-
Posts
3209 -
Joined
-
I'm not sure which part of the guide is current since there are two of them in the thread. Which post # should I refer to for the current version of how procs and slotting work with the Creeper?
-
Quote:There have been two working solutions to this with which I have direct experience:All that above tells me that it couldn't be done in zone. It'd have to be an arena type thing. But then you get into the issue of what happens if not enough players queue up for any one side.
#1: WoW's solution: Cross-server battlegroups to increase the number of people in the Queue at any one time combined with a mechanic where you sign up and run away to quest, etc. When enough people are signed up you are taken out of your current team and mission and teleported directly into the battleground.
#2: Runescape's solution: three sides: Law - Chaos - Balance. Balance signups are randomly split among Law and Chaos to even out the sides and ensure less wait times. In practice about half of all people just jump into balance and as a result there are almost immediate start times.
As to the comment about needing to organize a group: None of the games I've played required it. Sure it helps and that was the whole argument behind "premades have an unfair advantage over pugs" that tore through WoW for over a year. Some attempts were made to cancel it out, such as breaking up teams taht sign up together, etc. But in the end, premades are organized and therefore have an advantage, but a good chunk of the PvPers are casual players just looking to have fun and it works fine. You run around like an idiot and beat the snot out of other idiots. A small percentage of the people are professionals and they get most of the kills and on a team of 15 two of them are enough to win the game. The argument about organization and role specialties has never been an issue except in very organized competitions like strict arena ladders or the lineage castle sieges or Shadow Bane's big guild city assaults. In team mini-games, organization helps but is in no way required for fun and rewards. -
Quote:The applicable verb that goes with gaming cured me of taking things too seriously long ago. You play games. Play. Not grind. Not obsess over. Not take seriously. Not work at. You play games. If they ever stop being fun, then you should take a break because you're doing it wrong. Play = fun. Play =/= serious.Although to be honest I would be laughing too if I could only play competantly with people whos AT's and power sets EXACTLY conformed to my idealized style of play.
Life got so much better after I really learned this. -
Yes, the numbers are for the highest possible single-target attack chains using only common IOs and no patron pools (because gloom pumped brute damage way too far over scrapper damage). Still, as a point of comparison it is useful. Not the be-all-and-end-all, but it is a good comparison.
It works as good to predict your kill rate on bosses and EB's which you find in nearly every mission as it does on AV's and pylons.
So, I find it an accurate and helpful list for solo characters. AoE specialists will want to look elsewhere for numbers for sure though. -
Quote:Neeto, you are awesome. I just have to say that.
They only want me to run 2 inches in front of an AVs cod piece and get fukked in the face. What we have are a bunch of egocentric sore losers that do not have the ability to take self blame nor responsibility. In order to work around this we need PvP content that allows the losers to blame either a bad situation, bad luck, or "bad" teammates they don't know personally. This way their egos will not be buttt hurt and they'll continue on PvPing and might actually get good at it sometime later. So please read over my earlier post with that in mind.
Quote:The problem is that I don't think the PvP Neeto describes will ever attract truly competitive players. It sounds like the kiddie wading pool of PvP for people with fragile egos. IMO, they'd do better to not bother; I think scrapping PvP all together (not going to happen) or letting it fester as it is now (might happen in principle) would actually be superior.
I like Gavin's ideas of teams in zones, though. And goals. My god, does PvP need goals. I hated deathmatch and team deathmatch in FPS games, and considered them as bad for one's IQ. They were good for honing twitch skills if you played them with other good players, and good for the ego if you didn't. The real challenge and thus real enjoyment was always in contests with tactical goals, especially ones that required you to split your team into offense and defense.
And yet, capture the flag is always popular in every setting. It's silly, and doesn't make a lot of sense, but I would love to have a capture the flag pvp game in CoX. Cross server, 15-man teams, no NPCs or very damn few of them, and just pound the snot out of each other over and over. I think I would never PvE again if City got something like this. And I don't think I'm alone. -
Claws is spectacular. However, I will never make another S/L-only character after the frustration of dealing with the ones I do have. Most people don't have that problem, and claws really is spectacular.
But I'd go fire because you don't have the issue of resistance coming up as often. And every now and again you fight someone vulnerable to fire. I'm not sure anyone is vulnerable to Lethal (i assume there must be someone).
