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Link to high resolution here, because why not.
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I think the worry some are trying to express is that too many* level shifts could make the incarnate content heavily tiered. That is, a character would need Alpha/Judgment/whatever rares before even attempting content that came out with/for Lore or Interface. And it would all be group only. Which would not mesh well with how CoX has been largely supportive of soloing, alting and sidekicking so far.
I do not think the devs would make such a mistake. But by the time something goes into open beta it is generally too late for major changes, so some feel compelled to voice their concerns now. I have done some of that too, in other threads.
* A rather subjective number, between 2 and 10. -
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Quote:Looking at the full sized picture it looks to me that it is the existing monstrous fur with skin color set to match the "costume" color.It looks like it's got a full fur texture for the body too:
<snip>
But I could be wrong - in this instance I would prefer to be wrong. -
Quote:My approach is to send one email to myself and then reply to that.My feelings are if we can drop a 10-stack in the market I would like us to be able to drop a 10-stack into our email.
Some means to more accurately email would be nice like right clicking on a name or global from the global friends list.
As for emailing to ourselves I would love that but here's what I do in the meantime is I send one test mail to myself and copy the global name out before I send.
Then I paste it in the emails I send after that. It's annoying but safer than typing each time. -
Quote:Consider also that devs typically want to put a patch on the test server for a week or so, to see what shakes out.Consider two points:
A) I've read that Issue 19.5 (a.k.a. Strike Pack) is going live in "early" February. I think it's safe to assume that could be anywhere from February 1st to the 15th.
B) Historically whenever the Devs release a "pre-download" it pretty much always means the next big Patch/Issue it applies to goes live roughly 2-3 weeks later.
These two data points seem to match up with each other fairly nicely. Based on the Devs' tendency to release things on Tuesdays I would expect the Strike Pack to happen on either February 1st, 8th or the 15th.
I think todays patch, which has been on test for a while now, was pushed live to make room on test for 19.5 patch.
The 44Mb size does imply some art assets. Probably animal pack, which means it is now too late to make suggestions regarding the packs contents. Letting us know of upcoming content after it is developed - too late for major player-suggested changes - is a common pattern for this game and one that upsets me. -
Quote:One of the Destroyer Lt mobs has a claw weapon that appears to be held in the hand, I think.Oddly enough, I'd really like more claw options that are visibly weapons held in the hands, like spiked brass knuckles and claws that extend from different angles on the hand, all of the claws we have now jut out from the back of the hand wolverine style, and none of them actually look like something the character is holding in their hands. I think if they explore these different points of attachment similar to the difference between all the maces in the mace power-set and the one police baton, we might be able tom come up with a more satisfying solution to the claws issue.
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It is a nice story arc. And I approve of the "some missions in an arc are allowed to be trivial" pattern it has (just like Ross' arc).
It would be nice if the incarnate artifact was more random than just origin. But then some really serious players would get offended about getting a divine plunger or something... -
1. Make a copy of tech wings
2. Change animation so that they extend but do not flap*
3. Add some fancy particle effect while wings are extended
4. ???
5. Jetpack!
* I've already requested this for most/all wings in one of Noble Savages threads. Hovering-with-wings-extended-and-immobile is somewhat common in other media, we could use it here. And I do not see how copying existing pieces and removing animations would be hard. -
When Energy Mastery and Body Mastery APPs were made available for brutes and stalkers, respectively, the Conserve Power, err, power was replaced by Superior Conditioning. I think, because those ATs could already get Conserve Power from Energy Aura secondary.
I suggest the reverse:
1. Add electric APPs to both stalkers and brutes. Make Conserve Power one of the first powers in those APPs.
2. Replace Conserve Power in Energy Aura with new powers. This would violate the Cottage Rule, but only partially as 35 is pretty close to 41. And Energy Aura already has end management with Energy Drain.
3. The new powers I suggest would be:
Brutes:
Energy Halo
description: Forms an energy field around casters head that can deflect mental attacks and protects against Fear and Confuse efects
effect: toggle, +def(psi) +protection(Fear, Confuse)
purpose: plugs the psi hole, but not too soon. Matches well with the exotic status effect protection (teleport, repel) in Entropic Shield
Stalkers:
Distortion Cloak
description: Bends light around you in a chaotic pattern. The distorted appearance makes caster slightly harder to hit and defend against.
effect: toggle, +def(all) - low value, +to hit
purpose: additional mitigation and offense
Comments ? -
An easier to remember pattern for salvage value is to go by level range.
