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Posts
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Quote:Honestly, I am hoping they make them Inherent Powers rather than just increasing move rates, jump height, Regen, and Recovery. If they are inherent, then they can be slotted, so your IOs could stay as they are and would offer the same benefits, including set bonuses. If they go with just increasing the base numbers, then there would be many builds that wouldn't even have powers where you could slot some of the stuff.Wait... what's going to happen to the powers we slotted? A couple of my toons have one more more uniques and/or procs stuck in Health and Stamina and I seriously doubt I'm the only one. Three new pick would be cool, but it'd actually hurt the effectiveness of some toons if they can't slot those IOs anymore. I'm pretty sure my BS/SR would lose his effectively infinite endurance.
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I too would love to see the ability to invite alts to an SG. I was thinking about it, and a good way of doing this may be to allow an SG be set to "Open Enrollment". When an SG is set to "Open Enrollment", anyone may join by going to the SG Registrar and viewing a list of SGs currently set as Open, selecting one, viewing the info, and clicking a "Join" button. Or simply a /sg_join command similar to the /chan_join command. This would not only allow you to get your alts into the SG, but also serve as a passive recruiting method.
For those worried about people joining their SG to abuse it, there are two valid options:
1 - Don't have your lowest rank have privileges that would allow abuse.
2 - Simply don't set your SG to Open Enrollment -
Quote:So what you are actually arguing is that they should not have provided early access to these two powersets then.The fallacy with that is that Demon Summoning and Dual Pistols have been out for months now. There's no shortage of level 50s of those sets.
As much as I have enjoyed having them, I would actually tend to agree with you. The fact that they have been around for a few months already seems to have caused some people to completely forget that they are actually part of Going Rogue and not just powersets that were added as part of the regular Issue releases. -
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According to this article, it seems that Lloyd Levin is trying to revive Mage: The Hero Discovered as a movie. I read the volumes 1 and 2 of the graphic novel published by Starblaze waaayy back in the 80s.
Always like the story and plot, and was just doing a Google search for the heck of it. Was surprised to see that there was talk earlier this month of turning it into a movie. Could be hot... very hot indeed. -
Server Status page shows them all still down as well. I usually pull it up and have it open in another tab since it auto-refreshes.
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I was actually discussing this topic last week on the Beta server after it opened up to Pre-Purchase customers. It almost seems that that the content was originally designed for high level characters and then they used scaling to scale the levels down. As you may know, this often results in a harder fight, even if damage and defense/resistances are scaled down. The simple fact of not having as many powers available to use to attack/defend/resist/heal/whatever is a hindrance.
On the other hand, the content could have been designed with us long-time players in mind. We've been through the low level content and learned our way around the ATs and powersets (except the new ones of course). Maybe they just thought we might like a bit more of a challenge, especially given the fact that many of us run around with our settings on +2/x2 or higher at low levels in the older content.
Finally, consider that their objective was to get players from 1 to 20 within the Praetorian content. They needed to be sure that the content was difficult enough that it would yield the XP needed to reach level 20 without risking people running out of content. This is particularly true since some of the missions allow you to skip most or all of the combat. -
I must say, the influx of traffic looks promising, but there's no way to tell if it is a momentary spike or indeed we will see some growth. The fact that Going Rogue doesn't actually officially launch until tomorrow also makes this look even better.
To the developers I say only this: It looks like you got people's attention. Now the question is, can you keep it?
I have long been a fan of the CoX franchise. I am a habitual game-hopper who has tried just about every MMO out there that I found even mildly interesting. Though I do take some time off sometimes as I go through burn-out, CoX is the only one I keep coming back to time and time again. I know there are a lot of fans like myself who have been here since the beginning (or nearly the beginning) and won't really be going anywhere anytime soon. -
Ahhh... the pre-aggro cap days. I remember being in Perez Park as a lowbie with a team, clicking along sweeping the streets. Then some level 50 flies in and (with no aggro cap), proceeds to go to each group and punch one person so that they aggro every group on the perimeter streets of Perez Park. Next step, fly up above them, and train them onto the low level team below.
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That's because the game now accommodates wide screens a little better. For the screens that are pre-formatted to be square like the login screen, they will be displayed as square in the center of the screen instead of stretched out and distorted.
Once you get in game, it should utilize the full width of the screen, and without distorting anything.
