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Quote:That's funny. You're funny. That's like saying "idiot-proof."I haven't had that problem, although mine is literally called a challenge arc in the title, so its impossible for anyone to get the wrong idea.
Incidentally, searching the word "farm" with the "challenge" tag brings back 12 pages. Rolling up a Fire Armor brute, copying a build from the forums, filling your tray with purples and spamming Burn is HARD, people. -
Quote:Yeah, add another thing to the pile of "stuff a lot of us would do if we thought there was actually any point." Since there isn't, we complain. It leads to the exact same results as doing anything constructive, but takes less effort.Personally, I'd PM each and every screenshot of those to, oh, Positron and Aeon. Then again, I don't get plays - mine are buried under so many farms (live and dead) and so old they'll never see the light of day again. Seriously, farms should never be in the HoF. I'm just waiting for one to become DC.
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Quote:I've been on those Keyes runs where most of the terminals were charged before he got there. That still left me standing around and picking my nose while people dragged him to the rest of the terminals. Clearing a mob around a terminal is a job for three people, if you're feeling generous. Everybody else still gets to stand around and pick their noses.You don't have to drag him around for 2 reactors. For the second reactor, you can go ahead and start charging terminals as soon as a Power Cell drops from a Goliath before Anti Matter arrives. I have seen all 10 terminals charged before he gets there. Even if you don't get all 10, getting 6 or so cuts down on the time you need to drag him around. Same goes for the third reactor, the only difference being the terminals must be clear of mobs.
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Quote:That's another thing that really needs to change if they're going to keep using these area effects targeted on a player. It's just annoying, especially when you have a flying target that melees have to jump or fly to reach.Being in the air when the beam happens to target someone greatly increases the odds of the beam reticle showing up in a spot someone else cannot see no matter what their zoom out and orientation is. It happened to me once, and I do not believe there was anything I could have done to find that beam and then move out of the way: it happened to be in the worst possible spot for me to see, even though I was *in* the thing.
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Quote:But those new storylines need all new maps, and new enemies, and about five gameplay gimmicks per arc, two of which will be buggy and at least one of which will be overpowered for the level range. This is to distract everyone from the gaping plot holes and the fact that the story itself is overpowered for its level range.Since then, I've continued to argue that the Hazard Zones don't need a graphical revamp, they just need new storylines added to the existing geometry, via new contacts. Not a single thing needs to change about Astoria itself for it to receive contacts inside it handing out missions.
What, you really think they'll be sending level 40-50s to deal with a bunch of gods so scary even the other gods decided they should just be sealed away for the rest of time? HA! That's level 20-30 work. -
Quote:If by "effort" you mean "send a tell to the guy forming the trial, watch Simpsons reruns for twenty minutes, mash buttons while half-watching Simpsons reruns for another ten minutes, pay attention during the prisoner phase, then back to half-watching Simpsons while mashing buttons" then I guess it is. Or, in the case of a TF, "press W while mashing buttons for an hour. While still watching the Simpsons."Because of the effort it takes to form a team. Soloing can be done at any time or any point. (even say soloing TF's would be very easy as you could just quit when you get bored and continue later, which you still can do on a team but it's again, much more complicated since you have to schedule a return-time with other people) teaming requires a bunch of people to be at the same time and point and intention. This makes it by nature more complicated to form a team than to solo.
Forming a team isn't a gameplay challenge, it's a social challenge for one person. In that sense, it's like a farmer clearing a map while everybody else doorsits.
Quote:If a task takes 30 minutes on a team of eight, and a comparable task takes 30 minutes to solo, the solo task is going to be easier. (and since MMORPG's rarely have actual permanent "failures" with real consequences, time is really the only metric that matters)
Quote:To be fair, I don't think anyone has actually argued against a solo-option, just against making it too easy.
Chainmail bikini. Me want. Preferably with texture mapping that suggests "Broadsword Scrapper" rather than "Gravity Controller." Me no want puny girl arms and vast tracts of cleavage. -
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Quote:Not really, since "makes melee useless" refers to the intent and "people ignore it" refers to reality. Not that I think making melee useless was the actual intent, it is just an unavoidable side-effect of forcing people to spread out while fighting a single target.So does it makes melee useless because it forces people to stay away or do people ignore it? I see both arguments here and they're kinda opposites.
Quote:So I'd say that most people ignore entanglements. Then why put time and effort into removing it if people ignore it anyway. I really don't see the point in spending the resources on that. I think it does what it's designed to do: be a minor nuisance and add a bit of flavor.
