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Quote:I'm not anti-steam (I make absolutely no use of their community, have everything I can have in it set to private, never look at the achievements, and occasionally curse at it when I want to play an offline game during a stormy evening when the 'internet becomes unreliable, but I don't have any objection to it on principle).Admittedly I'm not positive how they handle microtransactions for other f2p MMOs that are already on Steam. At first glance they don't have anything listed for points bundles or something like that for say, Champions, and I don't think there's anything done in-game with it either, but I'm not positive either way.
Steam just has no reason to list F2P in its store unless they take a cut somewhere. They're not a charity. They're not a mysterious patron of the arts. They exist to make money.
Since a F2P doesn't make money in initial sales, they've got little incentive to list a title. They may be taking a cut of each transaction or get paid up-front in "finders' fees" or perhaps they get a monthly "advertising" payment to list the product.
They might use all these different revenue methods among their titles, for all we know.
Whatever it is, it costs Paragon/NCSoft money- either up front or in a share of unrealized revenue from microstransaction sales. If steam's benefits really justified this, I think we'd see CoH return to steam at some point. -
Quote:As I understood it, there are two different elements here:It didn't support f2p titles around the time CoH's conversion was announced, iirc. Very shortly after and by the time it launched it did though.
- the steam API (steamworks), which would allow users to add a game to their steam library, community, achievements, and overlay. This essentially gives the user steam features, doesn't require giving Steam a cut, but also doesn't give the developer any of the steam features like listings in the steam storefront, advertising, etc... the stuff that might help promote the title.
- Steam's distribution agreement, which gives the game a steam listing, results in steam searches & promotion space... the stuff many people think of when they say "on steam." (IIRC) steam's servers hosting the downloads & updates. For these, steam relies on actual product sales, or (in the case of F2P) microtransaction sales through their Steam store (so they get their cut). -
If... if that's true... didn't the resistance destroyed the Enriche plant?
:freezes, with a shocked look on his face as the gravity of the situation becomes apparent.
/em grief
You Maniacs! You blew it up!
Damn you!
God damn you all to hell! -
...and, just like the Praetorian "utopia", many are willing to ignore the facts and just... believe the dream.
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- One where there is no Providence, RI.
- And where the 5th column brought WWII to our shores.
- And where Washington, DC was occupied by an enemy force
- And where the Rikti invasion notably scarred up major population centers around the world without ever telling you how widespread the damage is or how it may have changed things.
- And the United Nations as a bit more firepower at its disposal in Vanguard-- (how has that changed global politics? Is there any correlation to the notable lack of US Military Presence?)
- It was once stated that Paragon City supplanted NYC as a cultural and civic hub- even had NYC referred to as 'Empire City' once... then again, the UN HQ in NYC WAS hit during the rikti invasion, so the city rebounded to some degree.
Ages ago, this change was alluded to by Jack (can't find the link) as a resulting from a kind of "butterfly effect" - on Primal earth, oil discoveries in western PA came later, meaning whaling oil remained in very high demand, shifting influence to the whaling New England states at the cost of development along the industrialized rust belt. Not a HUGE change, but it came at a critical point that let Paragon nudge out NYC.
If that's the case, what other differences are there through the areas that would have developed over this time?
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if you create a character who grew up in Iowa, you know Iowa exists.
Praetoria is MORE different, so there are fewer common references to go by.
This isn't too different than other games where you have to discover the lore as you play. Sure, you can pretend to be a 200-year-old generic Tolkien elf in Everquest 2's world, but until you play the game, you won't know much about what you'd encountered over the 200 years of cataclysmic events the world's supposed to have gone through. You learned the specifics of lore as you played.
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if you create a character who is psychic, you don't find out that all psychic people are taken by the state and turned into seers.
All are supposed to be seers, sure, but then you have all the psychics in the syndicate that haven't joined the seers. Obviously, there's wiggle room for the "all"
Quote:are there corporations in Praetoria that you could own and run?
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Was there a World War II, Vietnam War, etc in Praetoria?
You pretty much cannot assume any background is valid in Praetoria. -
Eh, I'm happy on Liberty for my mains. Not tied to any one server though. I have enough transfers to go wherever I want, but don't see any reason to bother.
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Quote:Well, that doesn't change the 'gambling' one bit.Well 'unobtainable' apart from craig list, ebay, post lucky bag swap meet?
People forget when they defend these packs, with the whole 'Magic/Yuigioh is gambling too lololol' counter, that I can purchase the exact cards I want through other means, since it is a physical product.
