting exlusive abilities to 6+ year vet rewards is a bad idea. They're basically at the sweet spot with what they have been doing recently, things like bonus storage or patrol XP that can be a minor advantage but not create jealousy or put off newbies.
I do like what you called the badge and would propose something like a permanent 50% discount stackable with other discounts. -
Quote:That's not quite accurate and makes the devs sound like authoritarian jerks.Yes it's been suggested before and you'll be hard pressed to find anyone that doesn't want more storage. However the devs seem to be dead set against it, and have done things in game to actually reduce the amount of storage we have especially when it comes to Salvage.
We used to be able to store 2,500 pieces of salvage in SG salvage storage bins. They dropped it to 30.
Those 30 slots were in a sense an additional method of storing inventions. Any racks that had more than 30 could still hold what they had. It was essentially a new type of rack that had a 30 invention capacity.
And this is why excessively playing up dev authoritarianism (even if speaker means it positively, no, ESPECIALLY if speaker means it positively) can be bad for PR. -
There are reasons for the storage limits and it's not like some MMOs where individual loot has to be hoarded because it might be hard to get again. Most every loot is a specific item with a market entry where you can buy it again.
What I would like is a more streamlined loot storage system. The various rewards have been added in bursts across multiple dev teams and are pretty random.
Enhancements - 10 slot bar and 100 slot base only table
Merits - Special salvage window
Inf - ID window
Inventions - Window, base racks, banks
Incarnate - Window that can be accessed from powers window
Tokens - Special salvage window
These seriously should be consolidated and streamlined.
I'd also like an account level window of some kind since sending, say, a stack of 20 can be a very slow process by email. -
Add a way to buy reward merits with inf every 20 hours. A merits are basically that now, but are limited by requiring you to have 50 merits to start.
Quote:Indeed, in real life an extreme free market doesn't work so well. But in a game the players can't, for example, bribe the devs with inf, or get injured so they can't produce, or be born to tons of inf through no merits of their own.On the contrary, a game economy is the ideal playground for free market ideology.
The game economy is the meritocracy that simple minded lasseiz faire philosophies dream of.
Quote:The devs should remove the ability to pull enhancements off of builds during respecs, and stop paying them for unslotted enhancements at the end of a respec.
2. The inf obtained by a respec is inconsequential.
3. The prices of most of the IOs that are currently recirculated through respecs would increase, leading more of those who build by grind to do so even more, producing more inf.
Locked enhancements are a relic of the pre-IO enhancement system. Back then, buying enhancements was the primary inf sink. Now, the primary inf sink is fees. So the nature of the question is reversed. You could do more to combat inflation by adding a 100k*level charge to removing enhancements or moving slots, which would not just cost inf but lead to more supply. -
Sounds like Malozzi is bitter that fans rejected his unentertaining show.
When the show came I read some interviews that made me believe he (or maybe it was some other producer) was an idiot, because of the desire to go "edgier," which almost never works. However, I did respect that they answered a question about fan backlash with the answer that people would either watch or not watch depending upon how good it was.