Doc_D

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  1. Doc_D

    Drops II

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    You forgot

    <ul type="square">[*]Some poeple don't have time, will, or desire to do TFs/SFs[/list]
    [/ QUOTE ]Sorry, that arguement wins no points. Want the rewards for completing a difficult task? Guess what. You have to complete the task. Seriously, the arguement here is for the people who want to do arcs for the reward but can't not for the ones who just don't want to do the arcs.

    There are several accolades tied to taskforces, but anyone whining that they can't get those because they don't like teams get a sad song on an invisible violin.

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    Hey, don't get me wrong. I agree with you. And as a person with out the time or desire to do TFs or Trials, I except I won't be getting any Recipe from TFs or Trials, unless I buy them at Wentworths or the Black Market.

    Others arn't though, and have already complained about it. Iwas just pointing it out.
  2. Doc_D

    Drops II

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    Now, I do understand that there's some L50s that already have done the arcs - but why not just make those recipes also drop from high level AVs and/or task forces?

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    Problems with your statement:
    <ul type="square">[*]This doesn't only affect the Level 50s. I have characters from levels 13 to 43 that this is going to affect.[*]Task/Strike Forces have their own pool (Pool C).[*]So do defeats (Pool A). This is compounded by the statement that the majority of the drops will be from defeating things.[/list]So, not a solution.

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    You forgot

    <ul type="square">[*]Some poeple don't have time, will, or desire to do TFs/SFs[/list]
  3. Found a bug with Female-&gt;Elecron+Curcurty [All but head/face]

    Doesn't show up in SG Color Chose Screen.
  4. [ QUOTE ]
    Perhaps he's referring to the huge amount of customisation you have within your instanced base. I don't think that both the levels of customisation AND having an instanced base is something that appears within any other MMOG - feel free to prove me wrong.

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    Yeah. That's what I'm thinking.

    The Player Housing is DAoC, if you could afford it, was fairly "confined."

    There were 4 or 5 building layouts, each more costly than the next. Rent, for the biggest, was expensive. And while you could put a fair amount of non-funtionall objects pretty much anywhere, functional objects had to be put in "fixed" locations.

    Each house looked like every other one.

    In CoX, there is a far larger selection of objects to place, the size and layout is only limited by the amount of Prestige available, and funtional items can be placed anywhere within thier assigned rooms.
  5. [ QUOTE ]
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    there is cliping with the open labcoat in the front when you have tuckedin pants, and clipping on both sides of the back when running.
    &lt;a href="[IMG" target="_blank"&gt;[/IMG]]front&lt;/a&gt; &lt;a href="[IMG" target="_blank"&gt;http://i66.photobucket.com/albums/h251/kyoujin487/screenshot_2006-07-20-21-05-52.jpg[/IMG]]back&lt;/a&gt;

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    I fixed your links as these forums do not allow embeded images. For future reference you can scroll to the very bottom of the imageshack screen (after upload) and there will be a link at the bottom of the link list called direct link. Use that with the URL function for forum posts

    EDIT: I see your using photobucket instead, Not sure how they post their links but all you need is the http://stufhere.jpg part for posting directly to the forum. Like this, which is one of your images from above with the excess code stripped out. http://i66.photobucket.com/albums/h2...0-21-05-52.jpg

    Thanks for posting screenshots of the bugs for Jay and Ian!

    Open Labcoat bug - image 1

    Open Labcoat bug - image 2

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    Labcoats, both open and closed, also clip with skirts.

    This is as the Test Version of Issue 8.

    Added: Another bug:

    Panda and Kitten are listed twice for Jackets.
  6. Female-&gt;Head-&gt;Full Mask-&gt;Electron+Circuirty Patern

    It shows the parten in the Icon Interface, but not when you switch back to the Game World.
  7. Yeah ... Succoror ... or what ever that Sword Wielding Villian is got me the last time I was there.
  8. [ QUOTE ]
    New AVs please. Lets take down the BIG BOYS.

    On the hero side I want to fight lord recluse, black scorpion, ghost widow, and the rest of the gang.

    On the villian side, I want YOU statesman, Posi, and the rest of the red names. EVEN Cuppajo. Thats right. Make her be master of the caffine crusiaders, a group that relies on high energy drinks to fight evil!