The better question would be, why did they put the time and effort into designing and implementing it if people are to be able to ignore it? Minor nuisances are reduced to might-as-well-not-exist with all the buffs flying around on an incarnate trial. As for flavor, Anti-Matter has four other "special tricks," aside from his regular powers. He doesn't need five. Besides, the red and blue bubbles don't match his other powers. Thematically, that bugs me. -
Quote:From Recluse himself:It doesn't work for any of MY guys. And, OK, granted, the game can't work for ALL villains, but ask yourself this question - you're a villain in the Rogue Isles. Suppose you don't care about Paragon City, Longbow or Jack Emmert #1. What then? Your biggest two goals in the whole game are showing up Recluse and beating up Statesman, but why? I get that this is just a case of reusing existing game resources, but it feels like every villain on the Rogue Isles is secretly in love with Paragon City, wants to go there and live there and beat up cops but he's just not BIG TIME enough to do that aside from short picnic visits to knock over the same bank about eleventy times.
Quote:....But for the moment, you have earned some measure of my respect. You have grown in strength, you have grown in power, and you would challenge even me to battle without fear. I will no longer attempt to use you for Operation: DESTINY. You have grown beyond a mere tool. No, in you I have created something more. Through your long struggle you have become a true villain, wielding power over all and beholden to none. Go now, and work your terrors upon my ex! Quote:I would SO love to slap Daos upside the head when he tries to threaten me, I gotta' tell ya! -
Quote:Except it doesn't force people to spread out. People just ignore it. Given the choice between ignoring it and moving away on my Scrapper with no ranged attacks, guess what I'm going to do. Since ignoring it has yet to get me killed, I'm going to continue ignoring it, as does pretty much everyone else from what I've seen. So why have it at all, if people keep ignoring it?Why? I've never actually seen it be a major problem to someone. All it does is 'force' people to spread out. Something I kinda like. Anything that encourages people to deviate from the standard, stationary 'tank and spank' AV 'tactics' is a plus in my book. It's why I LOVE the Keyes and Apex end battles.
Well yeah, they help against the enemies, but not against the pulse. Your complaint was specifically that the pulse is unfair to squishies with no shields. My point is that it penalizes everyone equally. -
If multiple devs/community reps are going to be participating, would you consider running multiple teams if enough players show up? Just in the interest of exposing as many players to AE as possible.
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Quote:No, there's enough crap on my screen already. There is currently one excuse for not receiving instructions, and that is "I don't know where League chat is." The solution would be to add it to the chat window by default instead of the global window where it's pushed off immediately with the default tab settings.I've been wondering for a while about the feasibility and usefulness of allowing league leaders to gain the ability to direct messages directly to people's screens in a manner similar to but perhaps in-between the visibility of how the game sends trial chat or how the drop system works. Drop text is a little too obtrusive (and too large a font to send meaningful messages) and the trial chat is a little too ignorable. Something in the middle might be useful, but it would have to be limited to perhaps only league and team leaders. For it to serve the purpose intended, though, it would have to be impossible to disable, because the whole point is to make sure that while players can ignore instructions, there is never an excuse for not receiving them.
Otherwise, the people who don't want to pay attention won't, the people who do want to pay attention already can.
Quote:Try this on an alt with no healing powers and no shields, and get back to me... rhetorically speaking.
Quote:I am well aware that one can buy greens inside the hospital. Since on a squishy, each Death Pulse takes about 50% of my hit-points, I don't find greens exceptionally useful. I can get past the first few pulses, then I'm out of greens. The next pulse will kill my squishy. Guaranteed.
Quote:I actually think a much better solution would be to remove the hosp door timer entirely, and put a 20 second timer on being able teleport to the hospital after dying. More or less the same result but with moved timers, and some opportunity to use Resurrection powers. -
Quote:Honestly, I don't think so. I think Westin Phipps was an honest attempt to let us "be more evil." I think we're supposed to enjoy poisoning children and kicking puppies for teh evulz. Unfortunately they completely missed the point; I don't know about anyone else, but I certainly don't want to do that stuff for teh evulz. Sure, I have villains who would do it for the right reasons, but none that would giggle along with Westin as that impoverished mother begs him to help her blind children. They have greater goals. I don't dislike him because he's vile, I dislike him because he's beneath us.That's the point, though. When people asked - nay, demanded - that City of Villains have a more "villainous" option, Westin Phipps was the response. And I agree with you completely: Westin is pathetic. He is weak, slimy, ugly and his whole life is a hollow lie. He is the epitome of the hateful, failed villain that we're all supposed to be disgusted by... And he's our example of "evil?" And, yeah, he is, since Westing more than any other contact leaves a lasting impression on people.
