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Quote:Very good question. As a player of a pro-Cole Loyalist operating in the Isles, I would love it if like minded Praetorians could meet up too during the event.Question..are you planing to run this just from the Primal side, or will Pro Praetorian factions have a roll ?
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Alas, I will be away this weekend so unable to join on the 7th. However I will make every effort to catch up and join any further meetings.
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I'll be honest, the Incarnate system is a dead duck to me at the moment. If the developers can come up with something more reasonable than the glacial rate of shard conversion, It may get me interested again.
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I have had this happen to me as well, especially on Dr Steffard's missions. I bugged it so hopefully it'll get looked at. Had to use auto-complete on mine.
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Quote:When Ouroboros was first introduced I got excited, hoping that gradually our time travels would expand to cover other events in the CoX timeline. Unfortunately, it never happened. As it stands, I think Ouroboros is underused for actual time travel and overused for 'stuff that does not fit anywhere else' i.e. Incarnate content.Definitely... when I saw that bit about Brass Monday, I was honestly wondering WHY they hadn't implemented this in all the years since then. They should do this now... I would love to see that. Heck, make it a new task force with Orobouros, or something. The idea is a good one and should be implemented.
I know I would love that.
Still, interesting statistics. Makes me wonder, with so many people playing Villains and Loyalists why the endgame is all hero orientated. Hey ho, here's to another seven years. -
Quote:Thanks for the tip. I will try and check out all of the servers at some point. I hear that there's a strong EU presence on Victory these days.Just a heads-up: there's are also very active RP communities on other servers, and in particular Pinnacle. Each seems to have a somewhat different "flavor" of RP, too. For me, Pinn works best, but you might want to poke around a bit and see if one if the NA servers appeals to you as a "home away from home."
I intend to check out Union and Defiant, probably by moving a 50 to each. Got a boatload of 'em... -
Quote:Or, if the current thrust of Paragon Studios is 'co-op for everything' have missions for the villains to do that make the zone worse i.e. bring the fog back, spawn GMs etc.Interesting you should mention this because I think that is another one of those bugs that could actually be turned into a cool game mechanic.
For example, a player runs through the story arc of Dark Astoria and successfully completes the final mission - what happens? The fog and gloom is removed from Dark Astoria and the sun shines once again. I think it would be a great way for a player to feel heroic and like they actually changed something in game. Of course, this all resets back to the fog so others can complete it as well but I think the effect would still be there. Much like Recluses' Victory and how the zone changes. I think they missed the boat with not implementing more of that mechanic throughout the game.
Remidi beat me to the punch -
Quote:Except for the Merit Vendors. Who ARE they!!? Those guys still bug the hell out of me especially in the Isles. Arbiters are inviolate but those guys? Why haven't my villains broken their noses and stolen all of their LotG +7.5% recharge recipes yet?The game's writers have often misstepped, but never more so than when they try to add lore justifications for purely meta-game systems.
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Quote:And it’s this illusion of choice that has angered me more than any other lore decision in the game and just looks like a wasted opportunity. These days, alignment has about as much meaning as origin. Much was made about moral choices in Praetoria but regardless of what choices you do make by level 50 you WILL fight Praetoria whether you like it or not. It doesn’t matter if you want to support Cole or whether your character would thrive on the chaos and destruction of the war, you WILL fight against it whether you like it or not. And this bait and switch really brought me close to leaving. Some people like playing villains. We don’t all want to line up and join Vanguard like some reluctant hero. Co-op content has become the bane of this game, the last time villains got to do anything really villainous at level 50 was the LRSF.In GR we are given a choice to serve an evil dictator and then told that choice makes no difference and you will fight the evil dictator in a storyline that makes little sense.
Not all characters must follow the same path. That's all anyone is saying, or has ever said.
So in some ways, I’m envious of people who don’t give two hoots about the story. It means they can get their fulfilment from whatever content is thrown at them, regardless of how badly disjointed from canon it is or whether it rides roughshod over character concepts. The game’s never been a paragon of storytelling, it can’t be. If we’re blunt about it, the story is there to string one fight to another. But the game used to strike a good balance between epic fights and a reasonably consistent story which made the player the centre of the action regardless of their character concept. These days, we’re all getting shoehorned down the same road. This is fine if you’re playing an Epic Archetype, less so if you give a damn about your character concept.
Hence why now I have to ignore story in order to progress. But it means that a part of the game I used to enjoy, immersing myself in the lore, is significantly absent. And this topic does come up regularly because for lore enthusiasts, something is broken. And just as some people would complain about how a mechanic or game system doesn’t work properly, this is just as important to people who draw their fun from the game’s backstory.
Story still matters; look at how people complained about how the Alpha slot originally opened. I guess the mistake we made back then was that we asked for story content to be attached to it. In hindsight, maybe we should have specifically asked for a good one. -
Co-op content is the bane of this game these days. I'm tired of my villains being treated as sub-heroes all the time.