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    Two Words: Recluse's Victory

    Granted, it's a PvP zone, so if you don't like that ....
  9. [ QUOTE ]
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    Why isn't there any PvP missions in RV? This completely boggles me because I figured RV would be me digging my Scrapper out of his still temp-grave to do some missions that WEREN'T in the Shadow Shard. I like to solo with him but the shard is annoying.

    Why was there no implementation of PvP missions in RV?

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    Not sure why we don't have missions in RV, but the Warburg contact now gives missions to everyone up to level 50. (The WB patrol mish is labeled "Patrol Siren's Call" but is truly a WB patrol, just a minor bug...)

    I would rather have had a contact in RV for people 40+, but at least there are now repeatable, soloable, non-Shard missions for those folks (even though I personally LIKE the Shard...).

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    Tried it and yeah, your right about Warburg which is nice. Unfortunately, as you said I'd rather want one in RV

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    Well dang ... I was just gonna post that the Warburg missions was doable with a level 50.

    And you're right, I also rather them be in RV.
  10. [ QUOTE ]
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    Its a lazy decision from the devs. Really lazy.

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    Given that it's obviously taken special effort to make it like this (they could have just done exactly what they did with CoH and made a set of ancillary power pools) I don't think laziness is the problem.

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    I'm gonna hop into the not-so-wayback-machine and take a look at all the "CoV Power Sets are just like the CoH ones. The Devs are Lazy." posts and threads.

    My conlustion: We'd be having a near identical whine-fest from the usuall suspects.

    Yue guys really need to get a new schitck.

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    I'm wondering how you could even possible know that. Do you keep a tally of who complains about what? Is that in Excel format or what?

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    No. It's called experiance.

    No matter what the Devs do, someone will complain about it. Sure, the people complaining in this tread currently may not be the ones complaining if the PPP's were just like APP's, but both groups have one thing in common.

    They tend to be the ones doing the complaining.
  11. [ QUOTE ]
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    Its a lazy decision from the devs. Really lazy.

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    Given that it's obviously taken special effort to make it like this (they could have just done exactly what they did with CoH and made a set of ancillary power pools) I don't think laziness is the problem.

    [/ QUOTE ]

    I'm gonna hop into the not-so-wayback-machine and take a look at all the "CoV Power Sets are just like the CoH ones. The Devs are Lazy." posts and threads.

    My conlustion: We'd be having a near identical whine-fest from the usuall suspects.

    Yue guys really need to get a new schitck.
  12. [ QUOTE ]
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    And, as I keep repeating, it's unfeasible that they could accidentally make these new features unaffordable for small SGs, which is what people seem to be fretting about. The suggestion that they could somehow have overlooked the cost of the room, or of the upkeep, is silly.

    [/ QUOTE ]The problem is you are using subjective terms like "small SGs" and "unaffordable." Is 105K unaffordable to a small SG? How about 250k? How many day/weeks/months do the developers want a SG of 2/5/10 regularly playing members to have to work before they can afford such items? There are a lot of variables, devil in the details if you will, that a number of players are concerned in which the developers might have differing opinions. It is right and proper to express our concerns and expectations. It is also reasonable, not silly, to look at past history to determine future performance.

    [/ QUOTE ]

    One of the details you are over looking is the "free" Prestige that you get for each member in the SG, up to 15.

    That two person SG with 2 main characters and 13 alt's is going to have 300k in Prestige. I see your example of it costing 250k for the room, both Stations, and the Storage Bin being close to how much it will be.

    I hypothesize that the "sudden" inclusion of the member bonus was in anticipation of these Empowerment Stations.
  13. [ QUOTE ]
    4.) Fix the crash boxes around placable items so that they actually match the edges of the items. This is especially true for everything in the "desks" menu and the base entry portal. The box around the portal is extremely oversized. Many of the desks are so screwy that you can't put them together. You could make some really cool tables if this were fixed.

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    The "box" around the Entry Portal has to include the "Port In" area as well and alow for a relativly empty area so porting in doesn't get you hung up of terrain.

    If you put a portal near a wall or corner you end up getting stuck in the portal as it is.
  14. [ QUOTE ]
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    Prepare for battle in your deadly lair.
    Get dressed for an interview in your bedroom.
    Rehearse for a play in your sitting room.
    Read about wild animals in your bed.

    Get the idea?

