Gaspard

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  1. Quote:
    Originally Posted by Hero_EX View Post
    ok the veteran rewards not is necessry but all additional packs? I like this game I bought everything... why start from ZERO?
    Well yeah, back when I switched, there were no boosters (I think?)

    But I asked all these same things, but it'd seem it's not going to happen.
    Luckily though people who purchase new clients get both coh and cov with a reasonable price (compared to what I first paid for the game box.) I know it's not a big relief, but it is something.

    But the boosteres aren't too expensive are they? Or am I remembering wrong?

    And yeah the reason I started from zero was that I prefer playing villains. Villain side is always less populated than the hero. This is somewhat of a problem for people who play villains on slightly smaller servers. This is all what I think though, but I don't regret anything.
  2. Quote:
    Originally Posted by Hero_EX View Post
    I like COV but now there are only 30 users on Union... If I could create a character on U.S. servers play many time. GR expansion is useless in Europe, I like to play team.
    I renewed today for COX 6 +1 months (because i love this game) but not buy GR.

    post scriptum: sorry for my bad English

    Well, I have to tell you, badges or veteran rewards didn't stop me.
    I had close to 3 year in Eu, but due to the same reason (CoV) I moved to US servers.

    Veteran rewards help, but they are not necessary. Living without them is not hard one bit.
  3. I have read this thread till now and judging by your posts you have been some sort of a -rep magnet? Oh dear.

    But yeah, more seriously. While it's obvious that everything devs do will not excite everyone.

    However I agree with unsub, we are talking about this particular issue anyway. Issue 16, which added "power" customization, some profileration and revamped difficulty switch.
    So I try to judge this issue by its merits, ie. what the 16th issue brought. So yeah this is basically how I feel. Maybe others who have expressed their critique agree aswell.

    I'm not quite sure about new experiences brought in this issue however. The new difficulty system basically just lets you add more mobs without fillers now. Fighting team (or full) sized mobs isn't anything new, solo, small team or full. You could have done this easily before this issue, even without fillers. I think we have all fought smaller mobs and very huge mobs solo and team. If not, then yeah, I guess it is something new.
    But for me and my friends, the difficulty system doesn't change how the excisting missions play in practise or richen us with new experiences.

    As for power customization, this doesn't add any new experiences or new things to do. Well you could count the actual "picking colors UI" as a new thing to do, but I believe players in this game are expecting something more as things to do.
    As for the actual colors, I can't really see how its any different. Running the same mission with fire blaster isn't exactly anything new. Going to icon and switching colors to blue and running the same mission again doesn't change a whole lot, I wouldn't say it's new content.

    Just like unsub, me and others were expecting something new gameplay mechanic/mission/powerset wise, not aestheticly reharsed stuff we already done. I'd be so bold and classify it all under QoL. If this makes any sense ,or are we just stuck in semantics here?

    Maybe I'm thinking this too deeply, or not thinking it all, or looking from wrong perspective. There's always that, aswell. Believe me however when I tell you, I really tried to get kicks out of this issue and I just can't. Even with new colors. I can appreciate if someone does however get kicks out of this issue. I just got my hopes up for GR, or the yet unannounced issue 17.
  4. I just checked out every possible place to alter costume freedom red side. I don't think 6 players are huge chunk of people, after all I have been talking about Freedom red side this entire time. Also the villain numbers haven't risen that much.

    Ok fine, I will run with your "I do it, so must the others" explanation. No matter how big of a stretch it may sound, just because the man in the television said so.
  5. Yeah I'm currently online and this (late time for me) used to have way more than 200 or 250.
    If I'm not mistaken it was something like 400-500 villain side during these times. Villain side is always less populated than hero, that's given. Of course people hidden is always speculation, but I don't think few hundred people would /hide just within few days.

    Back in Eu that was usually the "peak time" , which is why I came here in order to get Sfs running better.

    As for having new friends, well my list is full of friends, just happens they're playing different games for time being, some will come back some will stay, bit like general CoH public. That doesn't matter anyway, since I tend to run pugs.

    But yeah I was wondering why the sudden drop, but I had forgotten Aion aswell.
    I have personally tested all of them excluding DDO and I'm still staying.
  6. Quote:
    Originally Posted by CaffeineAddict View Post
    T
    Where are you getting these "numbers" from? Or did you just make that up?
    Yeah I made them up for some reason and I thought I'd get away with it too...


