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Posts
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Joined
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We should not draw aggro/suppress when we miss our strike from hide
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This isn't likely to change. It would require fundamental changes in our combat engine that could/would have far reaching effects. It's a nice idea, but chalk it up to a big Wishlist item.
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Isn't this same thing being applied to TP Foe? I can understand if this can't be done because it would un-balance things, but it really doesn't make sense that a bad guy would notice a "Whiff" and all of a sudden be able to see us. We are assassins after all (quiet and all that). Also, we're kind of like one-hit wonders. If we miss taking out the big guy in the group it's a real scramble to get out alive.
As to the placate issue, it's a timing thing like the others have said. By now, I can pretty much get a feeling of when the bad guy's going to attack, but I can't stop myself from applying the single placate foe I desparately need. It happens so often, I'm surprised when I don't get knocked out of hide. -
(Qoute Editted per topics I'd like to discuss)
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Recent Regen Test Results
We have read quite a few comments that are concerned that the recent test results posted were the only tests done on regen. This is NOT the case. This was just a small set of data from a much larger range of tests. Statesman just wanted to post a small example of the results.
The comments the community has made have been read and were considered before Issue 4 went live. It was decided that the dev team felt the changes were needed and the issue went out with them.
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No recent response to an issue -
Many times, if you do not see a response from the dev team about an issue then either investigation is ongoing and no conclusions have been made yet or the dev team is satisfied with the issue as it is. I want to stress that even though this may be the case, they are always reading your feedback and taking it into consideration.
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Official Threads, Posting, and You
Official Threads are not places we herd you to to ignore you - They are created so that all of the player comments on an issue can be easily read and digested by the devs. It keeps people from feeling like they need to post the same thing in 17 threads to make sure they are heard. The devs and I would encourage everyone to post constructive feedback in the official threads. They are the best way to get your concerns read.
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Hurtful insults and disrespectful comments affect us. We are human. To have people disrespect you and insult you and something you have worked so hard on in front of the whole internet is disheartening and demoralizing at the very least.
The bottom line is we respect you and your comments, we do listen, and we are glad you play and thank you for being heroes. We ask for your respect in return.
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I would like to discuss some of the things you stated. First the comments on the Regen Test Results. You stated that several different tests were performed internally and we were only given a small sample. This was not what we were told. This is what Statesman told us:
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As I promised, here are the results from our latest Scrapper tests. Hope that we don't have the errors we did previously. We adjusted the builds and mobs faced based upon your input (thanks!). This includes the changes made to Regeneration and Dark Armor.
Test conditions:
Half-full trays of store-bought inspirations
Numbers indicate number of enemies to bring hero down reliably
Enhancements at level single origin
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I don't know about you, but it definitely did NOT sound like they did multiple tests beyond this OR that it was just "a small example of the results". If he had said that, we would have asked what other testing was done. You may not want to post everything, but you could've told us the range of testing performed. We might still be unhappy, but at least we could understand why you did it!
For Example:
"Our testing ranged from No inspirations and no pool powers to slotting out the defensive set as much as possible. Here are the overall results"
As for everything else I quoted, surely by now your team realizes how aggrevated the community becomes when there are absolutely no responses from your team on a thread that YOU made official and that has 100s or responses in it. We might not agree with you, but just a post saying, "We understand your concerns and will try to address them as best we can, however we feel the changes are justified at the moment. If we find that these changes are detremental to the overall player base, they will of course be changed." will satisfy most of us. And after all the posts we make in an official thread, after all of our analysis and thought, don't you think it's disrespectful to us to not even get a comment like that? We see it as your team being disrespectful to us and that causes us to return the same feelings! By all we know, you could be ignoring us until after the issue is released and then read it...later...after pushing it to live.
And that brings me to the "No comments on current releases" issue. Why is it that no response is made the day prior to release or even the day of? Don't you think it would cut down on the complaints and insults directed at your team? By continuing to comment after the fact, it always looks like your trying to cover your butts instead of being upfront and honest with us. I know this isn't what you mean to do, but honestly, it's not what you mean that matters -- it's what we perceive. If we perceive that you aren't listening to us by not replying to official threads, we act accordingly -- by insulting and yelling "DOOOOM."
