EnigmaBlack

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  1. Just a random thought I had awhile back:

    Remember those "Choose Your Own Adventure" books? I'd like to see future TFs done with the same concept. You go to the TF contact, pick up the first mission, but your actions during that mission will dictate the next mission; your actions during the next mission will dictate the subsequent one etc etc.

    Of course merit rewards would be weighted against the amount of objectives you complete and things of that nature. So in essence you'd have a dynamic TF with dynamic rewards as opposed to the static TF/rewards we have now.
  2. Quote:
    Originally Posted by Satanic_Hamster View Post
    Your format leads a bit to be desired...

    CoV was a good idea but with poor implementation and negative long term effects. I said at the time and I think history has proven this correct; they do not have the player base nor the resources for two games. CoV itself was done fairly well. The missions were well above the quality of most of the CoH missions. While the AT's didn't mesh as well as blue side, individually they were done well and most well suited for solo play. But look at the player bases; you divide each server into camps that can't play with each other, except a limited number of task forces/repeatable missions that were added later on. You have to add content that only one side can play. Look how hard it is to get a team going a lot of times red side. A lot of times there's only a few dozen people online red side on Victory.

    I've always felt that CoV was put in as a way to force/encourage/as a vehicle for zone pvp, which has largely been a failure. Sure it's popular in other games, but CoH hasn't really taken a shine to it.

    __________________
    Currently listening to R.E.M.'s Live at the Olympia
    Interesting article from Massively
  3. Quote:
    Originally Posted by Perfect_Pain View Post
    Well played Perfect Pain... Well played
  4. Quote:
    Originally Posted by Castle View Post
    Where?!
    Lock the doors! Don't let him leave!
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Aplogies, I shall clarify.
    Questions and speculation = Good
    The 'question' "When are we getting moar information?!" = Bad

    /opinion
    I second that
  6. Here are mines:

    #1 Why does Perfect Pain post so many GR threads?

    #2 Why don't the devs answer Perfect Pain so she can stop posting so many GR threads?

    #3 Why doesn't marketing post new information so Perfect Pain can stop posting GR threads?

    #4 How much time is Perfect Pain going to spend playing once GR comes out?

    #5 Will Perfect Pain's thread count go down once GR is released?

  7. Quote:
    Originally Posted by StormSurvivor View Post
    Oh god, you're on the belts? Alright for some. I have a picture of a belt. They say I'll be experienced enough for a real one soon.
    I was the only adult in the beginners class towering over all the kids, I got my yellow search fu belt out of pity
  8. Quote:
    Originally Posted by StormSurvivor View Post
    I'm one of these people, I think. I'm not getting uptight about questions about GR, but I'm getting uptight about the same questions about GR being asked in fifteen different threads by twenty different people. The search feature exists for a reason, and it works just as well for "Give us more GR information please" as it does for "Merge the Servers".
    That I can understand, however search-fu is an art not easily mastered. I've been on these boards close to 6 years and am only a yellow belt...
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    Because it's got to the same level as;
    "Merge the servers!"
    "Moving hair!"
    "Fix PvP!"
    "Fix ED!"

    And suchnot.
    No, complaining will not make it better. No, it will not magically make the information appear any faster. No, it will not defeat the Evil that is Marketing.
    Unless I missed something the OP wrote, asking questions and starting dialog =/= complaining.
  10. Quote:
    Originally Posted by Goliath Bird Eater View Post
    Well whaddya expect? It's not we've been given much of anything in the way of specifics.
    Exactly! I don't know why people are getting so uptight about others posting GR questions. If they are getting tired of them, just don't click on the thread. It's that simple.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    This is assuming that the level of damage turned into Fire/cold/toxic will be the exact same as the lethal damage. i.e. 100 -> 70/30

    The 70%/30% divide might (Note, might. This is speculation) be simply how they divide up the effects. See the speculatory explanation in the post above.

    So, it could be 100 lethal damage becomes 70 lethal damage with 20 fire DoT. Or 70 lethal and 15 cold damage and slow effects. Etc.
    I wonder given the above scenario, at some point does ED render the lower damage difference btwn the types obsolete? And then factor in procs and set bonuses.

    My brain will be a lot more at ease once we get some information, right now I'm going crazy thinking of build concepts/options...
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    My assumption is that either Standard rounds have something like -def, OR they do more straight up damage, to make up for being S/L
    That's what I'm hoping for, but it's the selfish side of me that wants to make a Rad/DP and a Traps/DP defender and slot -Res Achilles Heels
  13. Here's the imbalance I see with the effects if someone chooses lethal only rounds:

    Fire messes with oil slick
    Cold effects with slows
    Toxic effects ? (Puking would be fun)

    But the lethal I think secondary effects should at least be -Def so they wouldn't be at a total loss, unless you have no choice but to replace lethal at some point with one of the other three. It's all a guess to me
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    I for one am interested in where you get your exact information from, as those statements seem very certain.
    After hero con people were talking about the secondary effects of dual pistols, fire, toxic and S/L? or was it the third had no effect. But that's part of the problem, unless you went to Hero Con everything for the most part is hear say

    Hmmm I think it was 4 types, S/L, Ice, Fire and Toxic (or Chem), which was strange to me seeing that S/L is resisted in the game more than the other types
  15. Quote:
    Originally Posted by Aggelakis View Post
    You might want to look at this:
    http://paragonwiki.com/wiki/Going_Rogue
    This is what they're working on right now. OF COURSE they're basically silent. Don't take their attention away from it. We want it done faster, not slower. The more they talk on the forums and the more interviews they do, that means the fewer meetings they're going to, the less time spent animating, the less time poking at code, etc. etc. etc. You don't want that, do you? I know I don't. I want them doing their jobs, not appeasing the masses with a pithy remark.
    This is why you have project plans and timelines. As someone that works on many IT projects I know things often fall behind schedule, but we always find time to keep invested parties informed of what's going on. We put it into our project plan and let the communications people know when to pull the trigger and release info. So while it may not be the job of the devs to appease the masses with info, it is the job of marketing and/or advertising, that is if they want to sustain the player base.