And if you care about potential, both are at the top of the damage foodchain (per "The Results are In" on the scrapper boards:
Brute Fiery 172.6 3.1
Brute Energy 157.5 3.3
Scrap Energy 151 3.3
Scrap Claws 149.6 2.9
Brute Claws 149.5 2.9
Scrap Fiery 149.3 3.1
Brute Warmace 148 3.7
Brute Dark 143.7 3.1
Brute Martial Arts 143.7 3.6
Scrap Strength 142.1 2.9
Scrap Dark 141.6 3.1
Scrap Martial Arts 141.5 3.6
Scrap Warmace 141 3.7
Brute Stone 137.5 3.5
Scrap Dual Blades 136.3 3.5
Brute Dual Blades 134.8 3.5
Scrap Stone 131.8 3.5
Brute Katana 131.2 3.2
Brute Battleaxe 129.3 3.2
Scrap Katana 128.6 3.2
Brute Strength 127.3 2.9
Brute Broadsword 124.9 3.1
Scrap Battleaxe 123.3 3.2
Scrap Broadsword 121.7 3.1
Brute Electric 106.6 2.9
Scrap Electric 103.6 2.9
Brute Spines 93.4 1.6
Scrap Spines 80.1 1.6 -
I predict this will be fixed on the first patch after Hydra-Os and Crystal-Os are upped to level 53.
-
And in a quick comment to the argument: Dudes, Chill.
Seriously, for some people Knockback is a penalty, not a power. For other it is a great power. Never the twain shall meet. -
Quote:Bind files definitely gets into user error territory. =) I tried once back when I was on a PC and I failed, but I'm pretty confident I did something wrong because on the PC binds worked in general. Currently I'm on a Mac and the only instructions for using bind files I've found refer to the PC directories. Not sure if they still apply in my case.Quick question GavinRuneblade; have you tried using a bind file rather than just pasting binds into the game?
If you use a bind file then worst comes to worst we can email you a file that someone knows works and see what happens when you load that up. I think a lot of us here work in IT and are so jaded by 'user error' that we refuse to believe anyone has real problems sometimes
Personally I also hate any IT faults and am determined to make them work for you!
The main reason I am convinced that at least some of my problem is not user error is the macro issue. Just recently on another character I was helping some friends get teh Banished Pantheon Spirit badge. They were passing around a macro that created a button labeled "target" and if you click it it targets the next spirit. Worked for everyone but me. I got the button, it never targetted anything. click, click, nothing happens. Even when I can see two, it doesn't select either. For everyone else it worked. And I have a few characters with macros that worked on my PC that don't work now on my Mac which I haven't touched in terms of the code. -
Quote:Normally that's a very good point. However, the OP has only 13 posts and while giving the benefit of the doubt is good, probably in this case it's best to assume they don't know better.EM has been used to mean Energy Melee for about six years now. Although Scrappers still don't have the powerset, the Scrapper forum has seen thousands of threads discussing Energy melee for Scrappers, so it's been used that way here too.
In cases where confusion is possible, one might get better answers by spelling things out. -
Quote:I agree in general. The issue is that pvp with broken mechanics can still be fun, but Zone PvP for a newb never will be no matter what mechanics are used.It needs to be fun first. It has to be able to appeal to a larger population than either the old PvP or the current PvP. If it is something that is felt that should be hard, and on a par with AV soloing, or GM soloing it will attract similar levels of participation.
It also wouldn't hurt to have a tutorial instead of the popular "You have walked into a pvp zone, get ready to be attacked"
For a new player I see no reason to play in the zones, they are frustrating and would remain so even if cross server and with a tutorial. Cross server will make more team ganking of loners. It will make it harder on new players, not more fun. A tutorial will not help this fact. New arena maps will not help either. "perfect" mechanics will not help either.
All of these are great, after the player is no longer a newb. None of them help the newb want to come back a second time.
I stand by my earlier comment:
Quote:No amount of "carrot on a stick" will work with the current "show up in the zone and hope something happens" scenario. Even with broken PvP mechanics, people will play a fun game. With "perfect" mechanics not many people will do CoH PvP in the form it currently exists. -
Quote:If we put a pillar in the SG base then characters as low as 10 can run oro missions. The limit is only that all characters in the team meet the minimum level for the arc.I would be interested in doing this. I just need some more info about what level you are wanting to produce at, and if we will be doing something like a fire/rad team (ungodly, but requires at least 4 on at a time) or more soloish type characters.
Also I am assuming the we will be running Ourbo missions as well as TFs, which means we need to be at least lv 25. If we go with a fire/rad team, lv 33 would be my suggested level to lock at. -
I would gladly help as best I could. Never tried Freedom, would be interested to see the difference. I have ideas for every AT on both sides.
-
Unfortunately, your best bet is Heavy Metal Doctoring. I say unfortunately because only two out of 3 missions are vs Family and the second is split family/council. And that really is your best bet. All the other arcs have only 1 mission vs family, or you're looking at the Port Oaks arc with the Mooks where it is 2 out of 5.