Sounds like they may be doing another pre-load but I wouldn't look for anything GR or I18 related to actually be accessible before tomorrow. -
Quote:You may be over-complicating it. Instead of thinking of it as "4 options", think of it as "3 starting locations" and then just rotate between them. Here's what you end up with...There are 4 options now. Hero, Villain, Praetoria->Hero, Preatoria->Villain. Or we could even just cut it down to two by cutting out Praetoria or cutting out the Hero/Villain 1-20 content but I don't think we should do that.
Start in Praetoria (going to Paragon)
Start in Rogue Isles
Start in Paragon
Start in Praetoria (going to Rogue Isles)
Start in Paragon
Start in Rogue Isles
Back to the beginning. This way you are not duplicating the same 1 to 20 content or the same 20-50 content in any two consecutive runs. It also ensures the group is not split between GR and Non-GR players for any two consecutive runs. -
Quote:Ensign Jones? Is that really you?I have long come to peace that I am the comic relief, the plucky sidekick who gets killed so that the Hero has more motivation to take out Evil.
I would be the first to die in any horror movie, not make it to the end of a disaster movie, and may squeak by unharmed with only superficial injuries in an action movie. -
I think it's more avoidance of the process of recruiting people to fill the openings.
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I did notice a small discrepancy a few days ago. One of the links linked to secure.plaync.com, but then it redirected to secure.ncsoft.com. Because it was attempting a secure connection, the browser didn't like the fact that it was being re-directed. It allowed me to do it after warning me, and since I recognized both URLs as valid NCSoft domains, I allowed it to connect.
UPDATE: This particular discrepancy still exists. The link in question is the "Log In" link in the upper right corner of http://help.ncsoft.com. -
Quote:I got ya beat. On the two servers which had been my "main" servers that would alternate back and forth between from time to time, I deleted ALL my characters, including ALL my 50s except 1. Making room for a whole new crop of 50s when Going Rogue hits in... SEVEN DAYS! ONE WEEK! Hmmm... sorry, was to see which one sounded shorter.What about you guys? Who's at the point now where a level 50 character doesn't have special status just because of that, and should they find one they don't like, may actually delete it?
Of course, I could say it's "hours" away and just leave off the fact that it happens to be (roughly) 175 hours (assuming maintenance ending at Noon Eastern Time on the 17th). -
Quote:Some of this has to do with human psychology. It has to do with "group think". If you are in a social group and things are going well, there are no major conflicts, and everyone is enjoying themselves, you want to stay in that group. You don't want to be the first one to leave because that would be going "against" the way the group appears to be thinking, which is "stay together".So, I'm sure I'm not alone when I say it can be frustrating when teams just disban all at once. The moment the team leader states that they must go, suddenly everyone has to cook dinner or their dog just got hit by a car.
I know I do this myself when I am in teams. I know have done it not only sub-consciously, but consciously as well. I may want to leave go to do something else and sit there for another half hour or more. It could be something silly, like go get new enhancements or go pick up a particular mission from a contact that just unlocked for me, or go switch to a different toon so I can keep them relatively close in level. It may be something real world related such as making something to eat, watching a move, or whatever. In any case, I, like many others, have a tendency to sit in the team if the team is going well.
As soon as someone else mentions leaving though, it's an excuse. You are no longer going against the group by yourself, you have someone else doing the same thing. Once that second person leaves, it becomes even easier, and it progresses from there. Sometimes it doesn't even matter if they are running from the star or not. I had a case today where a team had hit that point, I was willing to stay, someone was willing to leave, but the team fell apart anyway.
Quote:I think it'd make team disbans a lot less frequent if there were a feature added to CoX where keeping a team alive for x amount of time unlocks a full team buff. Not only that, but having it change to color of everyone's name above their heads so that it shows. It would make people feel important. It would make them feel good. It would make everyone be HAPPY to be in a team that's lasting as long as it is.
So here's how it could work, for example.
There are only a few different things that can really be buffed. You have Damage, Recharge, Accuracy, Defense, Resistance, Movement Speed, and maybe a few others.
There are already powers out there that handle team buffs of the combat related stats. In fact, that is what the entire "Leadership" power pool is for. Something like this could weaken the need for ever taking that set. Especially since a buff of this sort wouldn't require any endurance like the toggled buffs in Leadership.
Why is this bad? Because it's one more choice that players don't have to really worry about when designing their toons. So they do away with leadership and they take this other set that some other people are taking. And therein lies the rub. They just took one more difference between their toon, and others--one more thing that made them a little more unique--and they threw it away cause they don't need it anymore.
And I know that two of the boosters already include buffs to some of these same attributes, but these buffs are random. The player has no control over what gets buffed. They aren't handing out buffs to team members by choice. Also in both cases, there are possible negative side effects.
