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Posts
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Quote:If it works on existing 50 content then it would seem that there would be ample content to introduce the first tier. Just TF's alone for someone who put themselves into a rogue/vig status would occupy a heap of hours of play. If you include all of the arcs that are playable as a 50 there are hundreds of hours of content.It depends on if the Incarnate slots work with normal level 50 content. Radios/paper missions, ITF, LRSF, STF, arcs, etc.
Positron was purposefully vague on that, refused to clarify and that troubles me deeply.
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At the rate they have been producing content in the last couple years I have no faith that there will be ample content if incarnate levels are only functional in some new 50+ content.
At the same time there would be significant balance concerns (assuming they are decently strong) if you can use the incarnate stuff on existing 50 content.
These are of course the predictable problems that arise when you want to raise the power ceiling and it is why most designers choose to just raise the level cap rather than utilize a convoluted pseudo-level cap increase.
There are two scenarios as I see it.
1. You can use incarnate levels on existing 50 content and decimate the game.
2. You can only use incarnate levels on new content that is designed for them.
If it is the first then they seem to be throwing balance out the window. If it is the second then there is little functional difference between the system they are choosing and simply increasing the level cap to 60. -
Quote:My gut would suggest that forum goers are more likely to use hide, but I have absolutely no concrete evidence to support that, just speculations.Given that forum visitors are not representative of the average player, would anyone care to speculate whether this would skew the numbers up or down? Offhand, I can't think of any reasons why forumgoers would be more or less likely to be hidden.
-we are more knowledgeable about the game and might be more inclined to solo
-we know more of the global channels thus removing our need to be a part of the larger and less organized system
-we have access to more organized events/teams and subgroups
Whether any of that translates to any sort of statistically significant difference I have no idea -
Quote:I always have builds i'm willing to share. It isn't quite as meaty as the one you posted though, but it is just shy of perma pets. It is also pretty expensive (though not as expensive as the version that uses assault instead of manuevers and needs the pvp +3%). It also has no crowd control which is sadness.Yeah, I really wanted to fit venom grenade in to have a potential total of -80% resistance debuff, but I couldn't see any way that would be possible with my power choices. If only I could take build up at level 4 (or a power pool)....
Do you have a build with venom grenade and the pets that you would be willing to share?
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Quote:If this is accurate then I'm embarrassed for whoever thought it would be a good idea to include the first Incarnate slot with GR.That's correct - it'd would be if when they added PvP to the game, they didn't provide Arenas or PvP zones.
From what they said at PAX East, the Incarnate system is in two parts - slots to give us more power, and content for us to use the power on - GR was going to give us one slot, but no content to use it on.
That is way worse than if the first level just wasn't up to snuff. It shows once again that they just don't get it. -
Quote:I think if/when the day comes they will reduce containment to 50% rather than 100%. They already have in pvp...As for Controllers, my nerf-sense has been going off for months. I'm not sure where it will come from or what it will be but it's pretty much gauranteed to happen if the game lasts long enough. Containment is the root of it, really. If it were me I'd be looking at making Containment damage like Scourge (I think?) or a proc, which is to say, resistable but does not benefit from damage buffs. The math on Kinetics reveals Controllers are getting an absolutely insane damage bonus because Containment doubles the base bonus while dodging the ED cap. That *might* be ok on a Scrapper because their double damage ability isn't reliable, but less so on a Controller.
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I have a s/l softcap version of one with just shy of perma hasten that I plan to roll one of these days. Hibernoob and hoarfrost to help out too.
I want one too because you never see it and it is the best. Just like my ill/cold which I've only seen one other of and yet it is probably the fastest big game killer in the game. There are still lots of untapped power combos, just need creative people to push them to the limit. -
Seems like a decent build. However, the damage potential with all the pets in play is nearly twice what it is without and venom grenade is so good on teams I could never be without it.
Should be a pretty potent toon though. -
You sure do make a habit of being wrong. Linking to a post where you are further wrong is an interesting tactic though. Not new by any means, but interesting.
I'm not sure why you think linking to Arcana's explanation of some of the unique powers of illusion supports what you are saying. That is still a mystery to me. I doubt she would agree with your conclusion because if she does then she is wrong too and she is rarely wrong largely in part because she doesn't take risks with statements.
I question if you have ever played a dominator based on your statement about building domination. Actually I question everything you are saying because it is all false.
Additionally we have this on record:
Quote:Roulette: Any plans still to try and port Illusion to villains? I remember there was a mention once but nothing since. I'd love an illusion MM or Dom
Castle: Roulette: If Illusions gets ported (and it likely will, eventually) it would go to Doms, but not MM's.
