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Quote:When was the last time you were in RWZ? Because that used to be an old zone nobody goes to.i am for the most part against revamping old zones where no one goes... I honestly cant say the last time I was in faultline... when I was there... no one there... Co-Op gets more players involved, it populates a zone and gets the content ran by more players...
Quote:But it can't be done any other way - Heroes can only do heroic things, but Villains can also do heroic things for their own benefit.
Constructive feedback is aimed at devs. "The discussion we're having is pretty stupid" is aimed at other forum posters. Who it should surprise nobody to learn, often say stupid things. Telling another player I'm going to stop responding because they say stupid things doesn't prevent me from leaving feedback about something. -
Quote:More or less? Yes.So no matter what you will find something to about which to complain, even if it's good?
I have opinions about the game, and I'm an avid beta tester. I don't think any single issue has gone by where I didn't have something I could complain about. I give constructive feedback though. I explain why I don't like it and offer suggestions on what I would do to improve, or how to approach it differently.
If I just gave a blanket statement of "I like everything!" I wouldn't be able to offer useful feedback. In order for writers, artists, and game-makers to produce good products, people need to challenge them from time to time. And I would be lying to myself; I don't like everything about each issue. Even if it's a "harmless" issue, there's always something to improve upon. -
Pfft. My widow was crossdressing way before the Science Booster.
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Quote:I probably don't feel as strongly as you do about it. But my preference is still for revamps. I'd like to point out:How about "Having a damn story in there in the first place?" Sounds more like excuses to me, quite honestly. Especially when we're looking at zones like DA which HAVE no "old content to remove from play." And haven't since they were created.
Hell, if they just "need a story reason," why wasn't Boomtown touched when they brought back the 5th? Big story reason there - that's where the Freedom Phalanx's headquarters was, with Reichsman on ice.
I highly doubt we'll see "a revamp of several zones at once." Rather, I don't think I want to see it, having seen the crap that gets shoveled out when they feel rushed. (see VEAT "arcs.")
Plus, you have Melissa's whole "We just want to give you new!" line she's given over and over. As I've said before, I STRONGLY suspect she and a good chunk of the rest of the team got entirely the WRONG idea when they redid Faultline.
We have, in general, far too many zones at this point. And more TO the point, far too many with no reason other than the occasional hunt to go there.
Revamps can succeed very well. RWZ is probably the most popular zone in the game now.
New zones can also epic fail. Like the Shadow Shard.
Saying revamps take a lot of time is kind of irrelevant, as the alternative is a new zone, which also takes a lot of time. If I had to pick between the two, I'd go for revamps. We have tons of zones nobody goes to and no reason for them to exist. Or even zones that barely exist for small reasons.
Also, saying revamps are only going to happen when "the story calls for it" is also kind of irrelevant. As the devs are writing the story anyway... the story calls for it when they feel like it does. At any given moment the story can either call for a new enemy group, or revisiting an old one. The story doesn't call for it, the devs call for the story. If they wanted to sit down and work on Croatoa again, they could. They aren't going to sit around the office one day when suddenly the anthropomorphic story goes "Psst, work on Croatoa. It's time." -
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Quote:If the new zone is cool I won't complain much. But I wish they'd get back to some of the old zones that have tons of potential, like the Shadow Shard. (Make it co-op, make the travel not suck so much -- redesign it and make it smaller if you have to -- and finish that cool story).Been withholding judgement long enough. Pretty much gave up on it with the repeated refrain from War Witch that they'd "rather give us something new than work on redoing old stuff" (paraphrased from multiple interviews.)
So, yeah, they'll just add zone after zone until we have one person per ten zones, while DA and the like remain empty of anything to do. -
I'd still rather have 20 zones we use than 900 zones and we only use 5 of them. Meaning, I'd rather they work on existing zones nobody goes to before adding more new ones. Still, I'll withhold judgement to see what it is.
