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Hm.
Upon further reflection, I'm not sure I'm that happy about the Coralax and Legacy Chain moving into Paragon City. As cool as they are, they're some of the things that give City of Villains a distinctive sense of purpose. By making them cross-factional, you marginally improve City of Heroes while diminishing part of the cool factor of playing Redside. And honestly, diminishing the cool factor's kind of the last thing City of Villains needs.
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Well it makes sense for Legacy Chain to show up in Paragon City, and just like Longbow they aren't attackable by heroes since thy're 'the good guys'. It sounds like the presence of both them and coralax will be small. It sonds lke the heroes will now get to farm coralax for the gladiator but with only one neighborhood getting any it will be a slow proccess. Coralax have a much higher presence redside, and Legacy Chain is attackable there and give a gladiator as well. Since heroes can't attack Legacy Chain they still don't have access to that gladiator.
By some of what WW said I also think we may have possible new content (badges/missions) tied to the Vaz presence in a couple of neighborhoods, and maybe with the Tsoo as well. -
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I have a dumb question,
Are the devs going to make all powersets avaible to all AT's or are they going to do the compatible sets that are defined by the AT's purpose
Def, Blasters/Corr
Dom/Troller
Brutes/Tanks
Stalkers/Scrapper
or will the devs open the sets to different AT's?
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No idea on their long term plans but for now each AT (not Khelds as they are an EAT not an AT) will get at least 1 new powerset (Masterminds), most are getting two, and one is getting 3 (Brutes). So far they've only confirmed plants/ for controllers, psychic blast/ for blaster, /storms for dominators, and battle axe/ and mace/ for brutes. They will probably add more at a later time for those powersets that make sense for the ATs. -
Call me a brown noser if you want but when the devs said at the M&G a couple months back that they were working on revamping bases but it would take a while, I believe them. The removal of leftover IoPs is a bug fix, a minor one but for any major rework of bases a needed one to avoid introducing a host of bugs and inconsistenices, especially if they're going to bring back base raids and the SG trial. Also stated at one point recently and I believe slated for I12 (or near I12 release) is a change in prestige so that you never lose more than half you inf by being in SG mode. This means high level toons won't be sacrificing all their inf to earn prestige and therefore more likely to be in SG mode. They've already reduced (and for many SGs) eliminated rent so therefore lowered the needed prestige for a base.
They admit the bases need work and there's lots that could be added but it will take time and for anything other than a bug-fix here and there that is resources that have to be scheduled and prioritized against other features of the game. The hairstyles that Jay put in caused other costumes to be held up because of design time resource alotment (he has to do NPC design as well as character costumes). The VEATs were often pushed back because of the design time needed for them was considered too much compared to other things but they finally made it in, along with new missions, a new zone that looks to have all new assets not just a reskin, and a host of new powersets for the ATs (yes based off other ATs powersets but they still have to tweak the powers, test them, and put in code for the new AT to use them).
As for all the old Cryptic team coming over, yes they didn't LOSE any members. The problem was it was a small team and by hiring new people and GROWING the team they will have more resources (people and manhours) to devote to each issue/update, bug fixing, and new content/concepts. They stated some of the new team they wanted were to work on bases as it was a major feature that needed a team/dev to focus on (like we have for costumes, powers, sfx/animations, world design, mission design). -
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"But DAAAAAAAAAAADYYYY..... I want an Oompa-Loompa NOOOOOOOOOWWWWW!!!"
- Veruka Salt
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Um, ok.
Anywho, Just so I don't "sound" like that...
I actually do like what this new issue looks like and the new zone/costumes/VEATs look cool.
I was just showing my disdain for us in the BaseBuildersInc. Group. It was said at one of the Meet and greets (Forget which one) that the bases (Issue 6 material) was not forgotten and our laundry list of bugs and desire for new content would be addressed. Everytime we ask we get that same line. How would you feel if Whatever it is that you love in this game was broken for 6 issues?