I mostly bring Phipps up to illustrate that the original City of Villains writers really did see villains as repugnant and made their stories accordingly. I6-I7 City of Villains IS Westin Phipps, because it's just one giant depressing, dirty, repulsive, unpleasant experience as though purposely designed to make people regret ever choosing to play it. It's like the authors wanted to tell is "Evil is bad! Don't be evil! Don't support evil! See how unpleasant it is!" but it ends up sinking the entire gaming experience because to get the point across, they had to make all of CoV unpleasant.
Now Vernon Von Grun, comedy aside....yeah, I just might laugh along with him.
Quote:Yeah, that's kind of what I was saying in terms of my own preferences. Even so, I'd swap that out for a bit: Truly monstrous, unpleasant villains are often good as antagonists where the audience is not intended to be invested in all characters. I can, for instance, watch a slasher flick and want to see the slasher set on fire, shot, impaled, crushed and run over in the end, before having to be dropped of a cliff anyway and not really be that much appalled at how unpleasant that antagonist is. That's kind of the point.
However, these are NOT something I want to play as, especially for long periods of time. That, really, is the fine line I'm trying to trod: What I'd accept as someone else's antagonist and what I'd actually make as my own player-controlled character.
Quote:Granted, these are just name disputes, but think about it a bit more broadly. Or better yet, think about it hypothetically - consider you wanted to make a character based around racial hatred or **** or some other kind of universally unacceptable behaviour. Now try and imagine how long this character will last before someone reports it and a GM axes the name, costume and bio without a second thought. I wouldn't want to suggest actually trying that (please don't), but I'd have my money rolling on "not very." -
Quote:I like villains I can at least be entertained by, even if they're totally despicable. The complete psychopath type of villain just bores me. It doesn't help that they rarely get much character development. On the other hand, the most ruthless, amoral villain can be interesting if they're written well.I apologise for the double post, but there's something else I thought of on the way home that I've only touched on but not really said much about, and ironically enough, it's another question: Do you prefer villains you can like or villains you can hate?
As for villains I can actually like, those tend to fall into either the Rogue category or the over-the-top comic book supervillainy, with death rays and space lasers and such. In the first case, nobody who doesn't deserve it gets hurt too badly, and in the second case the actual living human beings getting vaporized by the death ray are glossed over because the death ray is just so freaking cool.
Quote:However, looking back even into the most evil of arcs like that of Westin Phipps, a lot of villain content still seems to be written by someone who disliked villains and wanted us to dislike our own creations, as well.
Quote:This sort of brings that original very pertinent question to the forefront: Should we really be allowed to actually and literally LIKE our own villains? What about those of other people or those canon to the game? I know some will say "no," because no-one really sees himself as evil and no-one really wants to root for the bad guy all the time, but when we're having to play these guys and gals for hundreds of hours... Shouldn't we kind of want to like them and enjoy playing them?
Quote:Quite a few people make villains that they expressly hate just to serve as an antagonist and intentionally so that they can serve as an object of hatred. It should be obvious that we should like what we make, but not all that rarely, we make things specifically because we hate them. -
Yes, the filter will flag "profanity" in file names. Yes, it's stupid.
Also, if you want to actually delete a critter, you must also remove said critter from any arc they appear in and any custom group they belong to. If you're just trying to remove the critter from the arc it's best to remove them from the custom group as well, as those guys have a pesky tendency to think "I'm supposed to be in this arc" even if they're actually not. -
I don't get why anyone thinks the trial is somehow easier for melee characters. Are you saying your squishy would be able to charge headlong into swarms of Warworks if not for that pulse? And you do realize that all the million overlapping "move out of the way" effects during the Anti-Matter fight are actually more detrimental to melee, since there aren't really a lot of places they can stand and still actually do anything. Heck, even the Apex TF has swarms of goons and disembodied swords melees can entertain themselves with if the area around the AV is under a "do not go in there" effect.
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Quote:Only NPCs get to do that stuff.That's part of the reason I feel that they should allow 'side' swapping without actually having to change alignments. Why can't player villains take up residence and career within Paragon (is Paragon City sooo pristine that it can't have brokers of mischief and mayhem). Why can't player heroes decide they can do more good as residents of the Rogue Isles; trying to improve living and working conditions, a little at a time, by day; donning their glorious pair of undies to PJ party it up with the baddies at night? - That was kind of the gist behind Day Jobs, wasn't it?
Quote:Well, what you describe seems to me like a pretty rational villain. There's a difference between being "misguided" and flatout being "wrong," is where I draw the line. A misguided villain lacks the ability to perceive the world correctly, or the ability to think clearly. What you describe is more a villain who's well aware of the world around her and who has made her choices consciously and rationally. If I were a person living in her world, I'd argue that she's wrong, but I wouldn't argue that she shouldn't be allowed to form her own opinions.
