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Posts
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Joined
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I'm here 'cause my brother started here, a few weeks after launch. I got my own account, even shelled out $100 for a new graphics card so he and I could play at the same time. He left, I stayed. Been here ever since.
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Quote:This pretty much fits what I was thinking. I was on a 16-man BAF today with my Elec/SD, and it was just me and a Fire Corrupter at the north door. I put down my Lore pets (the Tier 3 with the Vicky and ACU), he put down RoF, and for the next 5 minutes hardly anything made it farther than the doors. We ended up completing the phase with 0 escapes.You don't know how many players you play with think you're special. They'll rarely say it, but if you do your job well, they certainly think it. I know when I see someone working it, I think they're special.
Many many times, I'll take a second to scroll all the way out, position and see how everyone is doing. Usually, if things are going poorly, there's one dude hammering away to make up for it. I'm impressed. When things are rolling, there's usually one dude doing something no one quite catches that's making things super easy. I'm impressed.
Every so often, I see something way the heck out there that is soooo cool, it merits a mention in Team. But we are all so busy, most times it's a quick, nice work Player.
I honestly have seen with the new incarnate powers it's easier to tell who has NO CLUE what they're doing, and who's rocking everything at once, holding down the fort to make up for mistakes. BAF doors for example. That player who's on a door with one other dude and not asking for help? Yep. That one. I see it, run by with a sigh of relief, and help the six player team leaking enemies because no one knows how to run it.
I think the special players will start to stand out more as content requires more of players.
A great player with great tools will outshine an avaerage player with great tools.
It's not the powers that make us super. It's not the build. Those give you the tools. Using those tools well is all in the brain, hands and (sometimes) feet.
A good player will ALWAYS stand out, no matter how many flashy powers inept teammates haphazardly use. -
Peter Jackson has posted the first of what will be a series of videos chronicling the filming of The Hobbit. The first is up here on his Facebook page and it is well worth a watch.
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The LFG tool is much better suited for TFs/SFs or forming PuG mission groups than Trials. It's kinda baffling that trials were the primary focus of the system.
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I think I'll be able to make it this Friday, put my Fire/Dark down for the Corr team.
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I was on a PuG BAF last that completed the Escapee phase with no escapes. Not bad at all.
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I lost count of how many trials I was on yesterday, but I haven't gotten bored yet.
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It doesn't, unfortunately. Nor will it reduce the recharge on Lore.
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I'm about an hour into Saturday here. Good to see that a lot of the issues are being heavily worked on. For things that require taking the server down, I guess you're damned if you do and double-damned if you don't. I'd rather endure short-term frustration over server downtime than long-time frustration over serious bugs.
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Had a great time on the All-Corrupter team. We didn't do a Master run, but I did get to see a Corr tank Recluse.
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I might be about 15 minutes late for the All-Corr team. Feel free to start without me if you pick someone else up.
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Yep, bug. You have to change something else on your costume for the color change to take effect.
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My experience with Reactive Interface (the -res debuff) on the test server is that it worked in AoE powers and would proc on multiple mobs with a single attack. I don't think that's been changed, but I could be wrong.
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I stopped reading as soon as I saw 'rushed'. Testing was extensive. Bugs happen, even with extensive testing. You can't fix a bug you can't reproduce, and if there's a bug that can only be reproduced on live servers then there is no way it can be fixed beforehand.
As for the difficulty of the new trials: well, duh. These are meant to be a cut above the rest of the game's content in that regard. The third phase of the BAF in particular is very challenging. As with all new content, we'll learn by experience, discover the tricks to it and in a few months time we'll have it down to a science.
Bugs and difficulty complaints come standard with every Issue release. That's not to say the latter are without merit, but new challenges are a learning opportunity. -
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Quote:It's an unfortunate result of taking the City of Heroes formula and applying it to villains. Since heroes are primarily reactive rather than proactive, the contact system makes sense. Contact X can say "Help! Bad guy is attacking an office!" and any good hero will rush to save the office.This would work out so much better if redside wasn't mostly mercenary work more fitting of Rogue morality, and the Villain tip missions didn't involve a lot of mustache-twirling and wrecking stuff just because you can.
Villains should be proactive, hatching schemes and whatnot. Being proactive and taking orders from a schmuck on the street are kinda sorta mutually exclusive. Given the state of mission design circa 2004-5 it's not all that surprising that the end product was mainly a reskin of City of Heroes that cast villains as mercenaries. Even once you've triumphed over Lord Recluse and freed yourself from your fate as a 'Destined One', you still can't enact any villainous plans that weren't thought up by someone else. The tip system and improved mission technology help somewhat, but the former's heavy use of second-person narrative creates an odd contrast; in the contact missions you're a hired goon, in the tip missions you're a criminal mastermind. -
I think I can make this. I've got a Fire/Dark for the Corr team.
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The only movie I've seen her in was Enchanted, but I think she'll make a good young, feisty Lois.