So hey, gimme a break.
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1) Happy Birthday
2) They are working on bases. If you saw th recent announcement it shows they are up to it as they're doing another sweep to clear out hte last remaining IOPs from bases on the servers. This shows that bases are being worked on since there'd be no real reason to clean up clutter and remnants of a broken system after this long if they weren't getting ready to implement changes and a revamped system. -
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yes, that's all true
my point was, the only thing that determines what level you get exempt to is the level of the mobs in the mission in question
there is no 'future missions are lvl 30-40' 'past missions are lvl 1-25' or anything like that
there's no logic to it, that's all I'm saying
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Well there's logic, it's just not linear logic, after all it is Time travel. The key is you're powers get dampened if they're above the power level of the 'natives' involved in that event so you can't just massively overpower them and alter history (or the future from your point of view) too easily. It's actually a well established time travel theory that among other things prevents a paradox (the whole killing your grandfather thing). -
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Wait. How exactly do we still have our powers in Ancient Rome? I thought that was way past our "tether" or something?
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The Carbon Teather is over 5700 years long. Roman was about 2000 years ago.
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Yes, but...I thought we couldn't go past Breakout (or Outbreak) because our powers were only level 1?
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What... you want continuity consistancy in a COMIC BOOK GAME??
...gotta stay true to the genre, bro!
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Yeah, I forgot about Mender Tesserect. I remembered that we exemplared when going into the alleged future, but I rationalized that as traveling through time itself causes the exemplaring, not the direction. Now I'm thoroughly confused. :P
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You get exemplared by Flashback when the mobs in the mission are lower level than you.
That's it.
There's no RP explanation.
Mobs aren't higher level in the future or the past. Mobs are just sometimes lower level and sometimes higher level, depending on the mission. You get exemplared to match them. That's all.
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Acutally there is an RP rationale. I can't recall the exact text right now but in the whole intro arc you get told that due to the nature of time travel sometimes a limit is placed on your power level due to the peculiarities of time travel. For the events in your own past it forces you back to that level (and this applies for simplicities sake to contacts you dind't actually do the firs titme around since you're still going back to the same period if not the same exact events). For places outisde you're own experience the nature of an event and how the pillar of fire and ice works it may dampen your abilities due to a 'strain' on you and reality. -
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Stupid newbie questions:
- Pre- existing lvl 50 villains are valid to unlock the new epic archetypes?
- Once unlocked, are they valid to all servers?
- If you delete your only lvl 50 villain (after unlocking it, that is), can you continue to play your newly created Blood Widow, and can you still create characters with the new archetypes?
- And what if you delete the old ones and the only lvl 50 left is one of the new archetypes? Is it valid?
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Educated guesses, based on the Hero Epic Archetypes:
Yes, existing lvl 50 villains are valid to unlock the new epic archetypes.
Yes, once unlocked, they are valid to all servers.
Yes, if you delete your only level 50 villain, you can continue to play your newly created Blood Widow, but you will not be able to make another until you get another level 50 villain.
Yes, if you delete the old ones and the only level 50 is one of the new Archetypes, it still allows you to create a new Epic Villain AT.
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As far as I know (I'm not about to delete my only 50 as he's still my main hero) but the account unlock of the EAT doesn't require you to keep at least one level 50 character. All getting to 50 does is unlock the AT in the character creation screens and is not required to be around to keep the new ATs unlocked. Think of it like making a recipe for a costume piece, you don't need to keep the recipe to have access ot the costume piece, it just sets a hidden flag on your char (or account in the case of the EATs) that says you can access the content. Keeping the item (the level 50 in the case of EATs) is not required to keep that flag.
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This is incorrect. It has been tested and shown that deleting your only level 50 will RElock the epic ATs.