And yes, I'm all for revamps over old zones. The city zones on both sides have a ton of history that has never been explored and old zones just ripe for expanding. Could players finally make good on Vambrace's promise and release Dark Astoria from its gloom? I want to see it happen!
Praetoria as it stands is ok but it doesn't have the history of Primal and I, for one, am tired of fooling around in other dimensions. We have enough problems here to deal with.
And shared zones are okay but they don't have to be co-op. If heroes and villains must share a zone at least give them very distinct missions and objectives, maybe even ones that affect the zone. -
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Union is my home, I have no intention of 'moving' anywhere.
However, I will definitely be either moving one of my less active 50s or rolling up again on Virtue to check out the RP scene.
As someone who often plays past peak EU times and into the night, having servers in different time zones will be very handy. Plus my altisis will likely go into overdrive. -
Happy and sad at the same time.
Happy to finally join with our brethren in the US, sad to say goodbye to a global everyone knows me by. The global issue really has sucked the joy out of this event unfortunately.
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Quote:I only wish I could believe that it was that well thought out. More likely it was an oops moment on their part.Either the Devs wanted a magic-free super world as a matter of lore to stay away from fantasy and keep Praetoria a more sci-fi place. Or, there's a lore-based reason why magic was stamped out, e.g., Cole is weak to magic, so, he had it systematically destroyed; or, Cole got really powerfully cause he had vampirically fed off the magic in his world and incorporated it into himself.
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Hmmm, trying to squeeze all the elements in is always tough. I have an Earth/Storm/Fire Controller that almost does it. But for my nature based Tank, I went with Stone/SS/Earth.
If you were trying to do all the elements, I could see a Stone/Fire/Ice maybe cutting it. Tough one. -
Quote:Hmmm... I guess that is a tricky line to tread. I wonder if some AVs could have varying resistances to mezz then. They might shrug off stacked holds but are weak to stuns perhaps. Or that they resist ToHit debuffs but crumble under Slow attacks. It'd be fun I guess if an AV had strong resists to everything but knockback. Suddenly KB is not just epic, it's useful!Its one of the core design issues in CoH, really. As Jack notoriously said once, "its no fun fighting statues" (or being statues, in case of foe holds). CoH brought many of the DIKUMud mezz concepts over and made them more commonplace than any predecessor. They fit the superhero genre (though one could question the hero-ness of sucker-punching an incapacitated foe)
If foes succumb to mezzes quickly and easily, then adding new mechanics to foes becomes somewhat moot: the old method of "hold em and hit em" will always win out. However, if foes don't mezz as usual, then you've marginalize archetypes that are defined by that ability.
What they really need (but can't add to the game without an NGE-like revamp and corresponding player revolt) is a re-do of the entire mezz and mezz-management system. Rather than go by a binary "you're held or you're not" you may look at a tiered system:
- a foe resisting a hold attack may be slowed (from constantly pushing against the hold) or use more endurance to do the same action or even sustain damage over time by fighting back.
- rather than making a hold "fire and forget" you could create a "sustainment" mechanic where players can continue to strengthen or extend a hold through active involvement (some kind of minigame mechanic). heck, you could have it that if a specific mezz threshold is met the foe is totally subdued. No need to suckerpunch him then :P
Combined, you'd have foes that are resistant to various mezzes start to show other issues as they shrug off the mezz, and your mezzers could feel more actively involved in building up and maintaining the attacks. You lose the 'all or nothing' state that backs the devs into a corner, but you don't marginalize an entire archetype
I'm not sure if that already happens (I know most AVs are weak to immobilize for example) but I can already see the downsides to it by having team leaders pick and choose what powersets they want on the TF... I don't know, I'm not a developer but I find it irritating when an AV (or any NPC for that matter) just shrugs off my Controls for no clear reason. -
Regardless of the lore problems, it's still an enjoyable TF aside from the annoying teleports and airstrikes at the end.
There seem to be a growing trend of having foes completely ignore controls and I hope it's not something the Devs intend to continue doing. -
Quote:If that's what they're doing by giving Maelstrom Dual Pistols AND Martial Arts, I approve and hope to see MA for Blaster Secondaries very soon.I can only hope that this, like Cimerorans and Shields, is the devs using an NPC group to test something that might get carried over to players in the future.
In the meantime, I'll keep getting an extra kick out of smacking the cheating little git about. -
Quote:Couldn't have said it better myself.I liked the revamping of Praetoria that we got for Going Rogue. It was no longer written as simply being the evil goatee universe, showing that there was lots of grey area in the morality and decision making process. For those of us who wanted solid storytelling, this was great stuff.
Everything since then has been a step backwards, showing that Praetoria is indeed simply the evil goatee universe.
Rather disappointing. And this is why I hate that everything now has to tie into Praetoria somehow.