That's an argument about "exclusivity"-- totally unrelated. Drop the "gambling" distraction and focus on the nature of exclusive, non-transferable content, if that's the issue. -
Quote:as others have said in the thread, there will be 2 versions of "surface." both will have roughly the same form factor, but vastly different performance:So... the Microsoft Surface Tablet PC can play Coh & other games as well then?
- one follows the "oversized phone" approach of the iPad and will not play PC games. Mobile OS, Mobile processor, mobile capabilities.
- one follows the "undersized PC" approach of the UMPC (anyone remember project origami?) and might just have the capability. I met a guy with a first-gen UMPC at an airport playing WOW somewhat effectively several years back, so it isn't outside the realm of possibility.
Origami's stated goal was always to make a PC that could fit in a cargo pocket and cost under $600. The iPad just proved that the tech was more ready to up-size a phone instead of down-size a PC. The two "surface" versions are basically showing that you can do either, now.
Its also possible that a number of other vendors will produce their own via windows 8, and some of them may be targeting PC gamers with high-performance "undersized PC" models. I don't expect much in that realm, but I'd be happy to be proven wrong. -
Quote:... perhaps. I've found the game painfully easy on 'default' difficulty for some time.I wouldn't say "amplifiers are the only way," but you can't deny content has been getting increasingly harder with each new addition. Even if the intent isn't to force people into amplifiers, we may end up going there for those of us who don't really have very impressive builds.
I'm not sure if I'd call the newer content "harder" or just "incredibly uneven."
I make it through 4 of 5 strories in an arc with barely a scratch, then encounter an arc that's ridiculously uneven... and I am supposed to accept that because its the "climax" of the story and they warn me that its harder? No. I want 5 arcs that reasonably challenge me the way I'm inclined to be challenged... not 4 that make me want to leave, increase difficulty, and try again and 1 that makes me do the same in the opposite direction (plus extra cursing).
Could this tactic make me buy a power boost?
No, it's the kind of thing that would make me reconsider giving them my money altogether. (but I do see how others could buy into it) -
Eh, to each his own.
There aren't leaderboards here, there aren't epeen metrics floating over our heads. There aren't mechanics that critically weigh the game based on some PvP mechanic.
Sure, some people expect a certain type of performance from their teammates, but the people that might actually care that their tank isn't tweaked for an extra 5% hp aren't the type of people I care to play with, so it serves as a good way to filter my friends list. I'd much rather learn my current team's strengths and weaknesses and adapt tactics that work for them than play some cookie-cutter minmax strategy every night.
Boosters aren't for me, but if some want to boost their stats with the spare change they have in couch cushions, it doesn't affect my ability to play the game as I see fit. If the devs raised difficulty of arcs so the only way not to regularly faceplant was to pay out for said buffs, then I'd be concerned. -
Kudos to the devs for the announcement in the launcher for power amplifiers. Loved the homage to the old Charles Atlas ads.
Any chance there's a higher-resolution version floating about?
And what's next for the team?
- Inspirations a-la Hostess-comic-ad?
- The next super booster pack presented like the old "prizes or cash" ads?
- X-ray goggles temp power?
- Grow your own Sea... err... Rikti Monkeys?
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Its a pain, yes, but as others have said, its (mostly) due to the way local laws come into play.
If you offer a promotion (online, TV, mail, telephone, etc), you're responsible for making sure that it is legal in every place it runs. Different regions have different rules. Usually, they're intended to protect consumers from predatory "promotions" and/or gambling laws, etc. Some places do it to protect local businesses- prohibiting "foreign entities" from offering such promotions without having a local presence. Some just do it to rake in fees for doing business in their country.
Regardless, it all means "we need lawyers." Worse "we need lawyers fluent in each nation's laws that we want to run x in." .... and since this is a promotion, not something that'll make a lot of money, "we need em cheap." -
When I was 16, I was convinced my father was an idiot.
When I turned 20, I was amazed at how much he'd learned in just 4 years. -
Quote:As much as this old-schooler agrees with you in sentiment, there is a big difference now. Skyway was designed with the thinking of traditional MMO travel and exploration, of what constitutes an "achievement" in finding your way around and learning all the zone's nooks and crannies. It was before they realized the full impact travel powers would have in changing the perception of the zone, navigational challenges, and the nature of "traveling between mission doors." I think they really intended us to have to experience the zone, fighting our way through mobs and trying to figure out how to get to places. Travel- paticularly flight- trivialized all that to a great extent.I'd argue that (a) "Back at Launch" is still true now, and (b) the zone variety is still essential, instancing or not. Part of the reason I don't play redside much is the *lack* of variation - and instancing doesn't do much for that. It still feels like I'm going "Oh, start a villain? Same path, same thing, blah, no." I burn out with the "been there, done that, but no choice but to do it again" feeling redside fairly quickly.