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Quote:No. I'm talking about being 50+1 and fighting 54s. +3 lieutenants die to one Rain of Fire. It's not even t4; it would also do a constant -10% RES then.just to be clear.. you're lvl shifted to 53? so they are con'ing yellow and orange?
also, like it was said earlier...don't forget how much grinding it took to get this "OP-ness"
FWIW I do think the 10s rule should apply to damage toggles too. It more than triples the damage of my Mud Pots. -
Quote:I don't know what you're talking about, because if you get people from each team on adds, every team (IE, every player) shares iXP.Six of one half a dozen of the other. The people handling the adds are going to get the bump.
The point being you are going to be electing the winners beforehand. At best you do it as a group, at worst you have a team leader that is aware of the scoring system and decides to sneak one past.
You only have to "elect winners" if you're lazy and assign team 3 to do adds or something similar. -
No it doesn't. We've done it before by assigning 2 people from each team to do adds.
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Quote:All the Interface procs should be changed to follow the 10s rule. It would have no affect on normal powers or pets. Just patches and damage toggles. Even before this we repeatedly brought up the issue with patches doing max stacks of all debuffs in beta. It defeats the purpose of the stacks and proc ratess if a single power automatically stacks everything to max in an AoE by itself, even if the rate is 25%.As awesome as the DoT is, i'm thinking they won't change it to a 10 second rule, especially when the other interface procs aren't limited that way. I do see them lowering the stacks down to 4 (or even 2) as the DoT itself can stack 8 times (each DoT has a 80% to trigger, so getting all 8 to happen is rare, but its possible) which is what is making the rain powers so nasty. Your instantly hitting the max stack (currently 6) and then each DoT is actually 8 dots, so you can literally have 48 DoTs going on someone, plus the -res boosting the actual rain's damage.
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Quote:Not only did I notice it, I wrote a guide about it. http://boards.cityofheroes.com/showthread.php?t=257011So I take it you haven't noticed yet that you can also make Alpha abilities out of trial salvage rather than TF components and Notice/Favor.
There are ways to get random uncommon and rare trial components that you can't control: completing the badge objectives in the new trials, and getting the mastery badge, respectively. If there's a way to get a random very rare component - say, a "Physical Incarnate Mastery" or "Psychic Incarnate Mastery" badge that you get for mastering all the trials that grant a particular type of XP - the sidegrade cost makes a little sense. (Are the random uncommon/rares split up depending on which trial you get the badge in?)
And with talk about non-trial ways to get threads, I could easily see a pull from the random common components, or a smaller subset, as a result of completing a safeguard/mayhem type of mission assortment for Prometheus.
The random rewards are a great example of why there shouldn't be different components. If you get a component you can't use, you have to pay to change it to one you can.
I'll reconsider my opinion if and when we get non-trial ways to get stuff. Until then, it's still dumb. -
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FWIW I only care about the story that's presented to me as I play, as I get tired of stopping to read things. Especially in more recent content, where every single mission has a chapter's worth of text in it. Come on guys -- show, don't tell! If I can't get a feel for what I'm doing through objectives and random NPC chatter, it's not that interesting to me.
I made a few exceptions. For instance, I think the clone arcs redside are the best arcs in the entire game. I went back to replay them after the first time to actually read the story because what I gathered from the first few runs made me happy. The blood coral arc is also really nice, but I actually haven't stopped to read much of it. The only other arc I read was Bobcat's arc in Praetoria, because people told me it was good. I like the MKSF without having to stop and read everything.
Another exception which I wish I hadn't was trying to understand the STF. So I read it. And ended up more confused than I started off. The entire story behind going to get the Nexus of Thorns makes no sense whatsoever. -
The new tail is cool. Almost makes me want to roll a catgirl.
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All patches are now nukes is how it works. My Rain of Fire now does more damage than my Pyronic Judgement -- by a lot. A single Rain of Fire can kill all the minions and lieutenants in a 54 spawn.