Interestingly enough Je Saist, this was already explained to you a couple months ago. Have you forgotten or just chosen to ignore when people prove you wrong? -
Ya exactly. There is certainly a lot of overlap in terms of damage between the two AT's, both st and aoe.
That's not necessarily a problem, but controllers also have insane control.
Either they are getting their damage at nearly no cost or they are getting their control at nearly no cost.
Trollers are by far my favorite AT so I'd be sad if they were taken down a couple notches, but the alternative of elevating defenders is probably not likely. But then again...maybe it isn't entirely out of the question I mean if you actually look at blasters they don't deal nearly enough damage relative to the melee AT's (scrap/brute/stalker) given their drawbacks.
If we were to make trollers the baseline then increasing the damage of defs, corrs, and blasters might be ok. I know there are pitfalls to that idea, but brutes/scraps (stalkers less so) really deal way too much damage compared to blasters. So if it was a choice between reducing trollers, scraps, and brutes so that the other AT's fit into the scheme better, or increasing defs, corrs, and blasters I'd choose the latter. -
Quote:I suppose a more specific degree of hide status is required. My statement was with regard to people that are hidden from everything. Ya there is a chance they might respond to an open call I put out in x channel and I suppose there is a chance they might randomly invite me as well (unless I too am in hide)...But they are irrelevant for anyone using the default tools in most cases. And on that note we have already determined that people "in the know" that access server specific channels and such don't really care that much about the population because there is always a few warm bodies around. In addition knowledgeable people have a greater understanding of the how and why you may rarely see players running about.I disagree. I am nearly always on hide. That doesn't stop me from forming pug teams by using the search tool, and it doesn't stop me from starting or joining teams using global channels either. Granted, I'm only one example, but I have a number of friends that also stay on hide, but still regularly form teams.
Quote:The problem with your analysis here, is that you're only looking at a snapshot of a moment in time. There might be 5000 people online right this second. That doesn't mean only those 5000 subscribers logged on today. What about the ones that logged on this morning and played for a couple hours? What the ones that logged on after you did your count?
I would bet there are more players that only log on for an hour or two than the hardcore ones that are logged on for hours and hours. My WAG would be that however many players are logged on at any one moment in time, that the number of actual players who logged on that day is at least double that amount.
If someone really wanted to do this task I would suggest:
-monitoring servers around the clock and taking hourly snapshots
-find some way to reasonably determine the average percentage hiding from searches
-find some way to reasonably determine the relationship between people online and subscriptions (ie is 10% reasonable?)
-perform math fu
-post results
To much work for me to determine something I already know. That this game is way less populated than I'd like it to be. But I wish him luck in the process. -
Quote:I don't have the answer. I've heard people postulate estimates that hover around the half way mark of the numbers I just threw out. I can't say they are wrong because as you are pointing out the numbers don't add up to anything very optimistic.Even at 70000 subs, and 56% of the playing population hiding from searches, you're talking about 10500 people playing. Why would 85% of the paying population pay for a game they don't play?
At the same time though it makes no sense that this game would be getting significant developer attention if it was anywhere near as bleak as you may be entertaining.
There is another theory that satisfactorily explains how the population could be very very low and the game would still receive developer attention. It's a theory that I'm actually hopeful for and that GR isn't some last ditch effort to revive the game.
They have hired a lot of people. A lot of people, but not a lot is being produced. I theorize that a lot of those people are working on coh2. Now this isn't a unique, or even a novel theory. However, I'll use this theory to explain what we are seeing with CoX, which is something I haven't seen anyone do.
Simply put they are continuing to develop for this game because they don't want it to wither up into a stinky puss bag before coh2 is ready to be pushed. Even if this game is practically barren when coh2 is ready to be pushed they can still cite all of the accomplishments of CoX (which are numerous). However, if at that time they had let CoX fester and die then referencing that game to build credit for coh2 would be a bad idea. Imagine; "from the makers of cox comes coh2!". "oh you mean that game that had 6 people playing it at the end and hadn't been updated for over a year before it went offline?" "ya, no thx". If they however keep CoX going even if it is losing money (heaven forbid) they can proudly use it as a reference to their abilities and quality regardless of how many people are playing it when coh2 is ready to go.
Anyway, that is about the only way I can explain what is going on -
Quote:Ya I figured as much. Population analysis won't get you the answers you want though. Just as an example I have a feeling there are a lot of people like me that sub to this game but rarely play it anymore.My disagreement comes from the fact that we are looking at two different issues:
You're looking at the "how does a player view the population" issue and I'm looking at the "what IS the population and what does that mean" issue.