    Just by checking how many players are online currently using search. I was talking about number of players online currently now and what it was some time ago.
    Eu server population tends to be way lower than Na for the servers I used to play in. I didn't say servers are empty, though.
  7. Just my personal observations drawn from /sea search all and global friend list.
    Happens these were busier certain time of the day (usually checked them 9pm) than they are now. I know it doesn't represent the population, but it sure makes it slightly harder to get SFs together. I'm not freaking out yet, but I just wanted to know why.

    And yeah I'm betting my money on people trying Co/Aion/DDO. I know many of my friends are trying out them atleast.
  8. Yeah, but I have been /searching entire server (usually CoV side) and I have noticed a decrease in player numbers when comparing to past numbers.
  9. Yeah I have noticed all the empty space aswell.

    Bit like when CoV was first released, CoH momentarily became a ghost town. I think it is the same thing, cept now it's Co. We shall see.

    However I'm not too happy with the player numbers going as low as the Eu numbers were back when I used to play there.
  10. Quote:
    Originally Posted by Kelenar View Post
    Another thing: Thanks to the badge number reductions, one of my villains now has Hero Slayer. I didn't think I'd ever get that if I played this game for three decades.
    Why , yes. This was one of the two things I liked in this "free update."

    Hero slayer is relatively easy if you milk Infernal, but not fun at all.
    Toxic tarantula is a welcomed change, because the badge unlocks content on red side.
    Same for the damage badge which is required for accolade.

    I was amused when devs removed AE badges because they were afraid of grind, but left the normal badges as they were. I'm glad they came to their senses on that part aswell.
  11. Quote:
    Originally Posted by Clave_Dark_5 View Post
    why are you still here?
    Because we care for the game and feel that there's also room for negative feedback, that is if people in general are genuinely having fun with the new issue.

    Quote:
    Originally Posted by Razoras View Post
    Sub numbers have been gone from quarterly reports since Q4 2008. That said, there's no doubt that we've seen some decreases since Issue 14's excitement. You can speculate that it is because of all kinds of reasons.

    CO was released. DDO has gone free to play. School has started up again. Summer is pretty much over at this point. Aion is releasing soon, too, and is highly anticipated. Maybe the AE situation has been having an increasing detrimental impact on populations. Issue 16 might have a positive impact, it might not. Now that the situation with AE has been "fixed" we may see recovery, if that actually had an impact on player levels at all. All the other causes, though, aren't really fixable.
    And yeah I thought that the other game that was just released had something to do with relatively low player numbers.
  12. My thoughts are that I feel excluded.

    There isn't anything exciting among proliferated powersets that I haven't already played many times on other archetypes.

    Also since VEATs are within my interest, I feel disappointed that the power customization doesn't apply to them.

    Oh yeah, I also noticed that servers haven't seen huge peak times lately, not even after i16 went live (atleast so far.)
    Is this due to that other game?
  13. Quote:
    Originally Posted by GibberingLunatic View Post
    This is funny actually, everybody talking about raising the cap and blah blah blah... hmmm. lets see. We have a vault for salvage... in a bank of sorts.... Can't it just be coded in to be able to use this vault to store inf as well?
    Yes, I have been wondering this aswell.
    Either increase the cap (why 1 billion, when you can have 2) or create an ATM system (or alternatively a giant piggy bank for bases.)

    A way to transfer inf without using 2nd player/account would be a nige gesture aswell.
  14. Oh yeah and one thing to make life easier for gunbanes (other than the animation changes I already brought up) would be to let them customize build up with power customization.
    Mainly let them choose which weapon BU draws for them.
  15. Quote:
    Originally Posted by Ethric View Post
    Do SoA really need to be buffed? Even Banes?
    I got no in depth comment for crabs, they seemed steady (and potent) with +res and self heal when I used to play one in Eu.
    Never made a widow.

    Bringing bane up to bar with the rest of the SoAs (or defense secondaries) would be a nice gesture. I'm talking about survivability.

    There's already a thread in this section where people are listing changes they would make when it comes to SoA. I think the thread contained some reasoning why buffing banes would be appropriate.



    Oh yeah, I just realized that the new power is not bane exclusive, meaning crabs can get it aswell.
    I wouldn't go as far as to say this is a "bane buff".
  16. Quote:
    Originally Posted by Dread_Shinobi View Post
    No SoA should drop venom grenade for shatter armor, not only is venomG. an AoE, but will also stack with Shatter armor for even better resistance debuffing.
    I'm aware.

    My is friend already planning a new build for pvp with venom replaced. He dislikes the redraw, eventhough the damge is not that good on shatter armor.

    But he also has a crab build for aoe, so he goes for st I think.
  17. I tested this one aswell.