    [/ QUOTE ]Sure but it is a preposition at the end of a sentence which can lead to confusion like this. They should have said "Have you ever wished you could throw together in your deadly lair some powerful instant buffs to prep for battle?" That does not limt the word "buffs" to "in your deadly lair" like the current version does.

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    /em Looks at GoodHumorMan's Loc:

    Must be something in the water.

    Edit because I'm dumb.
  15. [ QUOTE ]
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    Assuming that they are geared to PvP is silly at best.

    Edit: Re-reading the artical... There was nothing in there at all that said the temp powers would be used only for base PvP encounters.

    [/ QUOTE ]Read again...

    "Have you ever wished you could throw together some powerful instant buffs to prep for battle in your deadly lair? Now you can prepare for a fight with Empowerment Stations."

    [/ QUOTE ]

    Have you ever heard the term "Flavor Text?"

    One of my Villians desolves enemies [ie: NPC Mobs] in vomit and ripes them apart with "Dark Magic" ... sounds rather "deadly" to me.

    Edit for a clarification.
  16. [ QUOTE ]
    So... they have computers in the afterlife?

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    No, but they do have a resturaunt.
  17. [ QUOTE ]
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    Besides... I can understand the view. Sure, I think some of the sets could be spread around a little more, but I also *like* having certain sets that are only available on one specific AT.

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    Lets put it this way, Kitty...

    Take CoH and CoV. Would you be content with CoV if all it was was simply a few graphical changes from CoH? There *needs* to be things that are unique between the two, simply so people don't get that "More of the same" feeling. This is the same thing with Powersets. Simply changing a few numbers is not sufficient. There *needs* to be powersets that are unique to that AT.

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    The way I look at it is no differant than the way Origins vs Limiting Power Set Choices goes.

    There is no good argumant for limiting Naturals to only AR/Dev and no travel powers.

    Why is it ok to limit Power Sets to AT's the same way?

    Spiderman is "Stong" and "Agile" ... Sounds like Super Str and Superior Reflexes to me.

    A Defender con get Trick Arrow and Archery right now. Why can't they get Traps and Assult Rifle? Or atleast a Traps-like set slanted more to Debuffs?
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    I call BS on anyone that says AT exclusive powersets is a good idea simply because it makes the ATs "different". It doesn't. It just makes them frustrating to play as you try to force them into the playstyle you wanted IN THE FIRST PLACE.


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    Been saying that since I started. SS Scrappers. EM Scrappers. Nerf the set if you must, but share 'em.

    The dev's do NOT feel the same way. Statesman certainly does not. And that's really all there is to say.

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    It is sorta nice that there aren't Dark Blast blasters. A *little* bit of exclusivity doesn't kill the game!

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    Eh, neither would some more diversity.

    Not only would I like to see exesting sets get spread out t o other ATs that that set type. [Psi Blast Blasters] But I would also like to see the set themes get spread out [IE Earth BuffDeBuff/Earth Blast Defenders and Curruptors]

    Added: Sadly, as of 01/17/06, Statesman says there are plans for anything like that.
  19. [ QUOTE ]
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    The only thing consistent about Emmert's "balance vision" of this game is to keep suppressing this power and that power until all the fun is completely suppressed out of it.

    And yet people applaud the AV changes while powers continue to diminish? What a god-awful shame to see this game circling the rim.

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    What's so fun about having a FOTM?

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    Yeah, I must have been imagining all the buffs to powers since launch. Obviously none of those accually happened.
  20. [ QUOTE ]
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    We do have evidence that Statesman stopped talking about things in the future that may change though. [IE: Giving a sugjection to slotting 5 SO'sdurring I5 knowing that they were working on ED]

    My contention is that in the 04/05 post he was speaking to the "current" situation. In reguards to an "undesierable" activity, streetsweepping and not doing mission. To get the "chalange" of what they can find on the streets it's "OK" that they find it in missions on Invincible.

    But if you read posts again, he states clearly in both that starting when the characters get SOs they "outstrip" [he used that word in both posts] the Mobs.

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    Which is why ED, but doesn't necessarily imply anything about whether 3 +3 minions are supposed to be an impossible fight at 35+.

    My contention, in other words, is that you're interpreting his posts selectively, ignoring anything that might imply the balance goal shifted between the first post and the later post - either because you want to assume the worst about his motives, or because it gives good leverage to nerfherd.