I do have an idea though, and it is one that will easily appeal to many many players in the CoH/V community...
Badges
Don't need buffs, just badges. Stay in a full team for an hour, get the first badge. Stay in the same team for 2 hours, get the second tier of that badge. Stay in the same team for FOUR hours, and get the third (and final) tier of that badge. As an added caveat, any hour you do not gain XP does not count. This would prevent people from creating a team and hanging out in Pocket D (not knocking RP. I RP there myself sometimes. It's just that that's not what the badge would be about), as well as parking a team in a mission or SG base and logging off for the night.
There are a lot of people who would go out of their way to stay in teams for an extended period of time for the badges.
Also, there is already a buff for being in a team, and it's the best buff of all... XP. In fact, for an 8-man team, the buff is a 150% XP bonus.
Quote:Thats a pretty cool idea.
Something of the order of the Leadership toggles (+15% Dam, +5% Def, +10% to Hit) would work really nicely for a full team after an hour or a few missions.
Quote:The point is to give players reason to be more willing to team/lead. Not force.
Additionally, there is the XP bonus that is given to teams. The larger the team, the better the bonus.
There is plenty of reason to team already. Plenty of incentive.
Finally, the more free buffs you add to the game, the easier the game becomes. This is a bad thing. If a game is too easy, people become bored quickly. If a game is too hard, they become discouraged. The key is finding a good balance. CoH/V has done a good job of this, for the most part. I know there are some ATs and/or powersets that feel like certain things need to be changed (How ya doing there Bad Influence), but for the most part the challenge level (especially with adjustable difficulty settings) is in a good place.
Even if you don't get to the point were it gets so easy it's boring, as a company, it is bad business to make the leveling process too fast. The faster people level, the shorter the lifespan of the game. You know what I am referring to. The guy who leaves because he already has 12 level 50s on 5 different servers and just doesn't feel there is anything new for him to experience anymore. By the time you get to that point, there's almost no amount of new missions or power sets that is going to re-stimulate interest for more than a few weeks. Once you see it, you are right back where you were.
That's not a knock on this game or the devs at all. As I said, the game is just about where it should be right now. I am simply stating that care and caution should be taken before doing things that will make it too much easier. -
Quote:I agree with you on this. Some of the color combinations on things like Fire Shields can take your museum worthy artistically created outfit and make it look like an inkblot test painted by a 2 year old with finger paints that had all been poured and mixed together.*The ability to dismiss most player-cast buffs. This is more urgent with customizable powers, because gosh darn it... I just don't want those oopsy-cutesy hot pink ice shields on me. Nor do I desire to see stupid chartreuse fiery rocks encircling my unwilling form. This crap is ugly, and I want it *gone.*
With that said, I would be cool with an option to render such things invisible, much as the /regen status protection can be invisible now. Who would this hurt? After all, Ms. Cute Pink Ice could still see the icon next to the team window, right....? Please do not tell me that her having to check to see if the icon is blinking would be too much work, because that amount of Lazy cuts no ice with me. Pardon the pun.
One particularly annoying incident for me recently was in the Tailor shop of all places. Had just finished my latest Masterpiece. Accepted the changes, was just getting a glimpse of it in the "real world" when POOF! I suddenly turn into just an ugly black and...something... blob. Some of them remind of people who do webpages and think that #222 text on a #000 background is a great idea.
Maybe just an option to "Show Customized Effects". If it's on, then the person's customized colors show up on effects they put on you. If it's not, then the customized colors show up on their casting effect, but the effect on you is the default color. That way, everyone can still see that the ice shield, or Fire Shield or Bubble or whatever is ON you, but it actually has a color scheme designed by professional graphics artists.
By the way, the bits about my costumes being a Masterpiece are tongue in cheek. As I have said in another post recently, I am no artist. I am more of a logical thinker. In fact, I am not convinced that I MYSELF might not think #222 Text on a #000 background might be "cool". However, it's numerical values and the logical part of my brain tells me that those numbers are too close to each other to produce sufficient contrast to be easily readable. -
Or we could revert to the grandfather of the internet based multi-player world, which was... MUD... Multi-User Dungeon (or Multi-User Domain... depending on who you listen to.) The ORIGINAL term was Dungeon, but Domain later replaced it as the genres became more diverse and not everyone was doing a Medieval world with "Dungeons". To give you an idea of how micro these things were, a decent one would average out at about 25-30 players online during peak hours. A really really busy one would max out at about 150-300. There were several hundred that would do 10-20 players on a really really good day.