10-25: commons have value, the rest is for vendors
25-40: all have value, especially rares, magic>tech
40-50: rares have value, uncommons less so, commons are for vendors -
This may seem counter-intuitive but on my non-main characters, I have found the simplest way to make use of set IOs is with the unique/special ones.
For example, a corruptor in the low 20s is emailed a few million and spends it on the Karma knockback IO. Or he could use the merits gained from arcs for it. Or do tips in the 20s for an alignment merit. Just a single enhancement, in hover or combat jumping. But the effect of not being knocked around is immediately noticeable and useful.
Note that, depending on secondary effects, most attacks can take non-damage sets. An Acc/End/Rech IO from a stun or knockback set can be quite useful.
Note also that rarity does not always equal cost. An uncommon ranged attack set will probably cost more than a rare sleep set.
Generally, I see three ways one may make use of the invention system.
1. Global/unique IOs in "spare" slots. Like the -KB example above. Also, stealth IOs in travel, Kismet +accuracy, LOTG +recharge, Miracle/Numinas +recovery and so on. Little to no planning needed. With merits, they are simple (if time consuming) to acquire even solo.
2. Replacing commons to reach ED caps on more aspects. For example, take a melee attack with acc/end/3*dam.
At 50, 1 each of acc, end and dam provides +42% to each aspect.
Replace them with Crushing Impact Acc/Dam, Dam/End, Acc/Dam/End.
Combined these provide +47% Acc, +47% End and 74% Dam.
So, one of the 2 remaining damage commons can be removed and its slot moved to another power.
Or one could replace damage commons with Dam/Rech set IOs, to use the power more often - if one of them is from the same set then they also provide +7% global accuracy, which is nice.
Or one could replace a damage common with a Acc/End from another set, to bring those variables closer to ED cap.
3. Gaining set bonuses. This is when one slots sets primarily based on their set bonuses rather than enhancement values. By stacking bonuses of the same type some "interesting" results can be achieved. Softcapped defenses, perma-<awesome click power> and so on. Even without purples, one can do much.
Of course these ways are not mutually exclusive and a combination may well work best, depending on situation.
I hope this gives you, and others interested, some insight. -
Quote:Bold mine.Typically, people do that, or sometimes honestly they just PM me.
2. In scenario 2, the critters would be level 53, three levels higher than the players. If the players had four levels of level shift, those critters would be -1 to them in effective combat level. They would still be +3 to the level 50 that did not have level shift. This requires interpreting what you mean by "set to be +3 to them." In the past, there was only one way to do that: set the critters to spawn three levels higher than the players, in this case 53. In the end game, the devs have a second possible technique: they can give the critters level shifts of their own. Under those circumstances, things get more interesting, and more complex.
I am worried that giving players multiple level shifts would start an arms race where devs had to add multiple level shifts to enemies to keep them conning as "hard".
Quote:Also, its worth noting that at the moment, the only known sources of level shift are the Alpha slot rare and very rare powers, some temp powers that were leaked, and some special items such as a level shift inspiration that we may or may not ever get our hands on (it might have been just for testing purposes). Leaked information about the next few Incarnate slots did not show level shifts in them. There are people assuming that eventually we will have ten incarnate slots and ten levels of level shift. That's extremely unlikely. Such players would be +10 to the standard level 50 content, which incarnate powers work on, which would be ludicrous.
Have not seen this leaked info. Good to know, thanks. I too was worried that there might be 10 level shifts, but if that does not seem to be in the plans, great. -
Quote:Where on the forums would be the best place to ask then ? Player questions ?Well, there are PMs of mine from 2007 that Matt hasn't answered yet, so I wouldn't get your hopes up there. Fortunately, there are people who understand the game mechanics well enough to answer this question on the forums.
Please don't make Positron follow up on that threat to start looking at the powers spreadsheets.