    If they nerf across the board yet again in issue 7, I guess you were right. However, I'm not going to partake of this avant-garde quote game where what someone said first counts for more than what was said most recently.

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    Not "nerfherding," just being realistic. There will be nerfs in Issue 7, and 8, and every other Issue.

    And while you think I'm being selective, I think you are dismissing the idea Statesman could have been speaking to the current situation in reguard to the second post, or that he couldn't have changed his mind in the time since the second post. The time between the 2 posts is 7 months, and 9 since the second one.
  21. [ QUOTE ]
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    I did. I said it didn't ... then went on to give the reason why I thought it did. Err, didn't.

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    But you did so in a way that asks me to ignore what Jack posted, or rather, to assume he posted them in reverse order.

    I don't think we have evidence that invincible missions are supposed to be as difficult as Venture feels, or rather that the ability to complete invincible missions is an indication that the AT/build/powersets is overpowered to the point of needing nerfage. It seems that if a 30+ character can solo invincible missions, that this is within Jack's revised intended goal for difficulty.

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    We do have evidence that Statesman stopped talking about things in the future that may change though. [IE: Giving a sugjection to slotting 5 SO'sdurring I5 knowing that they were working on ED]

    My contention is that in the 04/05 post he was speaking to the "current" situation. In reguards to an "undesierable" activity, streetsweepping and not doing mission. To get the "chalange" of what they can find on the streets it's "OK" that they find it in missions on Invincible.

    But if you read posts again, he states clearly in both that starting when the characters get SOs they "outstrip" [he used that word in both posts] the Mobs.
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    I'd like to point out the bold part there. "Long Term."

    Now, given the older post, the use of the term "Long Term" , and all the changes since the older post, I think States is finally getting the game back to the way he intended it.

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    Uh huh. It seems to me that the later statement is a modification to the earlier statement - that the goal was altered to some degree.

    And I was here for those, read them when they were posted, noticed when he conceded that higher-level characters should be able to take on relatively tougher enemies than lower-level characters, hence my question - a question you did not answer, I add.

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    I did. I said it didn't ... then went on to give the reason why I thought it did. Err, didn't.
  23. [ QUOTE ]
    I think the balance vision isn't anywhere close to reality. 3 white minions? All of my characters can take down 3 reds without much trouble.

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    Which would be the reasons for Issues 5 and 6.

    But, hey ... I'm just making "crazy talk" ... the Devs arn't doing exactly they said they would.
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    The invincible setting, while difficult for some (like my rad/rad defender), should still be do-able with smart play and smart builds for most, if not all, of the AT's and powersets in the game.

    No, it shouldn't. It should completely and utterly kick your assets. Invincible missions should make people cry. A regular (not outlevelled) Invincible mission should only be completable by players (solo or grouped) with the best possible builds of the strongest ATs using perfect tactics, heavy inspiration usage and massive downtime. Every mistake, no matter how trivial, should be terminal. The downtime should be sufficient to make the rate of XP gain a total loss. The ability of a build to consistently solo an Invincible mission at an acceptable speed should be considered prima facie evidence that the build is overpowered and needs nerfing.

    The setting should only exist for bragging rights and to pump up outlevelled missions.

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    How does this coincide with Statesman's comment that at higher levels, three +3 minions (normal invincible spawn) = 1 hero?

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    It doesn't. Then again, that comment is from 04-11-05, before "The Global Defense Nerf [Issue 5] and "Enhancement Deversification" [Issue 6].

    Here's the posts:

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    Let me talk about goals in balance…
    .
    Originally, we targeted a basic formula. A hero equaled 3 to 4 minions. Or a Lt. and one minion. Or 3/4 of a boss. A hero could fight things one (or more levels) below him with only a slight chance of defeat. A hero could fight things his own level with some chance of defeat; mobs one level higher would be hard, but defeatable. If a foe was two or more levels above the hero, a player would have a relatively high likelihood of defeat.
    .
    Our entire spawn system in zones and missions depended upon these equations. But then we released the game &amp;#61514;
    .
    The system holds up pretty well up until the mid to late twenties, but once players can purchase S.O.’s in the stores, their abilities rapidly outstrip the curve. Enhancements ended up being priced too cheaply (something that we’ll change sometime soon). In order to find something fun to do (i.e. something that had an element of risk), players needed to hunt in zones; missions became boring.
    .
    We had a choice a while back – the easy way to fix the issue was to increase the difficulty of mobs. But this impacted EVERY Archetype. Some builds, we found, fit into the paradigm quite nicely. Others did not. Increasing the difficulty for them would have had a drastic impact. Instead, we added a difficulty slider. Those Archetypes and builds that could handle tougher foes now could ratchet up their Reputation. Admittedly, this meant that some builds could gain more XP/hr. than others, but we thought this would be the best solution. We wanted to make sure that the fun/risk in a mission could match what a person could find out in the zones.
    .
    Why? Because we feel that missions are a great part of the game. If a player eschews missions to street sweep, he isn’t seeing all of the great City of Heroes content.
    .
    The difficulty slider allows a player to raise the difficulty of mobs he faces in missions up to +3 levels. The goal for the level 30+ game is for players to have fun battling those foes. So, if you’re level 40, 3 to 4 +3 level minions should present a challenge. Does this mean a fifty/fifty chance of success? No – it simply means that there’s a chance of defeat. A boss +3 levels should present a significant threat.
    .
    Certain Archetypes can handle more mobs than this – Tankers, for example, are designed to take on the agro of many mobs at once. Sure, a Tanker can survive tackling 10 or so minions, but his damage rate is relatively slow and he needs the other Archetypes to wipe out the opposition quickly.
    .
    A few other points. Arch Villains were NEVER designed to be solo-ed. Whenever a hero can defeat an even conned Arch Villain, there’s definitely an issue. We’re also aware of the significant imbalance that Hamidon Enhancements cause in the Arena and we are striving for a solution.

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    It is also after the following post my Statesman on 09-15-04 ... yes 2004.

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    I thought I'd post here to explain why developers make changes to MMP games. In a nutshell: because they think it'll make the long term enjoyment better.
    .
    Human nature often demands immediate gratification. Sometimes, this comes into conflict with the long term enjoyment.
    .
    Case in point: much of our zone distribution, spawn placement and mission difficulty is based on a simple supposition. Players should be entertained/challenged by mobs -2 to +2 levels different. A single +2 minion should be REALLY hard - a single -2 minion should be pretty easy. But that's the range that much of the game hangs on. And that works great for levels 1 to 20, in my opinion.
    .
    Starting at level 22, when players get S.O. Enhancements, they quickly outstrip their foes. The missions cease to be entertaining, because a +1 mobs are just too easy. Better XP can be found by taking on +4 mobs in zones. Single characters can take on spawns that are intended for many heroes. And there's no place for a maximum sized group to go in order to find a tough and rewarding battle.
    .
    In the case of making the higher level game more fun, I want to make the difficulty of the later levels resemble early gameplay. At first, some players will decry "but I can't do what I used to! Ack! I can't solo two +4 bosses anymore?" True - but they'll have fun battling 3 white minions - which is something you can say at level 15, but not at level 35. Long term, the entire game will sparkle once this sort of balance is restored - because so much of the game design hangs upon it.
    .
    Anyway, sorry for my rambling. I wanted to give you a glimmer of the developer reasoning.

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    I'd like to point out the bold part there. "Long Term."

    Now, given the older post, the use of the term "Long Term" , and all the changes since the older post, I think States is finally getting the game back to the way he intended it.
  25. Like you said SoS, I should have used "griefing" by stopping people from clicking on the glowies, because that the "reason" in those posts that got it removed.

    And that is what I was pointing out. "I don't like such-n-such" is not a valid, or well reasoned, reason. "If such-n-such is put in the game I can do the greifing/exploit" is.

    The complaints about ED was mostly "I don't like this," about how "This will distroy my characters," and a hand full of ideas insteed of ED that were worse.

    If you want ED removed, point where it's not working. Remember though, that the Devs "intent" is to move people closer to that, often ignored, 3 minions = 1 Hero. If you can prove the ED makes 3 minions vs 1 Hero is impossable, point it out. Send States the AT and Build. Sugject, within reason, buffs to that AT/Build.

    As far as 6-slotting powers that only take one Enhancement type "no longer useful" is opinion. Just like perma-Hasten and 6-slotting Stamina were "must have" before ED.

    Do I think those powers should have a second enhanceable effect? Yup ... sure do. Doesn't change the fact that I still have Stamina 6-slotted on my main. Because in my opinion the added +End is worth those 3 extra slots. Seeing as I don't have any EndRedux in my attack powers.