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Quote:More or less. The Alpha components all match the number of tasks you can do in order to obtain the components. There are 6 commons because there are 4 task forces, a trial, and merits you can use to get them. There is only one rare because you only obtain it one way, the WST (although technically the MKSF counts, it's a one-off and only for one side). There's only one VR because you can't earn it; you have to convert up.My view:
The new incarnate salvage is not connected in any way to the trials in question, you can't get a piece of salvage from performing a task that conceptually matches the salvage (E.G. Nictus Essence from the ITF). Hence the salvage new identities are conceptually bankrupt.
IMHO unless there are trials that actually tie to these identities the salvage there is not good reason to have anything other than (something like):
Incarnate Thread
Incarnate Weave (Common)
Tellurian Swatch (Uncommon)
Whole Cloth of All Things (Rare)
Paradigmatic Tapestry (V Rare)
And then we shape those directly into the things we want.
As there's only one way to earn all the new components, it would make more sense if there was only one of each. It serves as much point as making 7 alternatives to the Favor of the Well when you combine Notices -- literally none. Only existing to confuse players.
If we somehow get more ways to earn Judgement components in the future I might shut my trap. But I seriously doubt we'll get enough content to justify having 8 commons, 4 uncommons, 4 rares, and 4 very rares. -
Because, as I said, if you get a rare or very rare early on, you may not even know which slots you're doing, much less which power or branch. If you got a common, it's hard to go wrong with [Arcane Catnip], but if you don't even know which Destiny you're going to take, you can't really make a decision about which rare to take.
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Quote:There's an interesting psychological study about where if you already know the answer to something, it seems like it should be obvious for anyone else.Really? Picking between four choices baffles you? Really? Why are you running all those trials for something you don't even know that you want?
There are 4 choices of rares, 4 choices of very rares, that's not complicated. The system is painfully simple.
The system is very simple to you and I, because we already know the answer and are familiar with it. But just glancing at it without a guide or any prior knowledge and it can be confusing. For one, it's different from the Alpha system (both in number of components and needed component types for various things), so even if you're used to the Alpha system it's different. It uses entirely new things, and none of them are actually marked for rank when you're looking at recipes. So if you're a new person and you're looking at components needed, let's say you see you need:
Super Kangaroo
Omega Waffle
Superior Hangover
Extreme Flavor
Ultra Dogfight
Mega Jack-in-the-Box
Dynamic Sugarcane
Fantastic Lemon
Amazing Submarine
Okay. First off you have no idea what any of those are because it's all brand new and totally greek to you. You don't know the ranks of them or how many you need for what thing. Is Extreme Flavor common or rare? If you're randomly given an uncommon, how many total do you need? Now add to that you have a possible 32 powers to pick from which all have various permutations and perks and nuances. Without doing any research do you actually know what you're doing? Is it even fair to expect players to sit around researching? Not every player enjoys that sort of thing and prefers to cross bridges when they get there.
There's a lot more to it than just looking at the chart. If you really haven't been digging around in beta or reading guides, you have no clue where to begin. If you run one trial and are given a rare, what do you do? You have no idea what slot you're getting first. You have no idea which powers you're taking within those slots. You have no idea what branch you're taking within those powers. Which power is best for your character? Which branch is best for your character? You may know the answer to these questions, but let's imagine we insert a totally new system that you know literally nothing about. Are you getting Hybrid or Genesis first? Is it worth taking Genesis to very rare? Which Genesis branch are you going to take? Is Partial Radial better suited to your character than Total Radial? How many rare components do you need for Genesis?
Now, I knew what powers and branches all of my characters were taking before i20 beta. So this is no problem for me. Because I'm that type of person and I do lots of research and spend time on beta. But I have plenty of friends who, when faced with the reward table for the first time, went "Huh?" Though, I guess all my friends are idiots according to you since they didn't already have a spreadsheet set up. Really, they could've made 256 distinct commons just for the hell of it, so none are actually repeated in recipes, to really make sure that people are paying attention when they pick stuff. Would that have been a better idea?
