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Posts
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Joined
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The devs have stated time and again in the past that they won't set hard dates because they are never sure if a given issue or patch will need more testing, less testing, or something in it scrapped altogether. So unless there's a direct quote floating around that someone is willing to link to that is from a redname, it's best to just wait and be surprised.
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This problem of "godmodding" power, the ability to instantly know everything about everyone or everything about everything, it's always been a problem, whether it's in CoH or around a table. Why do so many people need to have this ability?
I've actually seen this more with supposed heroes than villains, too, which worries me, because a hero with that much power should know better than to use it so casually. Not to mention, there's always someone who, as someone said above, can resist by using mental techniques or out of sheer stubbornness.
Roleplaying is playing a role, but playing roles so far "superior" to everyone else only makes other roleplayers run for the hills. People would rather RP with the dark, silent characters than someone who'll mock them and insult them and other cheap shots.
For the record, I do have a psi user character who can read minds. Does he use it? No, because as a hero, he has ethics and morals. He also isn't so powerful that he can instantly know everything about someone by reading their mind. It'd take him several hours at least before he could manage even a general life history, and years to get a specific life history. I treat psi powers as requiring some effort, and I always make it a point to ask in a tell if he could pick up a stray thought or emotion from the other character, if it's appropriate to the situation (heightened states or moments of weakness, that sort of thing). That's how I role. -
/signed
Please, please, please revert this! And devs, stop with the whole "performance issue" as that's a lame excuse why it shouldn't be allowed (that was the reason they gave in one thread way back in April). If it's clipping, wow, that's an even lamer excuse, as lots of costume combinations that are allowed clip. -
So signed! Why hasn't this been asked for sooner???
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Interesting, I have sort of mixed feeling on this. Not that I would buy WOW gold (COX inf, is a silly thing to buy). I personally find the spam infuriating, however if you read what china is doing and think about it you'll find that it is an attempt to control the direction of currency in a virtual exchange.
i.e. trying control virtual economics.
Me I wish the opposite would happen. The developers should play the game figure out what the max currency that can be earned an hour, and then offer it up at a set rate from the publishers webpage. This way it would set a real value to in game currency that could be measured and controlled by the publisher, in a sense making gold farmers obsolete.
You see no matter what game you play there will always be someone too lazy and with enough money to pay someone else for it. I am not saying let us make it easy for them to be lazy just lets set the limits and make the worth of in game currency real.
Example
In one hour you can make with a max level character say 1000 gold (using Gold per hour only for the more universal MMO term)
The min wage is $10 (once again, not the real number but its easier on the math)
Then in game currency sold by the publisher would be $10 per 1000 (no bulk discounts) at the same time make your game set up that to achieve the best gear in the game you have to actually do it in game and not buy it.
What would this do? It would put the gold farmers out of business, keep government out of the games, and set a real world value to the in game currency.
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Your suggestion would only bring the government further into the equation. The news articles several years ago pointed exactly to this when Second Life was far more talked about in government circles. The buying and selling of virtual currency, or by extension, buying virtual items with real or virtual currency, had more than a few politicians across the U.S. looking at ways of regulating and taxing such transactions. Several bills were proposed, and hearings began to investigate the legitimacy of taxing these kinds of transactions.
I have no love of RMTers and gold farmers, but what you're proposing, that NCSoft start just selling influence for real money, would only serve to give more than a few politicians reason enough to start taxing and getting more of a piece of the pie. Already, several states tax for internet transactions, such as the monthly subscription fee that we pay every month. Not a majority, but I think NCSoft would like to try and keep this taxation and government oversight to as much of a minimum as possible. It simply wouldn't be in their best interest to institute this influence for cash suggestion. -
Base Repricing
1) How will the repricing of bases affect you personally?
1) The repricing will allow me, assuming I dismantle my villainside base almost completely, to add in things which I haven't had the prestige to buy previously. Heroside, it might allow me to actually build a small but decent base eventually, when I've enough prestige for even basic stuff.
2) Will you dismantle your base to gain the additional prestige from the repricing?
2) To gain the extra prestige is nice, but I've already dismantled the base redside for other reasons. Otherwise, I wouldn't have likely dismantled it just to gain the extra prestige.
3) How long would this process take you if you were to engage in this practice?
3) The dismantling took maybe a half hour of selling things (and purchasing a small workshop space to hold my salvage racks temporarily). Putting it all back together again could take the better part of a day for simple, throw-together base. No such thing for bases I design, so it could be a few days of steady work.
4) What are the positive and negative concerns regarding repricing?
4) The biggest concern is what to do with all the prestige I've built up redside. Seeing what I accomplished on test with a mere 5 million, I'm very intrigued. Negative concerns don't affect me, but I can certainly understand those SGs who've sunk huge amounts of prestige and their only recourse to recouping most of that is to dismantle their bases completely, including deleting lots of rooms and changing plot size just to get back the difference.
5) How will this feature affect you long term and short term?
5) The short term will find that redside base will undergo some expansion/refocusing of its purpose. The long term, that the blueside base will actually grow a lot faster as prestige comes in.
Base Salvage Exchange to Invention Salvage
1) What is the negative effect on your base for this feature implementation?
1) The largest effect is having salvage racks that won't be able to hold all of the base salvage and nothing to do with it but convert it to invention salvage. So far, the salvage racks themselves will serve absolutely no use and won't be taking up space in my bases, and any SGs I'm in, I'm already telling the leadership/base makers to just get rid of these racks when I13 hits.
2) What is the positive effect on your base for this feature implementation?
2) None that I can see.
3) How long will it take you to adjust to learning this new system?
3) It's not about learning this new system. It's about adjusting to the price increases the market will inevitably see in regards to invention salvage (and prices are crazy enough on live already).
4) What side effects to this system do you currently see from transitioning the old to new system?
4) I see a lot of SGs getting rid of the salvage racks completely and taking up "dues" to help pay for base changes from now on. And as previously stated, I see an increase in invention salvage prices.
5) What security concerns do you have regarding this change?
5) There certainly won't be as many people joining a SG anymore just to steal all the base salvage, and since most bases won't have the salvage racks, I foresee, they won't be stealing much more than inspirations or enhancements really.
Additional Notes:
There's a lot of dissension regarding the changes to bases and base salvage being removed from usefulness (at least from the people I know). There's also some concern regarding the items already crafted under the old system no longer working (something about these base items not accepting connections or not connecting to items, depending on the specific item; there've been some threads regarding this).