Quote:It won't. My point in mentioning them was to remind people that the whole notion of "combat levels" is itself something that is artificial. The game only treats that level 54 as being +4 to my level 50 because it is told to do so. To be even more blunt, 54 minus 50 is only 4 because we say so. Level shifting is simply going to alter that math. When you are running a +1 level shift, 54 minus 50 will be 3. Because the game says so. It won't *make you* a level 51. It will make +4s use the +3 row in the combat modifier tables. Nothing else changes. Things like side kicking, level pacts, and all that other stuff won't be affected because it won't even know its happening. You will still be level 50. The target will still be 54. The purple patch will be using the +3 values. That's it. Its an offset in the combat modifiers table that affects nothing else besides the combat modifiers table. There's no reason for it to do anything else.
Giant Monsters and invasion critters are just told to ignore combat modifiers, so you get no bonuses and no penalties for attacking them no matter what your level is and no matter what their level is. In essence, they are told to make the level modifier always zero. Level shift tells the game to make the level modifier always +1 to the possessor of the shift (for +1 level shifts).
And by "break sidekicking" I did not mean "sidekicks will explode" or anything. Consider these two scenarios:
1) A level 50 player A invites a level 47 player B to his team and mission. They are fighting level 50 (with occasional 51s) enemies. Sidekicking sets player B to 49 so that the enemies are +1 (some +2) to him and he can meaningfully contribute.
2) A group of incarnates with 4 slots and level shifts are playing the latest incarnate content. The enemies are set to be +3 to them. They invite a newbie/alt incarnate X, with 1 slot filled, to the team. Will the enemies be +6 to X ? -
Next Issue, those scientists around Black Scorpion in GV should be replaced with a few random, costumed (heroic looking) NPCs doing /beg and /worship and such.
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Quote:I did ask, in a PM to Positron as he is known to be designing this system. No reply.It'll do none of those things. It'll place an offset into the combat modifier table. Good lord you'd think with half a decade of giant monsters walking around and all the Rikti and Zombie invaders that basically use the same game mechanics, people would figure out how this would work without too much difficulty.
Think: its level 30, but it cons even to a level 50. Do all the sidekicks in the zone suddenly explode? Tada.
Why people guess instead of asking, and why they seem so confident in their guesses, is something I haven't figured out.
(PS: None of this is specifically covered by NDA, at least not for me: jeez I suggested level shifting to Castle back when the LRSF was first introduced, using literally identical mechanics on the open forums no less. So I'm not too worried about discussing how it might work mechanically.)
If incarnate content will have locked-con (GM/invasion code) enemies then what would be the purpose of level shifts ? Make people faceroll normal content even more ? Reduce rewards from plain old level 50 mobs ?
In the end, my concerns boil down to:
1. Can a character with 1-2 incarnate slots filled join and meaningfully contribute in content released for/with 4th or 5th or whatever incarnate slot ? The playerbase, especially EU side, is just too small and alts too numerous to divide incarnates in 10 "buckets".
2. Will there be soloable incarnate content ? Not in the sense of "solo content that gives incarnate stuff" but "solo content that lets players be incarnates" with appropriate writing and balancing.
The rest of this post is not related to quoted post.
I am a little upset with writing where "everything is bad and hard, all the time". Like the 2nd mission in Tin Mage TF. Why couldn't it have been written as a trap for the invaders, instead of "omg warworks attacked our obvious target, go fight them". And don't get me started on the whole "Vanguard take back Recluses tower while he, what, hides in the closet ?".
Mechanically, defeating mobs is the same whether they say "You are nothing!" or "Oh noes, we are doomed!". So let us have both.
Hrm, that have me an idea for solo incarnate content. Mayhem missions in Praetoria! Laugh with me! Muahahaha!
And heroes can save people from oppressive loyalists and/or terrorist resistance, I guess. -
Quote:With the level shifts, incarnate system is* level 51-60 content. Just without new zones. And:I'd much rather have had a plain old level bump with plenty of plain old 51-60 content.
-it will break supersidekicking
-it will break interval-leveled missions (that is, a mission from a contact in normal content will scale to your characters level so long as the character is within the contacts level range)
-it will break expanded difficulty settings
And those are the selling points of this game.