Newer zones were designed differently. Rather than emphasize challenging locations for exploration, things became more bland. The feedback they got seemed to be that "flying was fun because flyers could go anywhere easily." whereas superspeeders constantly ran into barriers. The newer zones tried to offer less barriers to the ground-pounder as not to marginalize them and in doing so, made much of exploration a lot more simplified.
CoV zone count was hindered not just by the shorter development time, but an effort to streamline based on feedback in CoH. Players didn't like that most of their steel canyon contacts sent them to skyway (and vice-versa) so zones were more self-contained. An alternate-start zone was out in part because CoH showed that many people chose one "preferred" path and avoided the other one. (and they had the 'destined ones" meta-story to introduce, etc). Hazard zones were omitted because the model had moved from classic MMO 'group street sweeps' to instanced missions automatically adjusted to your group's size and challenge.
Again, I'm more with you in the preference for more world variety, but I can see why the design philosophies moved in another direction. -
Back at launch, Skyway added to the variety in the leveling path for players with alts, and I recall leveling was a bit slower then, so you spent more time in-zone.
In the game's earliest iteration, zone variety was seen as more essential. They hadn't yet realized how much the mission-instancing would change the nature of gameplay-- to the point that zones are more containers for all the instanced doors, so adding variety to the zones was a valued design element.
Also, I don't think they realized the full effect that travel powers would have on a game. In preceding MMO's, "exploration" was as much about "figuring out how to get there." Overcoming obstacles and learning the ins and outs of a zone provided a sense of achievement that you don't get knowing that you just "fly here, get a badge, fly to the next point." That kind of play has largely gone away and with it, a good bit of the value that Skyway brought.
That said, I question whether steel canyon is really much better. It has its "elevated" areas along the perimeter that can be quite a pain to get to without travel powers-- just a few stairways and ramps leading up there.... very similar to Skyways's barriers and routes. Steel has more familiar grids in its structure, but where it deviates, it can create some rather notable detours for the ground-pounder.
It could also easily be argued that both Skyway AND Steel have lost relevance due to the newer content: the trials and the "newer" zones with stories tied to their design (Hollows-->Faultline-->Striga-->Croatoa-->RWZ) -
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Quote:I missed that in the content. I figured MoT wasn't tied to the well at all.... MoT was trying to ascend which suggests that he was also an incarnate or similiar being not an ascended there for implying that ascended are gods is wrong...
Also, note that "gods" are a human attribution here, something that people perceive. Cultures have called a very mortal king a god in the past, so some gods may have just been powerful incarnates, some may have been ascended, and some may have been demons, spirits, or mere mortals with a very good PR team... -
Quote:I was thinking of it as this:One problem is that ascension severs your ties with your well and with your race so people not become too dependant on ascendeds they become dependant on incarnates
-Our "collective potential" is just that- a civilization's collective capacity to achieve.
-A benevolent "ascended"... no longer tied to the well but remaining among the people... is perceived as a God. He protects these people and he even uses his power to care for his people. The problem is, though, that they rely on this ascended one- one that is no longer part of their collective potential- rather than do things themselves. Their collective potential diminishes.
-A malicious "ascended" crushes others under his will and power, similarly reducing their collective potential.
-In the end, the only thing that can allow the collective potential to develop and allow humanity to reach its full potential is for the ascended to step away or be driven away. -
Are you crying?
ARE YOU CRYING?
There is no crying! THERE IS NO CRYING REDSIDE!
Westin Phipps was my contact, and he made me do all sorts of nasty things-- and that was when my parents had come online all the way from Michigan just to team up with me. And did I cry?
NO.
And do you know why?
Because there's no crying in the Rogue Isles. THERE IS NO CRYING REDSIDE!
No crying! -
Blasters have no inherent mezz protection, but everyone has the option to use break-frees, and the +regen and +recovery should lessen the need for keeping other inspirations in reserve, so there is a bit of a tangential adjustment to play here.
I know people don't like factoring in inspirations into the equation, but I always liked the idea of "break free" because they represent the moment where your hero desperately fights to break the hold they're in to continue the fight- emerging victorious from a battle of wills. I'd like it better, though, if there was something inherent in the archetype for this.
For blasters, I guess you could:
- Give "aim" and/or "build up" the ability to be activated while mezzed
- Add a short-term mezz resistance aim and/or build-up.
Now, instead of just using her two lowest-tier powers when held, the blaster draws deep upon her inner reserves with a surge of energy, able to fire any attack at full power.