Essentially, although I know this was never the intention or goal, it feels to me like the purpose of having multiple rares and very rares that you have to pay to change only serves to punish players pointlessly. Just for kicks. In fact, considering literally 100% of all the rewards come from one task, they actually could've gotten away with [Common Component] and only had one of each tier. It would literally be the same end result, just without the added "player has to make sure they know what they're doing before they do it" part. As I said before, at least with Alpha there was a purpose and reason. In this case, it's completely unnecessary and only serves to confuse people for no reason. Add to that a tax for picking the wrong thing and you've got yourself an eyeroller of a system.
Even ignoring all that? It's not too terribly difficult to sneeze and click the wrong button. -
Quote:If the post above yours is any indication, 60 would be more reasonable (presumably, 16 for rares, 6 for uncommons, 2 for commons).Fair enough. What percentage of the total value of the Very Rare component would you assign the 150 thread conversion cost? Its not enough to say its high, since the value of the drop is also indeterminately high. It I specifically said "set the conversion cost to be 10% of the value of the drop" what would you have set it to?
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People shouldn't have to side-convert, but they obviously do or else the system wouldn't've been put in.
Additionally, people shouldn't have to side-convert because it doesn't really make sense to have a large number of functionally identical rewards. At least with Alpha, there was one reward per task you had to obtain them. Only one rare and only one very rare. Why are there four very rares if you get them all in exactly the same way? Yes, people shouldn't have to side-convert, because there should only be one very rare anyway, since there's no reason other than putting extra work on the player that they even need to exist in the first place. Of course, that's been a topic of discussion since beta.
The fact that there are even extra components that are obtained the same way and do the same thing, and that you have to pay to switch between them, is entirely unnecessary in my opinion.
Consider: Alpha only has one very rare. There's no need for people to side-convert because only one very rare exists. Every single recipe uses the same very rare, because there's only one way to earn it anyway. Which is identical to the new system. There's only one way to earn them all. So they're all worth exactly the same thing. Which powers use which very rares is completely arbitrary and holds no actual importance or value. So the very act of pointlessly adding extra very rares introduces the need to switch between them, which for some reason has to be paid for. Why exactly? -
Quote:The thread cost is payment for changing it to another component of the same value, unless I'm misunderstanding something critical. If you had picked the right VR in the first place there would be no cost involved. So the cost is only there if you were dumb/mistaken/clickhappy enough to take the wrong one in the first place. As such it's more a tax for making a mistake. It's not like we're paying a tax for doing an easier task (ITF) and converting the component into something better or harder to obtain (Penumbra of Rularuu).The problem with that outlook is that it effectively values the actual very rare drop itself as being zero. In other words, you get a VR, you pick X, turns out you needed Y, so now that drop is costing you 150 threads. So downgrade it to a rare if that 150 threads is a high cost. You should be able to do that for nothing. Oh, but then you'd be throwing away a very valuable component.
So how much more valuable is that VR relative to 150 threads? I'd contend its massively more valuable.
All the components are awarded for the same exact task, and all the conversions are for items of the same value. In essence you're only paying in order to change a component you can't use into one you can use. But both items are obtained in exactly the same manner and should have exactly the same worth. So I don't feel the rate should be cost-prohibitive. It would make more sense to me if the conversion cost was a small, reasonable amount of threads not tied to the overall cost of the component itself. -
Quote:My thought was something along the lines of making Marauder's RES cap 95%, and lowering his Enrage to at most 90%. That way S/L people could still damage him, and it would require less -RES to actually take him out.1) Lower Marauder's enraged resistance. Maybe drop him down to 80% - 85% or something but keep his unstoppable the way it is now. This way teams without a metric ton of debuffs or psi damage won't get stonewalled on him when going for the badge. It would still be difficult but not to the degree it is now and wouldn't require leagues to stack the teams in their favor. Using the grenades would still be the preferred method since it drops his resistance well below that anyway.
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I imagine that the next 4 slots will use a new currency as well, with new shard alternatives as well as new components. And then Omega will use its own (a friend of mine suggested they be called Incarnate Tears).
I also made the guess that the future "incarnate content" like the proposed incarnate story arcs would give their own currency (I called them Incarnate Flakes) that you combine to make Threads and whatnot.