FeroxRex

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  1. They should eliminate the ability to give negative reputation. It's just another tool to be used to cause difficulties/disagreements, and it is an incentive to trolling.

    Heck, get rid of positive reputation; it quickly becomes a joke with 'Rep me' threads, and just encourages attention who.....ahem, gathering fans.
  2. Quote:
    Originally Posted by Chunky_Style View Post
    There is no risk in this game, it's all reward. Unless you were referring to debt perhaps? Because debt used to be a risk. Now it's more of a novelty. I mean how much of a risk is something that can be recovered by not playing the game?
    If the reward is XP, and too much reward is advancing to fast..why not just implement a further control, a minimum time per level: You can still gain XP, but you have to do at least X amount of time on line before you are allowed to advance. If the Dev's realy worry is about people levelling too fast, maybe they should take a look at their XP system as being the problem instead of trying to fight a losing battle against human nature.
  3. Quote:
    Originally Posted by SunGryphon View Post
    I know this is kind of an odd question, but how do you (generic) deal with people who give negative rep without signing their name?

    Just today, for example, I had a positive reputation from someone who signed their name (thank you), and a negative reputation for THE EXACT SAME THING, with no name.

    It bothers me because I feel like it's an attack I can't defend against.

    How should I deal with it? Ignore it entirely? Change what they didn't like so I don't get further negative rep? Do what they suggest in hopes they will come back and give me positive rep?
    Ignore it. I'm qite happy to get negative rep from many people; I dont intend to make everyone happy with my comments, and negative rep for that is , if anything, a compliment, a sign that I achieved my objective.

    That's why I'd only give out positive reputation, if I was going to give out reputation

    (The reputation system is a bad idea, a sily waste of time and resources anyway..)
  4. Quote:
    Originally Posted by TheSwamper View Post

    Also, with today's AE farming being so lucrative, it's easier than ever to earn large piles of influence, so I can't understand why ppl would bother buying it. I'm looking forward to a day when these money sellers are gone from the game.

    I think you are drawing the wrong conclusion. AE farming isn't quite hurting the infleunce peddlersthe way you think.

    The ease in generating funds might have some effect--but thei ncrease in players who are too inexperienced (or lazy, whatever you want to judge them as) to exploit the market has increased.) AE babies who never leave AP are not going to spend a lot of time crafting and marketing, which is what you have to do if you want to get a billion influence anytime soon.

    So AE may have increased the amount of infleunce out there, but I think its also increased the supply of the type of player who would stopp to using an infleunce seller.

    The decrease in prices you see also comes from the following factors.

    Competition: theres more than 1 influence peddler

    Inflation: A Billion influence used to buy a lot of stuff--you could fully kit iout a ton in the rarest of sets. Check out purple set prices now. It takes more infleunce to do that--and theres a limit to just how much you can get from players: if a players realizes "Heck, I'll need 300 to 500 bucks just to get my sets", they will be far less inclined to do it that "hmm, I only need to spend 50 bucks--or farm and market for weeks..50 bucks it is). Also just provides a quicker source for influence peddlers to generate, then sell influence. So the supply of influence a peddler can generate has inceased as well. And as peddlers are more effective at raising influence (thats all they focus on)..they'll do better than 99% of the normal player base at raising influence.

    And, another reason wy you won't see the disappearance of the influence sellers: there hasn't been a single significant impediment measures to influnce peddlers implemented yet.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    .

    The devs have specifically ASKED the playerbase to report things that are known offenses. I fail to see how responding to that request makes you a bad person.
    So the Dev's have asked pope to be snitches. Just doing somethign because the powers that be asked you to doesn't make you a saint. It just makes you an eager compliant stool pigeone when it comes to non-exploiting farms.

    Seeing that the Dev''s seem so worked up about AE farms, yet do nothing to correct so many game flaws, the influence peddlers..it makes me laugh at their priorities.
  6. There are so many ways to solve the 'farm' problem with AE--not that players playing the way they want should be viewed as a problem.

