GameFan

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  1. They were off by a month though. Bye everyone, its been fun playing with you all. Just when I got an sg going and a base up they say they are shutting it down. What a bummer, its a fun game but it was all of you that made it worth playing. Thank you all for teaming!


    hedron
    pincher
    neotoon
    grim black
    grim blue

    and many others...
  2. I also vote for aggro limits to be removed. I have such fond memories on the Liberty server where the tank (pickle) would round up the entire map and lead them into a dumpster. I would then have my illusion/kin controller (hedron) fire off Fulcrum shift hitting every single wolf, then we would get graphics errors because of all the hits... Then our trusty blaster (inferno) would one shot everyone with his inferno blast... Oh the fun... I'm definetely going to miss this game. Or rather, im going to miss all of you
  3. City of heroes is the only game i keep falling back on. I would love to offer support in anyway to keep the game going. As far as the emulator, i remember he got a cease and desist letter. Hopefully some kind of deal with ncsoft can be made. Im doubtful but hopeful. I will support any legal efforts to keep the game going. Im with you!
  4. [ QUOTE ]
    [ QUOTE ]
    team buffs have a mechanics problem. Teams vary in size from 1-8 so a buff that applies to everyone on the team is multiplied in effectiveness from 1x to 8x. Either a buff is useless for small teams or godmode for large teams - or both.

    What if team buffs had diminishing returns? Say 150% effectiveness for teams of 1-2, 125% for 3-4, 100% for 5-6, and 75% for 7-8 (numbers given are just an idea, the real numbers would need to be better balanced and more complex like (Y-1) X (12.5% + R/2.3).

    That way buffs would be more useful on smaller teams and less powerful on bigger teams than they are now. A team buff should still give a bigger total boost on a large team but not 4x on an 8 person team what it does on a 2 person team.

    [/ QUOTE ]

    Yes, they should. In fact, adding diminishing returns to buffs and debuffs of all sorts would allow us to alter many, many problematic powers. In all likelyhood, though, it will not happen. The change would simply be too fundmental and require a great deal of work on our part.

    [/ QUOTE ]

    Which "problematic" powers would that be?
  5. GameFan

    I5

    [ QUOTE ]
    First, a big thank you to everyone who played on the Training Room server and helped I5 to be one of our best launches ever! We’re extremely happy about how I5 went live.

    Second, we’re still scouring the boards for bugs and other issues, but we’ve finished making large changes to the power sets. We’ll still be looking at issues as the arise. For instance, there are issues with Defense builds; we’re going to look at that problem more carefully (the Damage Resistance Inspirations are a step, but there's a little more to come).

    Thanks for all your great feedback!

    [/ QUOTE ]

    I generally feel that I5 makes the game less fun for me. With all the nerfs in this issue, as well as issues past, it makes me a bit expectant, or should I say "paranoid" that any power that I discover to be fun or cool, will get nerfed. Maybe I am just plain wrong, but thats the expectation I have, that all good things will be nerfed.

    I love the game, and really dont plan on constantly whining or even quitting, but I have grown pessimistic about the direction that it has taken. Some are happy with the changes, but I am not. I don't know what else to say. Have a nice day. And oh yeah, Dooom.
  6. GameFan

    Villain Emotes

    /em sleep

    Makes you lay down and take a nap
  7. [ QUOTE ]
    Well... this change would really suck for 2 of my defender toons that I purposely set up as teamates. I've have a force/energy Defender and and emp/rad defender set up for buffing and healing. Infact my F/E def, I don't even use his attack form because it cost too much end to keep up with the force fields for the team. So if said changes go into place i would have to delete him. He does no damage (i could blast a bit, but his job is to defend the team). so he would get no xp as i understand it. Also the timer is a good concept but needs to be lengthen. There is alot of honest players out there that are just waiting for the defender to raise. Also some fights last longer because of the fleeing of Mob in which can result in another group aggro'in on in which the dead have to sit and wait.

    Just my two cents...

    [/ QUOTE ]

    With the new change, you don't have to do any damage if you are within 300 feet, so if all you do is heal and buff the team, you woulds still get your share of xp as long as you are not more than 300ft away.. But I still think that this change is not good.
  8. When more than 300 feet away outdoors, you don't get xp. I think it should be more like 500 feet. Besides, if this change was made to reduce one form of powerleveling, thats one thing, as the old street sweeping form of PL'ng will separate the PL'rs by a lot more than 500 feet anyway, the 300 feet limit can be safely increased, while still reducing this form of PL'ng.

    Now... If team-members do happen to be far enough away to not get xp, the ones within range, should get a fair share of the xp, not the split up amount. They shouldnt get only a portion of the xp, while part of it gets thrown away. Give the team-members that are in range, their fair share.

    That's what I think it should belike if the xp range thing is to stay, however, I would like to formally object to the xp range limitation.
  9. I'm new to COH, I got my account about 3 weeks ago. Its a great game so far, and I am very happy with the content.

    But just last night, I was on a big team, and we split up a few times to get some kill X missions done. I think it's right that we all get XP for the kills. Being new to COH, making it so that you don't get xp if you are 300ft away doesn't seem right. I ran back a couple times to my contact, who was probably an average of 600 yds away, to get inspirations for the team. I was the "Go-to" guy, if you will. I was handing out lucks, greens, reds, and even awakens for my team in the Hollows.

    I don't think it fair that I should be penalized for helping my team out. I was sincerely trying to help the team by getting the inspirations badly needed, and at low levels, you know blues are really needed.

    So, I see this as collective punishment. A few "bad apples" as you imply them to be, are forcing changes like this on the rest of us. Forgive me if you disagree, but being a fan of COH, and my experience so far, that range thing seems unfair to me. I worked hard to keep my team going, but not recieve XP for it?

    Again, im new to COH, so maybe what we were doing on the team wasn't the way we are "supposed" to play. I am sure things will change at higher levels. I just wanted to post an opinion from a real newbie.