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Posts
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Joined
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I recommend they should create the Solve Everything Task ForceTrial Strike Target.
Feature include:
- A 100 hour Trails Task Force that is for Heroes, Villains, Other Unreleased Superawseome Cake AT, but primarily for villains wich allows them to respec immediatly out of Patron Powers into Total Rocking Powers AT.
- Complete Worldwide PVP with character deletion upon loss or win.
- Access to all powers.
- Complete customization of characters, powers and pets including Lore Pets, which allows you or your pets to be frikkin buildings for godsakes if you want.
- A brand new engine with graphics that surpass real life.
- World travel that allows you to play all of your current characters simultaneously in any game every created, including future games not yet created.
- A completely soloable path which allows solo players to earn SOLO MERITS which can only be spent on solo only powers and Enhancements, and a full 'solo only' instanced version of the game that is way more awesome than the real game and has stuff no one else can get.
- Customizable settings that let you decide spawn size, location, difficulty of all mobs, and has a secret super setting which allows you to fight Devs in real life.
- Hamburger coupons with substitute Ultra Vegan mode which shoots Tofu from your D drive.
- A pony crossed with a pitbull that hands out Million Dollar Auto Win lottery tickets that are actually worth 5 million dollars.
Did I miss anything? -
I once told a friend in an online game she was a real 'pro'. Didn't work out too well.
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Knockback on teams. I am not a knockback player, but I love watching it. I love adjusting my playstyle when someone uses it. I love watching other players get flustered when they can't bunch and crunch.
I love watching a team evolve around a knockback situation, feeling for the corners of their niche, dragging out old powers to fight on, learning to live on the wild edge of flying bodies and mayhem.
Very few of my characters have knockwack or even use it regularly. But I appreciate the simple beauty of it. Knockback is like garlic. Add it to anything to make it better. Loose the hounds of physical displacement! Enemies stand up, and then are tossed into the corner or off a bridge or into trafic. See and believe! NPCs are paper airplaines. Fly them heroically across the map. haha. haha. HAHAHAHAHAHA!
Those who don't like it? Pampers. -
I've had painful decisions like that to make before. It's much easier to reset a character now, though.
Hex's steps to character recreation:
1. Log into the character and hit the tailor. Save every outfit you have.
2. Respec and pull out that stealth IO. It's expensive. If you have purples, it might take a few respecs.
3. Global email your important enhancements and money to mules. If you don't have mules, make one.
4. Carefully pick your new AT and powersets, but don't make the character yet. Be sure because the next part is when you probably want to move quickly.
5. Delete the old character.
5.b. Make the new character immediately. Don't fret power selection or even costume. You'll have vet respecs and tailor sessions galore. JUST PARK THE NAME with the desired AT and powersets.
6. Level. Pick the powers that make levelling a snap, because you'll either have respecs or you can use build two to push out your final build.
With all the tools available, plus Tips providing super experience and rewards, you can make it back to 50 with much less pain than you did when you originally made the character. Plus, the alignment merits you pocket along the way are super super useful. Save them!!!
As far as concept. Just retcon the whole story line and history. You can even pull one of those "he's dead. NO WAIT!" deals that comics favor.
I have a feeling that the love for the original character, plus the adventure of experiening new things with your 'main' will make you forget that old tired 50 very quickly.
I've had to do this before and was terrified. Ended up being the best choice of my CoH career. -
I want the endgame we already have.
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Quote:I like this post!Absolutely.
And I'd argue a few things. You will find this kind of reckless go-for-broke style of play in:
A) Veteran players who have played long enough to know many of the maps by heart, and where to find all the spawns
B) Veteran players who have tweaked their builds to be very soloable, or who know how to use inspirations and all the tools at their disposal and like to push their abilities to the limit
C) Groups of players who play together often and know each other's strengths, weaknesses, and tendencies
D) Veteran players who laugh at debt because they know how meaningless it is in this game
I'm a great deal more reckless when I'm playing with friends -- and it's a lot more fun. In fact I don't join PuGs as often as I used to for precisely that reason. You can always find good PuGs of course, but you just never know, and I don't feel like I can really let loose on a PuG like I can with friends.