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hmm well that sucks and I suspect is a bug. Nowhere in the knowledge base or info about the EATs does it say that that is behavior. I could see many an upset player unlocking their EAT and deciding to reroll the same character as one of the EATs so deleting their 50 to start his 'new career' just to find out they can't get the EAT anymore and now no longer have the level 50. -
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Stupid newbie questions:
- Pre- existing lvl 50 villains are valid to unlock the new epic archetypes?
- Once unlocked, are they valid to all servers?
- If you delete your only lvl 50 villain (after unlocking it, that is), can you continue to play your newly created Blood Widow, and can you still create characters with the new archetypes?
- And what if you delete the old ones and the only lvl 50 left is one of the new archetypes? Is it valid?
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Educated guesses, based on the Hero Epic Archetypes:
Yes, existing lvl 50 villains are valid to unlock the new epic archetypes.
Yes, once unlocked, they are valid to all servers.
Yes, if you delete your only level 50 villain, you can continue to play your newly created Blood Widow, but you will not be able to make another until you get another level 50 villain.
Yes, if you delete the old ones and the only level 50 is one of the new Archetypes, it still allows you to create a new Epic Villain AT.
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As far as I know (I'm not about to delete my only 50 as he's still my main hero) but the account unlock of the EAT doesn't require you to keep at least one level 50 character. All getting to 50 does is unlock the AT in the character creation screens and is not required to be around to keep the new ATs unlocked. Think of it like making a recipe for a costume piece, you don't need to keep the recipe to have access ot the costume piece, it just sets a hidden flag on your char (or account in the case of the EATs) that says you can access the content. Keeping the item (the level 50 in the case of EATs) is not required to keep that flag. -
It makes sense for the first 2 villain EATs to be unlocked the same was as the hero ones. When the Khelds first came out we were led to believe the first villain EATs would be unlocked the same way. I also see no real flaw with new EATs unlocked at levdel 50 as long as they don't raise the requirement if they ever raise the level cap. I think this was Jack's main concern since the Khelds were a reward for 'capping out' a hero, so if that mindset stays you could never expand the level cap without changing when people get a Kheld and that could upset those who weren't 50 before the cap was raised.
Future EATs for either side will NOT have a level requirement (at least not a hard one like 50), but instead will require something like getting certain badges/accolades/contacts/missions/recipes/etc. to be able to unlock them.
At least the Khelds and Destined Ones aren't going the WoW route where the EAT (or 'hero class' as WoW is calling them) starts out 10 levels from max and is significantly more powerful than the other ATs/classes.
I think the biggest downfall Jack and the team made was to call these 'epic' ATs since it implies they're somehow much more powerful than the other ATs when in fact they're just more flexible and tailored to the storyline. I think Prestige would have been a better term for them since they're an AT awarded to an account for accomplishing something. -
As for char slots what they COULD do (though it probably won't help the lower pop servers) is give us X number of character slots (not in the mood to do the math to see how many we get right now) and let us pick which server the char in the slot is created on. This way we don't have more slots per ACCOUNT but we have more freedom over where we use the slots. Many people play on just one server so they have a lot of empty character slots currently while others have all slots full on all servers.
I'd also just be happy with 2 more slots per server since there's 2 new EATs and as people have pointed out that gives you space for one of each AT and EAT per server. -
It also depends on if the buffs stack. If they don't than you will benefit your team for having one but multiple people with the same pet won't add more benefit other than maybe keeping the buff active longer since there's more pets to keep alive.
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Yes, its like any normal badge mission. As long as your in the mission when Snappy is defeated you get the reward prompt. Many people just hop on others misions to get the rewards/farm redcaps. It can be hard sometimes (so I've heard) to get a cross-side team to do the earlier missions since you can't complete them without both a hero and villain while Snappy doesn' require both sides.
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I am mainly interested in the unlockable costume options related to the Spring Fling event. i.e., the toga, sandals, laurel, and heart pattern. With that in mind, I have a couple of questions:
1) If I complete the arc and unlock one of the options, say "Toga", does that give me the ability to clothe any and all of my current and future toons in togas, or only the toon who completed the mission?