I have read many stories of new folks showing up and thinking things are dead. Those stories, while kind of a bummer, are irrelevant to me. My only concern is whether there is enough of a playing population to rationalize the continued existence of the servers. So far, the numbers I see don't seem to correlate whatsoever with the amount of money being dumped into the development of the game, so I'm obviously missing something.
I'm trying to determine what that something is through hard data rather than opinions.
Any data you attempt to extrapolate into representative numbers will have huge deviation. The best approach we have right now is using the financial information. That too has a lot of guesswork because of multiple revenue streams. But if all you are concerned about is the game keeping its doors open you should be able to make some reasonable assessments of their revenue vs the expected expenditures for that period.
I'll tell you what I think. The game has dipped below 80k subs. Maybe even below 70k. I'm just hopeful they have managed their expectations with regard to GR and aren't expecting to to result in a major resurgence of the game. That would be unfortunate. -
A fix is coming for it. Or so I've heard from someone I trust. No idea when though, but it has been acknowledged as not WAI.
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Like I said, I'd be impressed if it hit 7500. I can't give you anything but an arbitrary number to use with regard to hidden players. 50% seems extremely generous though, but who knows. That would suggest a lot of anti-social people.
IMO people using hide eliminate themselves from the process. They are useless to anyone searching for a team and they are useless to anyone hoping for a random invite. They take themselves out of any population assessment by not participating in the population.
Short of seeing them standing at the market they may as well not exist from a player perspective.
It's like if you asked me to sit on a road and count the cars that went by to determine if we should install a toll booth. At the end of the day I give you the results and then someone says 'what about that road over there?" -
No.
Worth noting that regardless of the result the people on the forum are likely a very unrepresentative cross section of the populace at large. -
Quote:Hence why I specified against AVs since you don't generally get containment there.
If you include containment then the average controller has three single target attacks all of which are damage scale 2 (1 base doubled for containment) and have recharge times of 4s, 8s and 8s. Conversely the Defender gets three blasts with recharge times 4s, 8s and 10s and damage scale 1, 1.64 and 2.12. Even factoring in that Defenders get 18% higher base damage I think the Controller does have a slight advantage but it's not that big (if someone wants to do the math and figure the actual DPS of the attack chain please feel free). Obviously there are exception to this, an AR defender for example gets enough damage from Ignite that as long as the enemy requires more than 10 seconds for the controller to kill he will almost certainly pull ahead and certain Controllers get an extra or better attacks making them pull ahead.
Most AV's are just a single casting of your tier 1 immob away from giving you delicious double damage. There are of course a couple trollers that can't do that. Illusion doesn't care tbh it still kills faster than any def and mind is left out. At the same time though not all defs have a t3 attack.
Immobing an AV also opens up other damage sources that they might normally reduce such as nado+LS (generally have enough mag afraid to send AV's fleeing), or making them sit in OSA for the duration.
I think we are largely in agreement though. Containment is very easy to establish in most scenarios. Once established a controller will deal base ~180 damage over three attacks and a defender will deal ~170. Aim (if available) and better debuffs don't make up for pets. At least not the more damage oriented pets like illusion, fire, earth, or ice.
I'll gladly draw up some dps assessments, but I don't want to do it for many of them so if you want to select a couple defs and couple troller attack sets I'll run it.
I dunno, but I've got a stable of AV killers, I'd never make a defender over a troller for the task from a pure kill-speed perspective. If/when the animations of traps get fixed then maybe, but hopefully trollers will have the set by then, at which point a traps AV spec'd troller will be > traps def. -
Quote:I'd be very impressed if any defender could kill single targets HALF as fast as my ill/cold/ice troller. Honestly. It will only get worse when sleet is fixed too as I'll gain even more force-multiplication of my various damage sources.I'm not convinced that Controllers do out-damage well built Defenders even with pets and epic (Fire control being the main exception) simply due to the fact that Defenders get a much wider range of attacks and normally have more AoEs than a controller. Against AVs the higher damage scale on the Defenders higher recharge blasts combined with the general lack of containment on AVs also shifts things in the Defenders favor. However given that I will say the damage difference between the two is pretty small at high levels. So I do agree with the general sentiment, Controllers bring comparable damage, only slightly lower buffs and more control to a team than Defenders do.
Trollers aren't exactly weak damage dealers themselves. Most can establish containment quite easily on most targets at which point they have 3 attacks (ie.hold, immob, epic blast) that deal 60 base damage. That is as good as any defender's options when you add up the t1,2,3. Trollers that slot for damage actually do pretty decent.