* a level 50 character with an Alpha slot level shift is effectively 51. And I strongly suspect this is why the I19 TFs are locked at 54 - so the players do not outlevel them on gaining their rare Alphas. But this means I20 incarnate content will need to be 55 to provide just as much "challenge" to characters that already have a level shift as the I19 did for fresh incarnates. And so on for the following slots.
Of course, I can not know with certainty that this is the path the devs are planning to take. But I have and will speak out against it, because by the time it is confirmed (open beta) it will be too late to change. -
Thread was at 13 pages when I read it so my post will be all over the place.
Please do not reply to my post without answering at least one question posted therein.
First, regarding the complaints about "on the rails" Trapdoor fight. Is this what you really want? That when the devs need to add a somewhat challenging EB, they should do so with no regard to what the intended tactics should be ?
Take EB, decide that the challenge should be in regen. Then drop into the map with no "rails"/scripts. Well, they have done it before. Widdershins. Do you really think that is better than the Trapdoor encounter we have now ?
Second, there have been complaints about the change to Trapdoor as opposed to the fight itself. Suppose the Protean fight was bugged on release such that his power siphon did not work (bugs happen). So Protean was a standard EB with exploding scenery, defeatable by the basic "stand still and hit him" tactic. And in a later patch, devs fixed the power siphon to make it work as they had always intended. Would you consider this "wrong" because a valid (baseline even) tactic was removed ? If no, do you consider this hypothetical scenario different from what happened to Trapdoor ?
Third, about alleged tanker uselessness in BM encounter. I have only done Apex on my corruptor so far. Most of the times (by far) when I have died in the last fight, it was from being shot by BMs crossbow. Damage from her minions takes second place. If a tank (not necessarily tanker) can keep BM and her minions from shooting any squishies then s/he is already contributing significantly more than any one damage dealer, even if the tank does 0 dps himself.
Yes, doing this may require the tank to run around taunting. And many find doing this less entertaining than beating up mobs. Well, most support types do not necessarily enjoy placing bubbles on everyone either. But they do it anyway. That is teamwork - doing things for the benefit of the team.
Fourth, regarding the incarnate system in general. I like it, but I think having level shifts is a mistake. Because they are like adding 10 more levels after 50, except worse:
- the devs have stated there are no plans for levels after 50, if they have changed their minds then they should have at least told us
- the "stuff" needed to get these levels is highly specific as opposed to "XP"
- this "stuff" will have to be gathered in a specific order. In order for content to be challenging to characters with, say, the first four slots it has to be impossible for characters with only the alpha slot.
- there are no new zones to go with new levels
- these new levels do not work with the existing (super)sidekick mechanism, severely splitting the playerbase
- every new incarnate alt will have to go through the "incarnate path" in order, unable to join existing incarnates on the most recent content right away
- "older" parts of the incarnate content will lose relevance, quickly. Characters playing catch up will have a hard time finding teams. Maxed incarnates will gain very little by helping others with lower tiered incarnate content.
- more subjective: I would like my characters to become more powerful by hitting harder/faster or being tougher. And I would like each improvement to be noticeable and different. Being more powerful because one generic number (level) is higher - not it.
And fifth, since the thread has taken a turn towards wishlists. Here are the changes I would make to the I19 TFs:
Drop level from 54 to 50, make difficulty settings work towards increasing the level. Give badge for doing at 54. Hell, add such badges to existing level 50 TFs too. "Tough guy/girl <task force name>" or something.
AVs and EBs can stay 54 if it is that much easier than dropping to 50 and rebalancing accordingly - but that will make difficulty settings less useful.
Apex
mission one
Pylons get pbaoe aura that seriously buffs tentacles (compensates for -4, perhaps some extra res on top) - first serious fight, after warming up on clockwork
War Walker orbital attack: give increased chance to hit (what with it being an area saturation strike) and make it cause stacking -heal/-regen (both, not either/or) effect so that even tanks have reason to dodge it, lest they become unhealable.
Result: War walkers are a serious threat, fight at station stays/becomes appropriately hectic, serves as precursor/training for Battle Maiden
mission two
change the floating swords from ambush to summon power used by BM. They no longer give rewards and do not run out. (assuming this is already not so, not sure to be honest) Turns them from ambush to an encounter mechanic, partly compensated by swords now being level 50.