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Quote:Solos,Coincidentally, how does Going Rogue handle these so called "moral choices" you have to make? Do you have to think about them or do they all boil down to "Are you for/against obvious dystopian regime?"
If you haven't already, check out the Going Rogue Preview at Ten Ton Hammer. They did a nice job of giving an actual example of a couple of the choices made early on. Suffice it to say, making a decision that helps the Resistance is not always the "good" choice, and making a decision that helps the Loyalists is not always the "evil" choice. The article gives an excellent example of this. -
Quote:I try to avoid assuming fixes are as simple as that. It's easy for you or I to see here and say, "If you just do X, it will fix problem Y for this archetype". We, however, are standing in a box looking at the issue from one angle. The developers, have much more real data (not estimates or best guesses, but actual statistics) allowing them to look down on the problem and see the whole picture.You seem to be saying that since some people enjoy playing them, there is no problem, and that anyone who has an issue with the dominator weakness against PToD simply has a different play style. I disagree. The PToD issue can be fixed... by getting rid of the PToD for EBs. There really is no reason for having PToD on EBs that I can see. They actually make the PToD EBs more protected against control powers than AVs, since EBs start with some control protection. Fix this problem, and more people might play dominators.
You say that the removal of PToD on EBs would fix the issue for Dominators, and it very well may. Have you given any thought to how this will affect the balance (either positive or negative) for the other archetypes though? Have you thought about what may be necessary to bring those archetypes back into balance?
If there is a problem with a particular AT, the first place you should always look is internal to that AT, and not externally. If you change something externally, then you are skewing everything. If you are visual, picture a 1" by 1" box. Now picture three pennies. Your objective is to place the pennies so that there is one penny directly in the center of the box, and each of the other two pennies is centered exactly one inch from the left side and the right side of the box. Now you have the box, and the left penny and right penny are exactly positioned, but the penny in the box is off-center. Do you move the penny, or try to move the box, and then have to move the other two pennies? Obviously, you just move the penny. Now, in this example, picture each penny as an AT, the one in the box being Dominators. The box itself is, of course, PToD. PToD is currently aligned fine with the other ATs, why change it? Instead just adjust Dominators slightly. Even then, you only do this if, when observed from above, it is indeed off-center and needs adjusting to begin with. -
Bad Influence,
The problem may lie in one simple fact--Dominators do not match your play style. That's not saying it's your fault or a lack of skill on your part. Obviously, there are other ATs that you do well with, so you obviously have an understanding of game mechanics. It's not a flaw in the design of Dominators or the existence of PToD either. There are players who play them and enjoy playing them.
The real issue is that, because CoH was around well before CoV, many CoH characters came over to CoV and tried to create characters they could play the same way as their CoH characters. This was never the way the ATs were designed. In fact, they were designed to be almost polar opposites.
Let's take a common example... Brutes and Tankers. There are a lot of people who want to play Brutes like they play Tankers and then get upset when they don't get the same defense. The Defense is a PRIMARY power set for Tankers. It is a SECONDARY set for Brutes. They are exact opposites of each other. In fact, the Brute actually most closely resembles....wait for it.... a Scrapper. The Scrapper also has a Melee primary and a Defense secondary.
Does this mean people should trying playing Brutes more like Scrappers? Not really. The Scrapper's attacks are designed to be fast, decent damage, attacks, relying more on speed and agility. The Brute's on the other hand are (or should be) designed more to take advantage of, well...Brute Strength (sorry... couldn't resist). Additionally, the Brute has to build up some rage in order to realize their full potential, so trying to play just like a Scrapper will only lead to epic fail and utter frustration.
The bottom line is, the Archetypes are all designed to be played differently. This is by design, and it's a good thing. I know there is one game that I absolutely despised because every single character type played almost exactly the same, and only the "flavor" of the attacks and abilities changed from character type to character type. Bleh!
The key is to find an Archetype you like or a few you like and stick to those instead of trying to mold every single Archetype to meet your individual play-style. I don't know that anyone should expect to be able to become a Master of All Archetypes (even the developers themselves). That's not a knock on you, or anyone else. Everyone has strengths and weaknesses. In RL, I am very much a logical thinker. Give me a screen full of computer code and I can see the values flowing from variable to variable and follow the logic the computer is going to use when executing the code. Give me a list of network specifications, and I can see the subnetting needed in my head with almost no effort. Ask me to hand draw you a picture of what the screen is gonna like when that code executes, or a picture of where everything will be plugged into that network, and you're gonna end up looking a jumbled sketch that looks like it was drawn by a 6-year old. I have no artist skill whatsoever. I admire those who do, but I am just not one of them.