Trollers are a insanely strong. You could probably take away containment and they'd still be better than they likely should be relative to the benefits they have.
Quote:That being said from a practical point of view once you start stacking multiple support toons on a team it doesn't matter a whole lot whether they are Defenders, Corruptors or Controllers. The team is going to rock anyway. The game is so ludicrously imbalanced in favor of the buff/debuff sets that once you start stacking those it doesn't really matter which type of support character you have.
Quote:The other thing I will note is that Defenders do generally have more room in their build for things like Leadership powers without sacrificing from their buff/debuff set since most blast sets are effective with only 5 or 6 powers and Defender epics aren't as essential as Controller ones. Controllers conversely need to take more powers from their control set and generally need at least 3 powers from their epic in order to bring up their damage. -
Quote:What aspect of the power are you trying to improve?I was afraid it might be as boring slotting option-wise as the kin powers. . .
According to Mids, it will take darned near all the HOs. I wonder what might be a good way to test HO slotting in it, Power Analyzer temp power might work, but what kind of foe would have something you can test easily with that? Any critter available heroside that runs some kind of shields regularly? -
Quote:If there is anyone that has a chance of collecting the data and having people actually pay attention to the results you are one of the best candidates for the job Bill.This is true. But some topics I prefer to attack with as much fact as possible while leaving the opinion at the door. This is one of them.
I don't know whether 7500 active players on a weekend night during prime time is healthy or not. It doesn't sound very good to me. But I want the data on hand so that I can compare it to some random night after GR goes live. -
Quote:So was I. Of the three toons I listed they all have the ability to run indefinitely if built properly. The dom and the bane both have the ability to nudge up against 400dps+/- and that is all raw damage, no -regen.I think what he is asking for is non stop attack damage, no down time, no burst, just hithithithithithit(or zapzapzapzapzap).
That said, probably what Bill said... DM/SD or FM/SD.
The ill/cold is just a freak of nature that I'm just waiting for a perfect run to drop an AV in less than 2 mins (will easily hit this mark if Freezing rain ever gets fixed) and have already broken the 2 min mark on pylons.
Quote:All these claims of Perma-anything-that-isn't-perma-with-IOs seems like much work, compromise on other slotting possibilities and big bucks.
Quote:Kinda bummed through that it's Ill/controller or a scrapper though. It would be nice to be surprised by another AT. -
Quote:I think the population of the game proves you incorrect. I also don't think you know enough about advertising to be spearheading the discussion demonstrated by how quickly you have resorted to attacking other posters and your reliance upon parroting.Nope.
They are suffering from "Sour Grapes" because they are frustrated that their arguments about advertising were proven wrong over and over.
First it was NCSoft wasn't doing any advertising, which was proven wrong. Then they were quibbling over the definition of advertising, which was also proven wrong. Finally they tried to argue that advertising to a target customer base isn't effective, and that was proven wrong.
No one here has said that they wouldn't like to see more advertising across a broader spectrum. We've only refuted the argument that the company isn't doing any and provided proof to back it up.
The ones being childish are the people refusing to acknowledge that there are many valid types of advertising.
I don't think anyone has any hope of having an actual discussion with you on this material. Well, if your capslock key gets fixed we might be able to take it really slow, but it is doubtful. -
Quote:I'd actually be impressed if it hit 7500 tbh.I would assume, probably safely so, that ALL of the server populations will be higher during primetime.
Would it be helpful for me to check them all tonight at, say, 9PM CST? That'd be 10pm east coast and 7pm west coast. Does that sound like primetime for a Saturday night? I'll even hit the test server on both sides to see how many folks are hanging out there. That'll be 12 servers looked at.
Or will that data be ignored by those thinking that 7500 players is a perfectly acceptable amount for a healthy MMO's population?
I wouldn't mind you posting it at all, but I always take an interest when other people post the info too.
A fun exercise would be to take the numbers you get and then divide it by the square mileage available for each sides population. Just to give a relative density analysis. Of course we know that folks concentrate around certain areas, but it would still be neat.
I have a feeling it would about the equivalent of standing out in the Rocky Mountains.
That said, unless you are interested in doing this task don't have any expectations of it proving anything to anyone. People that recognize the state of the population already recognize it. The people that don't simply refuse to take the blinders off and it is doubtful the data you gather will open their eyes. -
Both fire/fire/mace and mace app Banes can reach single target damage potential that eclipses the next closest competitors.
If your goal is to take out tough single targets like AV's then I've yet to see anything that can do it as quickly as a perma PA ill/cold/ice.