I agree with this post!
You're never so alive as when your dying.
But I don't spare PUGs my insanity. I make sure I don't get anyone else killed. Usually. -
Here's what the cool kids do. We don't look at other players builds. We can beat anything with anyone or by ourselves. How other people play the game is no concern of ours.
I've never failed at anything and I've tried so hard. That's the real problem. -
Thread recap so far:
"Hey! Fast runs!"
"ur dumb"
"Nope."
"Fast runs. Dig it."
"But shards!!!"
"Seen faster."
"y fast?"
"Shards? Lol."
"Did it"
"Wow!"
"ur still dumb"
"Nope."
"Agreed. Not dumb."
"Drunk."
"Lol."
"Fast not trying. Bring any."
This is a public service provided my hexovision for those too lazy or irritated to read. -
I play for the hallibut.
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Blizzard! Do the drop. Everybody do the drop! Do the drop! Everybody do the drop!
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Quote:I want to cut out this small part of Arcana's post and present it by itself, because this is almost the entirety of the spirit of what I wanted to bring up originally. How uncomfortable are people willing to be when playing games, and how uncomfortable should developers of games allow their games to be INTENTIONALLY?
To add a slight appendix, it's not just a question of whether developers should care about comfort zones or not - in my opinion it's just good sense to at least be aware - but rather a question if developers should DELIBERATELY design games that push us out of our comfort zone. Which, by the way, I'm not claiming is a wrong and evil tactic. It's been made pretty clear to me that some people simply like to be pushed, as well as to push themselves, and face things that could be defined as "unpleasant." Their reasons for this seem to vary, but their reasons for this are irrelevant to the fact that some people simply choose allow themselves to be taken out of their comfort zone.
Should developers be aware that people have comfort zones? Yes, they very much should be. It's only good sense. Should they choose to avoid pushing those, or should they choose to push them intentionally? I don't know. THAT is the heart of the question, and it is a question that has no one right answer, and not even a clearly separable set of stances on it. As Arcana points out, it's a matter of degrees of tolerance and preference, which is why I find the answers given so far to be fascinating and enlightening at the same time.
My position on the matter is pretty much public knowledge at this point, which makes it, and deconstructions thereof, largely uninteresting to practically anyone, myself included. I'm more interested to hear other people's positions on the matter.
If the intent is to make the content more challenging, then yes. If the intent is to exclude players based on playstyle, no. -
Small sample size = misleading results.
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I delete alts with dumb names. If they have cool names, I never delete them without grabbing the name again.
Deleting is really no big deal unless you are super IO'd out. You can always make a new set/set with a cooler costume. -
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Ummm hello? To much typing not enough damage people! You are blasters, not secrataries!
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If a team felt that LGTF couldn't be done effectively with /rad, you are better off for being left behind. That team was flawed and bound to fail due to pure stupid.
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Stealth + BU+AIM+TF = Win. You can always slap off the other two while your target waddles around. Plus, the animation is super fun.
If you're very very number crunchy, skip it and don't lose sleep. If not, I say HAVE AT YOU SIR! -
Salvage: Pile up until full. Check recipies that need salvage. Set this salvage aside in WW. Run to store, sell everything but rare salvage. Sell all junk recipies.
Sometimes, I just huck the lot up on WW for 5 each.
Sets: Paragon Wiki. They have pages titled IO sets with bonus to (x). I do this at work.
I don't bother with Mids.
I read twice, buy once. -
I did it last night in two hours. No super speed. No stealth. Just me. The spawns were pathetic compared to the Old Posi, even if you formed up and and had 2 people log out. No bosses. 1 elite boss in the last mission. You can call Posi and only have to return physically to him once.
I swear I could do it in 45 minutes with 3 simple adjustments.
ss and stealth. Could respec into it.
Better use of trains, ports and locales.
Pay attention and not take little breathers.
The last one was my downfall. Got numb after a while and sloppy.