Quote:When I say "misguided," I more mean... Let's use an ad-hoc example. A character's parents were murdered by criminals, but he thinks they were murdered by heroes, so he hates heroes and wants to kill them. Society cast him out because he was a murder so he had to live homeless on the streets and believes it's their fault. This obvious villain can be reformed if you reveal the truth to him and give him an opportunity to save a city or two. Instant hero.
I'll agree the potential to reform exists, but that doesn't mean every villain will necessarily act on it.
Quote:Someone spoke about "goals" and "purpose" before. I guess that's where the "glamour" aspect comes in. If a villain has a purpose and sticks to achieving that purpose, as opposed to stopping to commit every unthinkable travesty along the way and savour the malice, that is a cool villain. So long as the purpose itself is glamorous, or at least not disgusting (rule the world vs. kick puppies, destroy all existence vs. torture people, etc.), the villain comes off as "glamorous" by my definition... I think
Speaking of...hey, look over there! *yoink* -
1: The drag Keyes to the terminal mechanic is tedious and boring. You end up doing a lot of standing around waiting for Keyes to get there. Yes, you can greatly reduce the tedium by taking out as many terminals as possible, but if you have players who are new to the trial, or die too much, or don't have all their level shifts, or can't duo War Walkers, or....for whatever reason can't blitz the second and third reactor, you're in for a lot of tedium.
2: The Keyes fight has way too much crap going on at once. Entanglement just needs to go. On all the trials I've been on everybody just ignored it anyway, it's one more obnoxious graphical effect. The green stuff needs to be more visible. Time stop...what does it even do, other than annoy people? It certainly shouldn't affect people in the hospital. -
Quote:This really depends on the strength of said villain's convictions. For instance, I have a villain that truly believes that humanity is doomed through its weakness, and in order for the human race to survive the weakness must be burned out of us. The weak must be culled and the strong made stronger. Yeah, sure, if you convinced her she was wrong she'd probably try a kinder, gentler approach...but the point is that you never will.This is another point I agree with, and this was also an argument I kind of didn't want to make as it can come across as accusatory. But... Yeah, I agree with it. A misguided villain is just a face turn waiting to happen, because the villain isn't really a villain, but actually a good guy forced to be a villain. Remove the compulsion and he'll return to his natural state of not being evil.
Quote:*Slight aside* I have a very hard time making villains who could be redeemed, since if they CAN be, they WILL be, and that will have happened before I even make the villain at all, so said "villain" will just end up being a hero with a past of tragedy and redemption. I very rarely tell character's stories in real time. Their stories are ALWAYS done by the time they set foot in City of Heroes.
Vigilantes are portrayed as trigger-happy morons, for the most part. -
Quote:Your experiment is skewed by lowbies. When you put a PuG together for regular missions, do you invite "anyone," regardless of level? If you're going to be running with a team full of lowbies, you're going to have to avoid arcs geared toward higher level teams, period. Even Standard enemies will be a "challenge" for such a team, unless you have a 50 who can solo everything for you...and where's the fun in that?Like I said, this is an experiment. I still believe an arc doesn't have to be a "challenge" to give decent rewards and I'm hoping to find rewarding arcs that are playable by pick up groups, not just min/maxed builds & teams.
Quote:90-100% reward levels seems a bit inconsistent, as we learned with Clave's this weekend. He used mostly standard enemies that give full rewards, but ones like the Hydras give low rewards even at 90-100%. -
Thigh high boots. Most of my female characters have them on at least one costume. If we had texture options for them I'd abuse them even more.
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This just happened five times in a row while I was trying to get into a Lambda. The loading bar gets to half, then punt, back to the login screen. After five tries I was too annoyed to try again so I came here to complain.
Earlier today it also happened with Grandville on one character, then St. Martial on another. The exact same crash, loading bar gets to half, then straight to the login screen, although on the second try I was able to load the zone. -
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Quote:Tell me, how long does it take you to outlevel the ability to generate Steadfast Protection, or Reactive Armor, or any of the other desirable pool A recipes that cap out below level 50? With tickets, you never outlevel the ability to generate them, and you roll them at their level cap.I agree and this goes right back to my post on fixing the market. The market shouldn't have to depend on the AE to generate bronze/gold recipes and salvage, doing missions and normal game content should but it doesn't.
As for the uncommons that do cap out at 50, many of them are dirt cheap, and they weren't that expensive even before AE. I think it's a safe bet that the market isn't depending on AE for those. Gold recipes aren't an efficient use of tickets, and I'm guessing much of the supply comes from alignment and reward merit rolls.
As for salvage, we've had this conversation in the market forum. If you have a problem with the supply and price of Circuit Boards, go log in a mid-level character and beat up some Freaks until one drops. If you're not willing to do that, you don't get to complain about the supply of mid-level salvage.