    Last week (or was it the week before?) we got some new GR "information" in the form of a screenshot, Avatars and a bio update (trying to be serious) from a dev. Which is more than they had to give, but felt more like "here's something now stop whining".

    With that said GR beta is supposed to be at the end of the first quarter, 7 weeks away. I'd expect some real information before the month is out.

    From what I recall people talking about after Hero Con, I especially want to know why there is an imbalance one of the three different secondary effects of dual pistols, and will it or can it be addressed before beta.
  16. Where's the "pie" emote...

    /em clap
  17. Quote:
    Originally Posted by Grey Pilgrim View Post
    MG, this is my point. I'm all for the adage of "expect the worse and all your surprises will be pleasant ones," but expecting the worse just to expect the worse is over the top. A September 2010 release for GR is doomcrying for the sake of doomcrying, to me. Late Q1 beta for GR is March... to expect it not to go live for another 4-5 months after that is really, really, really expecting the worst.

    I know that development schedules generally take longer than first announcements, but GR does not have THAT much more to go before they hit their announced dates... this isn't like Nintendo saying "the next Zelda game will hit maybe/possibly late this year" (when it's January 1st).

    Anyway, enough on that. I'm worn out after work and am probably making too much of things.

    EB, I know what you mean about wanting to be able to treat AE missions like regular missions. That would help a lot. Even so, most arcs in the AE are going to be doable in 20-60 minutes, so it isn't too much of an "enter and not return for hours" thing like TFs generally are. My arc uses all five mission and it took me (solo and in teams) only about 35-45 minutes, and that was before I shortened a few of them.
    Hmm I'm going to try your AE story...
  18. Quote:
    Originally Posted by Mental_Giant View Post
    That would be a full year without an Issue.

    Man, I thought I was the Doomer in this thread... you guys put me to shame.
    Wouldn't that be more than a full year without an issue since GR is a paid expansion and not a free update (issue)?

    The way I see it; I'm hoping for the best but preparing for the worst. But it would behoove them to do something significant before the summer.

    They just announced the Spring event, all I can say is after I read it I said to myself "Are they serious?"

    Didn't players say they say a Rikti mothership on test?
  19. Personally I never really liked AE content for the same reason I never liked running Oroburos content; you're locked into it unable to do anything else for that time and your progress isn't saved to pick up on it later. Which is fine if you're on a scrapper that can tear through just about anything, not so much if you're on a defender.
  20. I feel your pain Fuu.

    It's really disappointing, but understandable why they went from a promised quarterly updates to... I'm not even sure what the schedule is now. And even then those updates have been lack luster. I canceled my second account last month just to save a few bucks for a few months. The same day War Witch came out and said they would be giving more GR updates, I was excited; then all we got was a screen shot, profile update and some Avatars... sigh.

    I purchased a huge chunk of game time for my main account a couple of months ago when I had extra cash floating around, but like you have found myself playing less and less. I canceled the main account also but it will be playable until the end of the year, hopefully by then GR will be out; although I'm still curious, to be honest I'm no longer excited about it.
  21. Two things I would do off the top of my head:

    In CoV reduce the amount of arcs CoT and Longbow appear in, especially when it comes to SF's. Aside from the zones this was the biggest turn off for me playing villians.

    KoA, I'd just add a badge for them
  22. EnigmaBlack

    AE baby

    lol He sounds like a junkie trying to get his AE ticket fix...

    AE Crack baby would have probably got generic'd...
  23. My personal take is players were always able to use different builds, all they had to do was use their imagination, but I can't blame players for cookie cutter builds as "real" numbers were not available then. ED actually prevents players from diversifying builds because you get less "bang for your buck". If all they wanted to do was encourage different builds they would have made numbers available to us form the start and let us decide. I've always referred to ED as Enhancement Dummification because of what it limits builds to, in essence you have less diversity in builds; some of which was alleviated with IO sets. But since many power types lack a variety of sets, there is A LOT more work still needed.

    For example a player 6 slots a particular attack with all damage does not make them more powerful than one that uses 4 damage and two recharge or 3 damage, 1 accuracy and 2 recharges. Because not only do you have to factor in damage, but also attack rate, accuracy, endurance cost etc.

    Some players may like ED, some may not, personally I'm on the fence about it and I am so used to it I don't even sweat it anymore. But much like the GDN I think the main lesson to be learned was in the way the development team at the time handled the situation.
  24. One thing I ran across again last night.

    In AE even if you don't have any recipes in your inventory, when trying to random roll a recipe you will sometimes get a message something to the effect of "Can not create random roll, inventory is full". Sometimes I'd have to waste tickets to roll salvage and then the recipe roll will work. Last night it did not, I couldn't roll any recipes at all.
  25. "CK" as you call him might benefit from an overhaul and a fresh coat of paint. He should try going on "Pimp My Robot"....