    It's a good addition and step in the right direction. I know some banes that can finally drop the venom grenade (and redraw) because of this.
    Too bad the power is only available at the very end of the game.

    But yeah, it's a good "buff". Maybe (just maybe) they will work on bane survivability next.
  18. Quote:
    Originally Posted by Joy_Division View Post
    Bane Spider Executioner HITS you! Mace Beam Blast power had a 6.50% chance to hit and rolled a 6.27.
    Bane Spider Executioner HITS you! Bash power had a 6.82% chance to hit and rolled a 0.92.
    Bane Spider Executioner MISSES! Clobber power had a 6.82% chance to hit, but rolled a 43.23.
    Bane Spider Scout HITS you! Bash power had a 6.04% chance to hit and rolled a 0.38.

    This just happened to my NW, through elude and mindlink. I was running around 100% def to everything. Accursed RNG!! Went from kicking butt to eating pavement in about 1 second.
    This is one of the reasons I'm having hard time understanding individuals who ramble on about soft-capping like it's the ultimate solution to every possible problem.

    Yeaaahh, pack your things baby, here comes the soft cap.
  19. Quote:
    Originally Posted by Ethric View Post
    I'd make "Call Reinforcements" summon Bane Spider allies for Banes instead of some big clunky robots.
    Yeah those robots have a tendency to die.
  20. Quote:
    Originally Posted by Weatherby Goode View Post



    Improve Survivability significantly



    Bane Spider Training (5)
    L1: Bane Spider Armour Upgrade
    L20: Cloaking Device
    L24: Nano-Repair
    L28: Surveillance
    L35: Web Cocoon


    Added: Nano-Repair as a boost to survivability. A Bane is defense based, so a reconstruction clone seems appropriate and nicely mirrors the Crab Spider's Serum.
    Moved: Cloaking Device to the level 20 position. Stealth is a major part of a Bane's gameplay. This change allows Bane's to retain that gameplay even when exemplared on the Virgil Tarrikoss Strike Force and when exemplared to the level 15-19 Ourobouros bracket.
    Modified: Bane Spider Armour Upgrade to allow Health enhancements.
    Yes, self heal of some sort would be well worth adding.
    I support this.
  21. I have played every type of Arachnos Soldier from Gunbane to Tankcrab and now when I started thinking I recalled the animations could use alot of work.

    It would be nice if the bane buffs/debuffs were like brawl and Darkest Night, you don't have to redraw weapons when you activate these particular powers.

    I don't understand why build up can't be done so that it doesn't put away your weapon/mace (I know that currently the power draws a mace), but doesnt draw it for you either.
    Same for surveilance, this power should not put away your mace/gun, that's why there should be an alternative animation for using surveilance when your weapon of choice is already drawn out.

    Also it would be nice to be able to shoot the arachnos gun with just one hand like the npc wolfspiders do.
  22. Oh boy, if I could make a change or two, it would definitely involve banes.

    For starters I would lift the mez protection of the Bane spider armor and give it some passive +def. Also the -def debuff resistance which people have already brought up.
    Another thing I would add to the branch would be a panic power of some sort, like elude or self heal.


    But hey, that's only what I would do, right?
  23. Alright I'll check it out next time I log.
  24. Na, jag vet ingenting om det.

    But yeah, seriously, I have seen few Fins on Defiant when I used to play there.
    On US servers however, none so far. There was a channel for Eu refugees though, but it kind of died because everyone was too busy playing (farming) AE.

    It wouldn't matter anyway, since Eu people couldn't join the channel because they happend to be on the wrong side.

    But yeah, I would be intressed in Scandi channel, atleast it would give me some activity while these yanks are sleeping.
  25. Ha.

    I fully symphatise the people that are stuck on EU servers.
    There's a reason why I chose to come here instead, despite the fact that I already had vet badges worth 2 years.

    But yeah like said, here in Finland at that time the only version of CoH sold off shelves was the Deluxe pack (with dvd cape) and lo and behold, it was Eu server client.

    Also the EU side forums were pretty infamous among the US players that actually knew the deal there.
    But what made me purchase US client was the server population. I play villains exclusively and it is safe to say (especially for Defiant) that if you're not part of some good brothers club, getting into SF is pretty hard since PUGs are rare.

    And overall playing a lvl 50 villain at Eu side is just not worth it. Back during activation weekend I did some searches and at best I found 65 lvl 50 villains and this was suppose to be one of those "peak times".


    As for server merge, it can happen, provided that Ncsoft EU and Ncsoft actually start working together, which was not the case last time I was asking Ex Libris for some clarification.