    Alternative 1: make it impossible to set up traditional farming mobs. COn: makes many missions terribly easy/boring.

    Alternative 2: Remocve X from AE missions. Con: Goes to the other end of the equation--all risk, no reward.

    Alternative 3: Cap the total XP gained on a sliding scale--as you go beyond so much XP earned from what your character started with, the ampount you recieve is diminished. So long, prolonged mass farming mishes just dont deliver on XP while infrequent farms, or a series of smaller, non farm missions is ok.

    Farmings always been around--after all, the DEv;s are the ones who've made so many classic farming missions anyway.+ To say AE is suddenyl the wrogn place for farming..well, perhaps it just points out that the Ae generator, at best, can geerate a limited number of missions that quickly grow stale and boring compared to the regualr content of the game. (After trying many of the Dev choices arcs, all I can say is 'meh' for the supposed creativity; as for challenge, some fo the hated farms are more interesting).

    But some change woudl be nice, at least it would get rid of the growing number of griefing snitche players who have appointed themsleves as CoH's own morality police.
  7. Quote:
    Originally Posted by Lazarus_NA View Post
    The Random button gets depressing sometimes. Gave up the other night after reporting 10 arcs in a row for blatant copyright infringment. The worst offender had Terminator in the title, Skynet in the description, and the contact was even named John Connor.
    I'm trying to think of something more pathetic than someone who pays a monthly fee for the privelege of being a snitch.

    Thats a rough one.
  8. Vigilance must be completely overhauled. Once vigilance is replaced by something else, that is perhaps quite a bit more fun than the certainly boring (and allegedly underperforming vigilance), we can then better assess if Defenders need any more fine tuning.
  9. I deleted my fire/fire blaster at 37 last night. He just wasnt worth fundraising for IO's. The Archery/MM blaster is working out so far, but then she's still early. I've toyed with ice/ice, and it seems great at low levels..(but what about blasters doesnt seem great at low levels.) I just can't come up with a hook and concept to make the oft-trod ice/ice character appealing to me over the long haul. I'm an odd duck that way, if i cant come up with a good concept and interesting character story, I just lose interest in the character even if they play well.

    I have hope my archer/MM can respark my initial interest in blasters. Can't stand the devices secondary. Not a big assault rifle fan as it just doen't inspire a heroic story from me, though it looks tempting from a pure play point of viiew in focusing on ranged mayhem.

    It takes something for me to get frustrated. My first toon, with all of the first toon mistakes was an empath defender, and I soloed a heck of a lot to start, so I started out pretty faceplant tolerant.
  10. Blasters peak too early. Or to put it better, they look great at first, then become Vengeance Bait by end game. they do enouh damage to attract attention, don't do enough to protect themselves, and have no defense. They've been at leaqst tossed a small bone with mental manipulation as a secondary, because all of the other secondaries just suck. I hate blapping, I want to blast, but the game and especially the secondaries doom someone who wants to play a blaster, not a squishy, defenseless scrapper.
  11. PVP--well, there's a million reasons its dead.

    First, theres a lot of negativity that comes from PVP gaming. It brings out the worst in some players. It drives away many players who, given a different initial experience, may have become PVP players.

    PVP interest is a subset of general COH interest. That's going to limit numbers.

    And frankly, the complications to characters that have come due to IO's and sets, the cost of gettign decent IO's, and now the burden of mainatingin a seperate PVE build and PVP build certainly does nto serve to makie PVP somethign attractive and fun. Kittign up one build is gettign to be a laborious task that feels like work. not fun. Doing it twice for a character? yuck.

    It's costly in resources and the sheer amount of time to spec it out)..plus the eneed to learn almost two comepletely different ways to play (in rules and style) doesn't encourage PVP play.

    So outside of the most populated servers, I see PVP mainly as a dead issue, and is never coming back barring some serious changes. I don't think those changes will happen, because I don't think the return on investment in those changes is financially attractive anymore.