In all, it felt much easier and quicker. My best run before was 1 and 1/2 hour. The mobs and status crap and no health, stamina, no purples, bad recharge rate, poor power selection made it a nightmare.
The Ouro one seemed like cake. -
Sounds like someone needs a SG invite! Someone give some love!
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Dearest Samuel,
I believe that a game should be fun to play. When it ceases to be fun, it is no longer worth the effort, for me, to play. And it certainly isn't worth the money. If being forced out of your comfort zone makes the game no fun, then it's not worth playing.
If a game designer or developer sat down and looked at a game and said "How can I force these players to do what I want?", that would be a poor decision. My life as a nerd involves many pencil and paper games, and I have seen on a small scale what happens when the man or woman in charge forgets who the game is for, and runs it for themselves. In these small, not for profit gaming groups, it's all too easy for the power to go to ones head and end up creating a world where the players are mere pawns in the GM's grandiose plan.
However, in a large, for profit game world such as CoH, there should be a company wide push towards customer satisfaction. I do not believe anyone involved in content creation has ever sat down and thought, "Hmmmmm. How can I get these players out of their comfort zone?" Game design is not approached that way. Usually, it's approached with the questions "How can we get them to play more?" and "How can we keep subscriptions active while continuing to draw new players?"
The process of determining what will work to draw new players while keeping old players is, I'm sure, complex. I'm almost positive that making players uncomfortable is not a very high priority.
What's more likely is they understand that certain players will not like the changes. They have to weigh business priorities against player satisfaction. In this particular case, it does appear that they have decided that adding high end group content is going to provide the most bang for their buck. Of course, this hurts your playstyle. But, I don't think its an intentional slap at solo players. They had to pick a direction for this issue, and most likely, as a multiplayer game, they decided to add more multiplayer content.
Could they do both? Sure. Could they do better? Sure. Maybe they will add a solo path to incarnate content.
I don't think they are trying to pull you into group content. I think group content sells. Unfortunately, that puts you on the short end. So, in answer, NO it is not a good idea to force players out of a comfort zone. It's a bad idea. But every change made is going to make a certain percentage of players uncomfortable. -
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Quote:It's not about how much time, but how that time is spent. Whether you spend 20 hours a week playing or 2, you want to relax, and enjoy. These folks are saying they don't find the incarnate requirements enjoyable, and there is no alternative.I agree its not a great analogy. But I still say it about priorities. Casual gamer ....blah blah blah.... families and jobs ... blah blah. You can't really expect have the same benefits from playing the game 1-2 hours a week as someone who plays 20+. Thats not rational or at all fair to the person putting in the time.
I have a job and a family too. Who doesn't?
Every other high end reward has a reasonable alternative. They believe this does not.
Look, I was the guy arguing that it's gated content for a reason and if you want it, you have to work the system. Now, I'm not so sure.
Just because it fits my playstyle, and I like it, doesn't mean I'm right in saying 'get over it'.
Everything else in the game has 2 or 3 ways to aquire it in a reasonable amount of time. High end incarnate stuff does not. That makes it different from everything else and yeah, could make a section of players feel left out.
I'm coming around to see that this might be a legitimate gripe on their part. -
Quote:One point... this is a game, not a job. People who are casual and don't have a lot of time, or people who aren't into large scale raids will not find this fun. Personally, I enjoy the incarnate content so to me it seems unimportant.I feel like this is saying, "I like money, but I don't like having a job too make the money. Give me a way to get money without having a job!"
Truthfully, the Dev's actually already have given you a way to get it without doing the Incarnate content. It's called grinding the same old content for shards.
I would love the shards and components to become tradable though so people unwilling to run new content could buy them. I would make BANK!!!!!!
Let's say your hobby was building miniature ships but suddenly, the only way to get the new and interesting parts was to be a firefighter... and you hate fires. Suddenly, you can either keep building the same old boring ships, or... do something you hate to get the enjoyment.
It's a silly example, but some people really do find TFs and raids to be the equivilent of a high pressure job like firefighting (without the risk of death, obviously).