This is the same way I think about ATs. Like you, I love my Controller. I also tend to like Defenders. On the villain side, I like my Mastermind and my Crab Spider. All of these allow me to hang back, attack from a distance, and, where applicable, support the team. I tend to shy away from the in-your-face melee ATs like Brutes, Scrappers, Stalkers, and Tanks because they don't suit my play-style well. ( I will admit though, I have a growing affinity for my Widow)
Maybe, once you can get your Dominator over to Paragon and try it against some different content, you will find you are right, and that it was the types of foes you were facing that gave you issue. Maybe you will find that you don't like the Dominator over there either. So be it. Just find something else, which you do enjoy playing, and have at it. -
I know there was an issue the other day with this. They had an emergency maintenance though, and I thought that cleared it up.
One thing I found a while back with the DBServer error, if you aren't seeing a lot of people that are getting it at the same time, is that it can very easily be your firewall software.
The DB Server uses a range of UDP ports. Double check to make sure you have the FULL RANGE of recommended UDP ports open in your firewall. Don't just open up a few, open the FULL RANGE.
One, particularly bad, firewall packages I had, had the ability to blanket "Allow" a program access through the firewall. Would have been nice, except the "Allow" only allowed it to use TCP ports, and not UDP. To make matters worse, you couldn't open a RANGE of UDP ports, you had to open them one at a time. Even having a good solid understanding of firewalls, and ports, and the implications of opening them up, it was a true pain in the butt. Needless to say, I quickly dumped that firewall in favor of one that is much more sensible. -
Quote:None of this does anything to mitigate that it is something that people paid real money for. That freed up power slot has absolutely no economical value at all.1) There are lots of other reasons to buy the expansions than just that 1 power. I personally do it for the costume options and consider the bonus powers just that - a bonus.
2) You get the benefit of that 1 power immediately and free from power slotting, whereas an additional top-tier pool power requires that you wait until at least level 20 and invest three power choices to get it.
3) You get the benefit of that power on EVERY character you make, not just the ones for whom teleport is appropriate and don't have to use up one of your potential 4 pool power choices to get it.
There are those, and perhaps rightfully so, who dislike seeing pre-order powers/costume options/etc showing up as Veteran rewards. Why? Because these things were (and are) marketed as "exclusive". Ya know.. as in, "Because you are willing to buy the product up front and help us with development costs, only you and others who pre-ordered will be able to do this." That's what the word, "Exclusive" means. The argument of, "Well, there were people who weren't around back then and we should be able to get it too," is just whiners' bunk. People paid for these things, a deal between the seller and buyer was entered to. If the seller wishes to renig on that original arrangement, no matter how much time may have passed, they should be prepared to compensate those who were the buyers. No exceptions. No excuses.
Anyone who reads through my posts should know full-well that I tend to support the developers and publishers of this game, and give them the benefit of the doubt, whenever possible. In this case though, I can see no way to defend it. In this case, NCSoft was absolutely wrong in offering anything which was marketed as an "exclusive" in-game item through vet rewards. -
Quote:You can use it on the personal crafting table to create the "IO" type salvage. Base salvage was done away with several issues ago.Ok. It's been awhile since I did any work on my SG base but I'm wondering what the deal is with the salvage. I have tons of salvage in my bins but none will make the TP pads. The recipe calls for salvage that I use to make IO's. So my ? is what do I do with all the salvage that I collected over the years? Is it useless? Lol. Thanks for the help.
Be warned... right now, you probably have over 30 salvage in your rack(s). The capacity was reduced to 30 at the same time the base salvage was eliminated, so just because you took it out, does NOT mean you will be able to put new salvage back IN. You may need to add an additional few racks. The conversion rate is not 1-to-1 though, so you will not need to accommodate the number of salvage you currently have. -
Quote:Self quoting...bad form... I know. Anyway, I just wanted to add to this bit about Double XP. I tried to hire a nurse to install a catheter for the weekend, but she refused. Something about medical ethics or some such nonsense. Pah! Whatever!If it's a Double XP weekend, I run out to store during the server maintenance to pick up a generous supply of Dr. Pepper, order some pizza, and lock myself in my computer room with a sign on the door that says, "Do Not Open Until Monday Unless Someone is Dieing or the House is on Fire". Then I proceed to torture myself with sleep deprivation for next three days.
Hmm... my sister is a nurse now. Ummm.... naw... we ain't going THERE!