Good luck! -
Quote:I think that in and of itself, that will only get the people who currently pvp to have an easier time without transferring to test. To bring new people into the pvp fold, you need to change the initial experience. In that sense the most realistic measure would be something that creates teams rather than leaves a loner who just wants to try it out at the mercy of teams.Your entire last paragraph is why you're never going to see what you're asking for. PVP will NEVER be THAT attractive in this game.
As I stated before, the more REALISTIC suggestion (always has been) is for cross server pvp. Or at least cross server arenas, if not zones.
This argument has been going for years. The number of folks who started playing this game cause it was the only super hero mmo on the market, was divergent from Evercrack, was divergent from typical fantasy has always been > than those who came for an excellent pvp system.
Make something that is functionally like WoW's battlegrounds, Runescape's castle siege, etc. THAT is the way to get people to enjoy the experience on a first try. -
Quote:I have not successfully managed to get access to the place where the Mac version hides screenshots. I have twice tried to setup virtualized Windows scenarios but failed. I am not a techie (and for the record, I hate macs only have this one for my girlfriend who insisted) I am not normally a Mac user, and I have no idea how to use one. So, not really an option. I use the suckerpunch online tool and I use paper notebooks and that works for me. Going the complicated route = read the second quote in my signature file. =)You could always try running mids under a virtualized environment with xp installed. This means you'd have to get a copy of xp.
www.virtualbox.org is a free VM for personal use.
alternatively you could try WINE but there isn't a lot of promising data ((link) -
Quote:I've found that leveling with miscellaneous low-level sets, then using my second build to make a level 50,, "final" spec works great. I can also tweak the primary "levelling build" to use middle-of the road sets and it works when exemplared down low, whereas the one with all level 50-sets would not. Plus, it is a lot less work.In fact, I will probably be doing that on my 50s when and if I ever get around to giving them a final optimized build. At that time, I will go ahead and use up however many respecs it takes and stash my best IOs that the final build won't need for the benefit of my alts. May as well, since after that, she should never really need to respec again, and if she does, and I'm out of free and vetspecs, I can always do the trials or wait until the next freespec comes down the pike.
Quote:By the way, is this holiday respec that will be available from the Candy Keeper this year stackable with other freespecs (like the freebie given out each issue stacks with the Patron Freespec)? How does it work? -
Quote:I mentioned I used right just because the left was working and I didn't want it to stop working if something went wrong.Notice it's lbutton instead of lclick.
For some reason lclick and all other types gave me errors randomly, and anytime you bind something like this to the right click, it will just bring up the reticle like you said. So now I use lbutton, rbutton (still brings up a reticle if used with a teleport or placement type power), and mbutton for mouse wheel.
But the button vs click is worth testing. -
Also might it have something to do with them selling all origins? If the code is there for buying price based on origin the fact that they sell all origins probably kicks them into high price.
-
[QUOTE=UberGuy;2451435]You misunderstood, or I wasn't clear. What you have suggested there is an extreme version of what using the median calculation already does - gives low weight to the outliers. There is a difference in ignoring outliers and making them not matter in the broader context of the game. Dropping outliers still allows fat cats to get fatter, which means outliers still matter. What I meant is that there's no algorithm we can devise which makes outliers magically go away or get smaller in reality - only balance changes can do that.[quote]Gotcha, I misunderstood. And I think you are correct in that sense, only balance changes will work. There are ways to do it I think.
Quote:Very solid point. That's why on the one of my ideas that included technology, I mentioned only something that already exists. Application and story use would be a consideration, but the tech is there. Also, they did at least do some work on a detective system. I'd be very curious to know what that was all about. But there are inspirations for it.Now, here's a dimension of all that which I didn't touch on earlier ... effort to implement. Some ideas there are going to be pretty easy - some of those non-combat hazards, or using mobs that can see stealth, for example. ... Anyway, the devs would have to be convinced that making outliers shrink is important enough that they would prioritize some of those kind of non-combat challenges, or just make enough of a TF non-combat oriented.
Quote:One of the challenges facing them there is that people really seem to like heavy combat. When it came out, the ITF was widely hailed as the most fun TF the devs had created to date (except for the lag). The ITF contains what would seem to be speed throttles in the form of very large foe defeat count requirements. But raw combat is one of those areas people can speed up a lot.
Quote:Somewhere the devs have to balance what they think people enjoy against both what they want median (or whatever) times to look like and what sort of outlier distribution they want. If they are satisfied that the median times represent most of the playerbase, they may not put in direct effort to shrink outliers. -
Quote:Sure you can. Add some code that says "anything more than 1 standard deviation away from the norm is discarded". There are other less blunt more effective ways also.Ultimately, no reward calculation that tries to go down this road is ever going to be able to make outliers not matter.