As for your post CuppaJo, thank you, from the bottom of my heart, for talking with us. I know your team is in a very difficult position and you work very hard to try and keep us happy (hence your post). We are all human and we all get emotional about the things we spend a lot of time on. I hope my comments weren't taken as insults because they weren't meant to be. Hopefully they were somewhat constructive. I truely think your team is one of the best teams out there. -
Wow, this is really good! I love it when humour and action come together. Keep it coming!
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Quote from rawkman:
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What I do know, however, is in the case where the mob has to use a power to blow themselves up (as opposed to Skiffs, for example, who just sort of explode), you can stop the power entirely with EF. The power that Mages/Embalmed/whatever use to blow themselves up is interruptable, and EF will continuously interrupt everything that's inside it, so they can't blow up at all.
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Holy crap - I just learned a great new tactic! Thanks a bunch rawkman!I can't believe I never noticed this....
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I congratulate you devs! You have made a great system that has a lot of promise. Overall, I'd give this system a B-. The concept is there, and the basic functionality is there, but there are a few user friendly issues and numerous bugs left to work out.
I know this has been stated already, but I also get numerous errors when inviting the entire SG. When I did this, I even received an error from the people that were online and had the chatbeta active. Those online joined the channel even with the errors though.
The minimum size of the Global friends column needs to be reduced. They can be expanded, but the default size is too large. For some columns, I don't need to see the full name and would prefer making those columns smaller so I don't have to expand the width.
The symbols allowed in the Add Members pop-up box for global friends/new channel needs to be fixed. Currently names with spaces and underscores cannot be used. They can only be invited by not using the pop-up box and typing out the invite command.
Finally, even without the chatbeta 1 stuff (yes I know this is beta), this chat system seems difficult to use - not very user friendly.
Too many typed in commands required,
Too few easy-to-find buttons for those same commands,
No listing of existing channels (public channels should be listed at the minimum)
Switching between user-made channels is difficult due to just having the 'Active Tab'. In addition to the 'A' button above the chat bar, I'd like to see buttons with '1','2','3', and '4' to match the tab numbers we have at the top. -
you might need to put in a "/" before send so it says:
/bind rctrl+s "beginchat /send "Silver Moon" "
I haven't tried it, but I think you need the slash for tells if you bind them. This might be the same way. Then again, this whole quote naming convention might be messing it up. -
Quote by Super_Volt
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<ul type="square">[*]Allow SG Leaders to change SG colors & symbol without reforming entire SG.
[*]an SG EVENT sub-tab on the SG interface, where Leaders could post dates & descriptions of upcoming events, such as Trials, Task Forces, or whatever strikes their fancy.
[*]Ability to quickly and easily add all SG members to your Friends list OR a box to check so you'll recieve notifications when SG members login.
[*]Ability for leaders to setup a period of innactivity that results in characters being auto-dropped from the SG roster. I suggest a series of check-boxes for 30, 60 and 90 days...so SG leaders can choose the level of commitment that's required to stay in the SG.
[*]Display Global Chat handles in SG menu (at player discretion). This should be optional, where a player would have to check the "display Global Chat Handle" box in their SG options. If they check the box, then their Global Chat handle will appear in this column, allowing players to see which alts belong to which players.
[*]Ranked SG Chat Channels. Give us the option to make a Captians-only or Officers-only SG channels so SG leaders had a channel to chat in without involving all the lower-ranked members. While global chat might soon offer the ability to create custom channels, it would be inconvenient to maintain such channels manually. [/list]
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I vote for all of those listed above (especially the auto-drop feature). If there is only one leader and they are inactive for the defined amount of time, kick them and automatically promote a captain to leader (the most recently logged on or by alphabetical order)
<ul type="square">[*]Put back in the total Hrs played column (and make it actually work) so we know instantly who's on most of the time.
[*]In the SG Settings, if you're going to show the members, have a scrollbar so you can see all of them. Otherwise remove it.
[*]Have an export SG table command so that we may look at/print out and otherwise organize the SG information better.
[*]" Global Chat Name Online Status " Column in SG menu (member option as to whether it is shown). That way we can see members' alts that have/want to be in another SG due to size limitations or other reasons.
[*] SG Contacts that we can talk to for SG member only events.
[*] Fix the filter for the "Last On" column![/list]