You would preserve some mezz-vulnerability (otherwise mezzing starts becoming so irrelevant to the game it could just be dropped entirely) while giving a very thematic way for the character to still participate in battle. -
Quote:... and here I am making a point of adding enough +def to my pistol blaster to almost be a pistols scrapper... Closing in is part of the fun!Oh, and forgot to mention: all T9 powers should be AE targetted (like RoA) or AE enemy targetted. I hate having to run into the middle of a group and use PBAoE T9s. Melee range means a world more of hurt....not to mention, a wrong button push and I'm blowing bullets and jumping around like a nut and wasting my T9 on my dual pistols =P
Mr. True Shot. -
Quote:Heh... differences in style.I dunno. My blaster (archery/devices/munitions) would probably "Meh" this.
He does have his sniper blast.....as runners are a pain in the butt sometimes. However, the extra regen won't make a difference. If I need the health, I need a friggin heal....not a regen.
My stamina is never an issue, so the +END is sort of not needed at all.
Though, I get to cycle in my snipe now, which has "high damage" compared to my other powers....I think it is less damage than "blazing arrow." Again, another high damage power to throw in there (and sounds like "targetting drone" will make it fire faster by skipping the interrupt time?)
Depends on how it plays out.
I was HOPING they would address the T9 blaster powers. The "BIG BOOM" and END drain.....and address the fact that even "Rain of Arrows," which is awesome, has too long of a wind-up to be useful for anything but an opening power (and even sometimes it takes too long before everything is dead anyway.) Most of the times I die, it's that I started RoA with full health and no aggro....but during the wind up, something changes or something targets me....and by the time I can move, I'm dead. Especially on incarnate level stuff. Fighting against pink or blue rings? Have fun =/
The T9 blaster powers need addressed. The END drain taken out....the activation times lessened. It should be like the judgement powers: Big boom ready for mass AE damage. This is how blastes should be.....but, instead, their T9s are limited. Blasters should be king of area damage to set them off from Stalkers/Scrappers/Brutes.
The other issue, which is ESPECIALLY pronounced since I made a mental/mental blaster.....the secondaries of blasters are HORRIBLE. I've been using /devices forever, and I like them-- most are useful or have a purpose. MOST. "Time bomb" and "Smoke Grenades" can go die. However, I recently rolled a mental/mental blaster. I hear /mental is one of the better ones.....but, there are only, like, 2 useful powers in it-- and the rest are all melee range damage. They really need to work ranged options into the equation....or powers like "World of Confusion" where it's a help if the blaster finds himself in the middle of a ton of aggro. The power isn't a definite "save me!" but possibly enough to earn him some leeway until he can GTFO of dodge or do something else....or have the tank save him.
(snip)
I do not want to change a darn thing about blaster secondaries. I love that blasters are "intended to be damage incarnate, with both melee and ranged" and do not want to lose a single melee power. Period.
To me, the +end means I may be able to shave a slot off stamina with no ill effect. I may be able to sustain another toggle power or slot a high-end-cost attack better (note that hitting your snipe more often will already do this)
The +regen gives you less survivability than a heal from major issues but still grants the ability to recover from a hit faster and recoup between encounters faster. The intent here is to keep the blaster's distinctive "paper cannon" playstyle. Adding too much survivability just makes a "ranged brute" that loses some of that distinctive feel.
Adding +regen shouldn't be shoo-shooed away. Sure, it won't help the blaster dumb enough to take the alpha strike of a new mob, but it will mean that he'll recover faster and have less downtime between encounters than he otherwise would.
T9 attacks... I could care less about that, to be honest. I admit I have fun with the pistol & archery sets. Its the "nova"-like powers most are complaining about, IIRC, and yes, you could swap them out for something more-frequently used. That'll just mean I gotta take slots away from something else, though, whereas as "situational" powers, even a 1-slotted one works OK enough when that situation arises.
EDIT: also, don't forget the "defiance" benefit of adding "snipe" into your regular attack chain. I'll let others run the numbers, but that may also add more of a benefit than just "adding another extreme damage attack into the attack chain" would suggest.... -
Quote:Well, running these numbers, my wife's fire/fire blaster can have permafastsnipe while duo'ing with my main (ill/kin controller), so it doesn't take TOO much. Granted, she's already damage incarnate after a good fulcrum shift, so I never really felt she needed a buff....Interesting but I'm not sure how much difference these will really make. The snipe change still won't be a big help with mid-combat use unless folks are walking around with signifacant To-Hit buffs. Buffing the range on short attacks is nice, but hardly a game changer. So it really comes down to the strength of the defensive buffs and where they fall.
Even without perma, though, fitting it in-battle with a buildup or inspire chomp won't be too tough either.