Quote:The only way to try to prevent fat cats from getting fatter is to lessen the top-end outliers through balance changes. In this context, I think that would manifest as changes to content that make it less sensitive to build and playstyle, but that's a very tall order. While I can imagine making missions hard to crash through things like non-failable escorts, required ambushes, etc., the game is still basically focused on combat, and combat has a huge span of team performance levels. Flattening that performance gap would take some pretty hefty game changes that would not be popular with a lot of people.
1. Mechanics that reward player skill over character build. Think First-person shooters. All characters have the exact same capabilities. The only thing that differentiates the winner from the loser is the player abilities, not the character abilities. Existing timed missions fall into this category but the timers are so short as to make it not matter. Some aspects of PvP fall into this category. It is possible to make twitch-reflex-based mechanics give enough of an advantage as to reward people who have crappy builds. Now, a second problem is what is the comparable percentage of casual gamers with great reflexes vs wealthy speed runners? Probably not where it needs to be for this to be an effective solution. Enter #2:
2. Non-combat oriented obstacles. The devs created inspirations for a detective system. Doesn't currently exist. Might not be combat related. Might be able to force a slow-down in speed running. Might be something more rewarding for casual gamers. Runescape has a repeatable quest with an amazing reward and the primary obstacle is solving a sodoku with a limited number of attempted moves. I'm not sure many speeders are good at sodoku, but I bet a fair number of casual gamers are. If you can beat down the big bad villain and I can crack the vault and get access to his secret weakness and defeat him without having to fight, we might both finish at the same time. Or at least, a lot closer to each other's times. And there are lots of ways to vary this. For example, dangerous hazards. Croatoa has a mission (Gordon's arc, first mission with ghosts) with a smoky debuff field as a static hazard on the map, not created by any enemy. The hero respec trial has the radiation room, the Shadow Shard has the super jump geysers. Clearly the technology exists to give areas hazardous/helpful effects. Dunno the limits but if this can be applied to different powers and effects this is something that doesn't need to be created it already exists and could be written into missions to give an interesting challenge.
3. Fiddle with the speed techniques. Stealth and teleport are biggies for speeding missions. Make better use of enemies who over come or limit stealth. Knives of Artemis, Rikti Drones, Snipers, etc. Proximity bombs. Timed defend missions like the Croatoa finale in town, or the hero respec. If you and I are forced to do the most critical portion of a mission for the same length of time, it can't be speeded. The rest could, but this could alter averages some.
Again, I'm not saying any of these are better than rebalancing or that any of them are a good idea. Just that there are other options and I bet people can come up with options that are better than anything I can think of.
Quote:Solving a set of interlinked problems like this is always going to be about trade offs. We have to assume that any alternative solution is going to have to address, if not solve, all the same problems. I can't possibly see the devs returning to the old "egalitarian" system, because it had playstyle side-effects on the game population at large that they didn't like.* That puts us back at trying to determine some sort of equivalence between TFs. What's would be a better measure of equivalence than relative time to completion? How would we measure/determine it in a way that's not subject to variations in team performance? If it's subject to variations, how do we represent it as a single value to calculate the final reward?
Use a variation of patrol exp to generate patrol merits. Someone who only does 1 TF per month would get more per TF than someone who runs lots. Can't jump from TF to TF to avoid diminishing returns if they are consumed. But speeders could just use multiple characters which is already a solution in use to defeat diminishing returns.
I dunno, no actual good ideas but I'm sure someone can think of one eventually. -
Found a temp power recently with a brute, the nullifier ray Mark 1. The description says something about dropping toggles on NPCs. Does it do anything in PvP? Only 5 uses, but could be a nasty surprise if it actually works.
-
So, if I go to the kheldian bind thread and I copy/paste this:
/bind lshift+lclick powexec_name shadow step
Then edit it (because I don't want to lose my one functioning bind) to:
/bind lshift+rclick powexec_name shadow step
When I use it, I get the following pinkish-purple error message:
unknown command: "powexec_name
unknown command: "powexec_name
It always appears twice.
And I don't go anywhere, but the teleport reticle appears and I can then left click to teleport.
Which is about the same thing that happens when I use my current left-click to teleport bind (only difference is on left click I teleport instantly not just call up the reticle). It's many months old and my memory is bad, but I think I did get it from your post originally.
And I am on a Mac but I'm willing to bet that's not the problem.
So, let me know what you think the issue is.
Quote:No worries, been using forums long enough to know that after a thread is two pages long it is best to assume no one, even the OP remembers the original topic.I know it doesn't sound like it by my post, and I apologize for that. I often forget what the subject of the thread is about in my fervor to get my thoughts out on paper or refute things I have found in the posts I respond to. -
Is it possible to get the builds in a form that people on Mac's can use? We have no access to Mids.