Tin Mage II
mission one
War Walkers - see above
Malta spawns are now level 50 (like everything else), however they are set to allow up to 3-4 sappers per spawn. Credible, lore-fitting threat that requires precise targeting, hard controls or well timed nuke(s). You know, tactics.
Director 11, give proximity bombs a powerful KB/Repel effect on explosion. Unwary players can get thrown into MORE proximity mines, like some crazy pinball machine
mission two
Change the story here:
Praetorians have started to attack by hijacking portals, and have invaded Portal Corp and Grandville tower. The truce talks, while helpful, are a bait as Vanguard leave their own portal open.
As expected, huge number of War works invade the Vanguard base. Only to be met by their worst enemy, Task Force <name>! The invading army takes heavy casualties, allowing Primals to go on a counter offensive. Vanguard NPCs team up with Recluse and gang to clear Grandville tower while Task Force <name> secures Portal Corp.
mission three
When Bobcat reaches 75/50/25%, if Neuron is up he puts a 30sec (or 1 min?) phasing shield on her, once. Easy way is easy, but takes longer.
When both Bobcat and Neuron are down, if any Goliaths are up, they send an uber-priority alarm signal that aggroes every war work on the map. This of course does nothing if map has been cleared. Either destroy bots while handling an AV, clear the map first or take down the incoming mobs (why hello there Judgement slot!). Either way effort/tactics needed, of optional difficulty. -
About UberGuy's video. Dark powers have -to-hit, dark defenders even have a toggle that does -to-hit. So all those instances of Trapdoor missing were caused by power selection, not luck. The more you know!
And about the "fast respawn". Do you (or anyone else who had it) have a chat log, demorecord or Fraps of a fight were it happened ? If the spawn rate does vary to such a large extent then that is a bug and needs fixing. And having concrete examples/evidence will greatly increase the chances of devs (quickly) fixing it. "Better to light a candle than curse the darkness" and so on. -
This thread, oh wow...
Quote:Added some bolds (boldly).Trappy's not a special snowflake who needs special privileges. If anything, an EB who deserves special privileges would be Honoree. He's been through enough to earn 'em. Trappy ain't nothin' special, he even has a boring costume.
Why is Trapdoor is not special? Just because you say so?
Trapdoor is:
-a boss encounter,
-an incarnate,
-the person our characters steal incarnate powers from,
-part of the introduction arc to end game content (incarnate system),
-the only boss in said arc that cannot be skipped (via Complete mission),
-and he even has his own little story arc
Seems pretty special to me.
And enemies with boring costumes should be easier to beat? Seriously?
All right, I can agree if we turn this around to "really hard enemies should have interesting/unique appearance". But still, interesting/boring is so highly subjective that making this a hard and fast rule seems unfeasible.
Now, some more general comments, not necessarily related to the quote.
This might be my previous experience with a certain uber-popular fantasy MMO talking, but I really thought it obvious that different boss encounters would have different mechanics. On some pulling (or some other tactic) worked, on others pulling was suicide, and on a few well-coordinated pulling was crucial. And this was a Good Thing, that different bosses needed different tactics and the same tactic did not work on every boss. And developers both designed and changed encounters with certain tactics in mind.
Unique encounter mechanics was not part of this games story arcs (as opposed to TFs) until relatively recently (was Protean the first?), most likely due to resource constraints. But now they are here and I for one like that. -
Regarding Focused Fire replacement, perhaps something like this:
Crossfire: single target debuff -to hit (10-15%) -defense(20%) -damage(40%)
Concept: target is hit from all sides, unable to defend himself or counter attack effectively
Mechanics: works well with +def from toggle, but only on 1 target, not the whole spawn. Meant for dangerous bosses. Recharge should be long enough that it is not perma when slotted.
Perhaps add a short duration taunt aura on target to make pets/allies automatically attack it ? -
Quote:Well, if you ever make an MMO and you actually implement a system where the definition of "exploit" (or even game mechanics themselves?) is defined by popular (player) vote...That's an apologist's definition of exploit, and one I categorically dismiss.
I would like to see how that works out. It would certainly be something new in the MMO space.
Quote:An exploit is about undesireable levels of reward per effort or time.