Regardless, there's a lot to celebrate and I'm glad that my favourite game has reached its seventh anniversary. Looking forward to whatever events are planned.
*Shuffles off to negotiate an evening off with the other half so he can go and hassle the Devs...* -
Quote:We do our best to entertain, thanks for the kind wishes.Hey, just wanted to pop in and say...
I lurked in the thread(s) about last year's event and enjoyed that while wishing I had been there!
And, Kal, you're a gem for putting these together!!
I'm in the states and I doubt that I'll be able to make it, but I just wanted to wish everybody another great time over there... And I'll be lurking and watching again... So, do post videos of particular persons behaving in silly manners...
I will be on my best behaviour this time. I do not want to enter the place to hear a small voice stating, "I just need to know when Dante arrives..." -
Quote:I never pay much attention to her so I can't confirm that for you.I'm another one who hasn't tried to gut through innumerable repetitions of the 2 trials to get the level shifts. I am also one of those hoping that the epicness of the Coming Storm won't be gated behind multiple level shifts, unlike GG and some others.
I've never really understood the attraction of extra-large teams running chaotic fast-paced trials or raids (not going to touch the argument between M_B & Z_M on the difference). I guess I'm not a true-blue gamer, because I really don't want end game that looks like this. That makes me a bit sad, because I've had a lot of fun playing solo or small teams, with the occasional 8-person TF or PuG. The game seems to be changing, I'm going to try to change with it, but right now, the new stuff isn't for me.
I guess I was feeling like a super hero before the Incarnate stuff was added, but I guess I was wrong. I was obviously somehow lacking, which doesn't seem likely to change unless I grit my teeth in order to qualify for the addition of new content in the future.
Before anyone jumps down my throat in defense of Incarnatism and Level Shifts and "this is what so many people have been wanting for ages and ages" - I understand that there have always been people looking for epic End Game Raiding. I just wasn't one of them, so the idea that the really kewl stuff that might be added, like the Coming Storm, is gated behind activity that I really don't like is disheartening.
So when I see things like this from GG:
and this
It seems like my preferred style of gaming is going to be abandoned by City, assuming GG is correct. Is she?
However, I too feel abandoned when it comes to the current direction of Endgame design. I've tried it, despite my dislike of raids (because that's what they are) but found it not to my liking. The chaos, the shouting, the multiple deaths, the horrible UI, the ridiculous lore... I could go on but others have levelled their criticisms about the endgame so far better than I.
I am glad that those who have been calling for endgame raiding have got what they wanted and I wish them well grinding the same trials over and over again. However, that's not my way so I will just hold on and hope that i21 or i22 brings me something I do enjoy and that doesn't exclude me from the epic storylines I hope are coming. In designing the raids, they've aimed for a particular section of the playerbase and at this time, have not brought anything out for people who don't like that style. On the bright side, there may well be Incarnate story arcs and repeatable missions coming so I'll just spend my time levelling alts until that happens. -
Quote:This is true however, that would suggest there will never be any further regenerations. Also, despite holding the reigns to the franchise, I doubt the BBC would agree that Moff could permanently kill him off with no way out.They still have 200 years of Doctor left...
Given how the Moff's mind works, he will expect people to think that, and so the twist will be, there isn't a way out of it, he is really dead this time.
So like Kiken, I'm less moved by what they did and more caught in the Grand Moff's trap of 'how are they going to get out of this one?' (I will add, willingly and quite happy to be so.)
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Quote:I roleplayed through it with the Militia the other night and although it's a fun TF, the plot inconsistencies are becoming hard to work around. These days, it's easier to run our own plots than to patch up the slap dash way the Devs are treating the plot. And that makes me sad.And a few things surprised me. if you're also late to doing it, like me, there may be some spoilers.
1: There were lots of optional things to get done, but from my position as a team member rather than a team leader, completing them didn't actually seem to do anything. No badges or anything. It threw me a little.
2: In the Apex/Tin Mage TF's, the IDF were presented as a force that defeated the Freedom Phalanx in the opening salvo, and took Incarnate-awakened heroes to even begin to match them as they attacked Paragon.
In this TF, people from level 20-40 could face them with no problem. That seems a little odd to me. Does the alpha slot penalty for not having it unlocked still exist in the two Praetorian TF's?
3: The under-sewer fight seemed rather, rather anti-melee. The constant flood of exploding ghouls, delivering a fair wallop of damage? The fact they come from several directions made me wonder how it could be possible to distract them while the AV summoning them was taken down. We took a lot of injury and defeats, and I was only safe due to being able to hover outside of their blast zone, them having no other attacks.
4: Primal Durray's teleporting seemed rather excessive, especially coupled with his air strikes, and then the spawns of Sky Raiders getting involved as well.
I enjoyed it, but... these things jab at me, and I was wondering if anyone else has noticed them too.