Right now, the developers get to make the rules. This is reality. They may have talked about some things, received feedback from players. But there has never been a case in the 6 year history of this game where player(s) forced the developers to make a change against their will.
And I agree with this system to the point that I play this game and pay money for my access to it. There are some parts I would like changed, and I have made suggestions regarding them. But the lack of those changes has not made the game unplayable to me - if/when that happens I will leave. -
Quote:You're supposed to go up, I think. Its the kind of stupid/selfless thing that heroes are known forI feel your pain. I ran this with a 26 Bots/FF MM (0/x5) and those PPD were hard. Each mission on the first PPD map left me resummoning my pets at the end and I only made it through the arc by toning it down to x3 and making judicious use of Teleport Foe to pull the Equalizers to me and smack the crap out of them in a six bot beatdown before they could glue/acid mortar me.
I talked to Nance and he told me to contact him within the mission and he'd come help. But I didn't see anything to contact him with (at first I assumed it was the computer you download the chip to but nope). What did I screw up?
Speaking of screw ups, I also couldn't figure out the fire/rescue thing. The elevators up didn't work and I used the stairs to go down but there was nothing down there. Eventually I just stood outside and sang "The roof is on fire!" as thirteen men were burned alive inside. Good thing my MM changed from villain to hero because being a villain doesn't give you opportunities like that!
Quote:There's a computer terminal in one of the hallways, i think one of the first, it's a security checkpoint alcove with a pane of glass over it, there should be a spawn of Sky raiders inside, I believe that's where a glowie would be that would allow you to contact him with.
Randomly: I REALLY want that attack chopper as a base detail.
Nuts to the longbow chaser or Arachnos Flier, I want my ******* Apachee attack chopper! -
Here are my thoughts, for what they are worth (not much, probably).
Dodging meteoswords is hard. If you do not (re)act you get killed regardless of AT. If you do then then you take 0 (or a few hundred, when running out/past burn patches) damage. Keep this.
Beating down mobs of 54 clockwork is slow. They take longer to defeat and random aggro is more likely to make squishies faceplant. But rezzes are common (as always) and the hospital is nearby. So we do the same things we always do but they take longer. Change this.
Having optional hard modes like Bobcats vengeance is fine. As is giving rewards for completing such hard modes. Especially if the rewards are of the "bragging rights" variety, that is, badges. Keep this.
Regarding lore: having war walkers and AVs be more powerful makes sense - the Praetorians have their special "drain machine" turned on for the invasion and all that drained power has to go somewhere. Having the same clockwork robots (not even war works) suddenly be more powerful does not make sense (to me). Same with random malta operatives.
Here is what I would do (but, not being a dev, I cannot).
- Drop the TFs down to level 50
- Keep the -4 debuff for non-incarnates
- Buff the stats of special encounters (meteoswords, mines, AVs, war walkers, tentacles) so that they have about the same level of difficulty
- Allow the use of difficulty setting to increase the level of the TFs, if players want to
- Give out a (new) badge for doing them on +4
And here is the big one:
- Drop the level shifts from incarnate abilities. They are not out yet so it would not count as a nerf. As it seems to me, they imply that the incarnate Delta (I21-I22) content will have level 58 mobs. That is a kind of arbitrary gating that this game would be better off without.
I want the incarnate path to be about my characters becoming more powerful. Hitting harder, being tougher and so on. I do not want it to be about collecting "stuff" just so some new content does not overlevel me by 8 or more. -
Quote:The difference between an exploit and a valid strategy is developer intent. It is not whether I or you or the forums as a collective think "this is OK". It is not about having more or less choices.
My only issue is with the change to Trapdoor as it sounds to me like the devs saying, "Play it OUR way. This is the RIGHT way to do it."
Please note:
1. While the developers do state their intent sometimes they do not state it all the time, regarding everything. Nor are they required to.
2. The developers can and do change their intent, sometimes after they have stated it.
3. We can make suggestions/arguments to influence their intent regarding some/any part of the game. But the final decision is theirs.
I do wish the developers would explicitly state whether this change to Trapdoor was a case of "we fixed an exploit that was making it too easy" or "at first we thought pulling him was OK, but then we changed our minds".