2) If my toon completes the final mission and gets the toga, does s/he have to start all over and do all three missions again to get the sandals, or can s/he just repeat the third mission immediately to unlock the other options?
Thanks!
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IN reply:
1) No, only the character completing the DJ Zero mission will get the costume piece/badge reward.
2) No you only need to complete the DJ Zero mission and it doesn't have to be yours.
There are five rewards to choose. Three costume slots and two badges. Alo completing the mission five times will get you the badge for taking out Snaptooth 5 times. The first pair of missions you have to run your 2 (teamed with the other side for the second one) plus team with the other side for the 2nd one on their side to get the Handsome/Beautiful badge and unlock DJ Zero as a contact. You can then run the Snaptooth mission roughly 5-10 times before he stops giving it to you. -
You can keep trying on those missions though. The events in Pocket D at the least are going on until the 28th and if you can get on durin peak hours you should have no problem getting teams since you get costumes after unlocking DJ Zero, and if you run both the second missions from Scratch and Ganymede then you get the handsome/beautiful badge. I did them on 2 toons last night both villains and even did six Snappy runs getting me all the rewards on my main villain and 1 on my new little bride.
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They didn't lock the server based on total accounts but on accounts currently logged into that server. The character db server isn't want contributes to in-gme lag since you can't search offline characters (they show on friends lists and such but the checks for status is based on checking aginst currenly logged in only) and other than the ww/bm system no real info about offline characters is needed (I'm assuming that SG roster info isn't updated frequently for offline chars since their info won't change while offlline).
They locked one server during some peak time because the currently logged in number of players reached a threshold where more connections would slow everyone down noticably and possibly cause server instability. There's many factors that contribute to this and I'm sure with time and testing they will find more ways to improve stability and performance while under load so the caps can be raised and server locks are less likely. Except during a special event like 2xXP weekend they don't have to lock servers. WoW's more populated servers frequently force people to sit in queues waiting for other players to log off.
Also since they haven't released the concurrency cap is it's hard to say just how many people were logged in compared to the server limits of other MMOs. Also from my experience people hop around zones (and yes even 'zoneless' MMOs have zones, they just do more seamless transition between them rather than a load screen and while they have benefits they have their own drawbacks) a lot more frequently in CoX than other MMOs especially as a lot of time is spent going between instanced maps (missions) and shared city zones. Even if run on seperate machines and clusters of machines you still have a central 'server' managing all those connections and tracking which zone server a character is in and switchig to. -
I got in on the second to last run, villainside. What amazes me is hearing all the stories of how rude and unruly things were in Atlas Park. In Mercy on my run a large group of us were in a circle around the user with enough space so anyone could just pan their camera a bit and be able to click on the usher. We chatted and were totally civil the whole time. If the hero's of Paragon City behave like I've heard it's no wonder the villains control the city because the villains are obviously more civil, polite, and organized than the rabble that calls themselves heroes.
THe ceremony was great but in my visit the villains got totally owned by the heroes since they forgot to remove the power supression from the villains before they turned on pvp. Oh well my poor little corruptor demonboy bride got smashed by Statesman
At Pocket D afterwards things were good and at some point during it The Runaway Bride was given a nice yellow title above his head that read "Love Devil", so it seems whichever dev put it there took the time to read my bio -
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Blizzard also has a hundred times the revenue and a larger staff than NC does working on CoX.
That's not in dispute, but it's also not relevant.
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Actually it is relevant. A bigger staff and bigger budget means more resources to get content done faster and with less need to charge for it. I'm not sure they put out free content just as fast because in the months I played I saw less new content in WoW than I did in the same time on CoX. Heck even bug fixes took longer in WoW back then. Things may have changed since BC came out but I tried BC and felt disappointed in the limited additions to content for the price.
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Furthermore, there are few people that will deny that WoW isn't simply a retooling of existing MMO concepts done better, whereas CoX is treading largely uncharted waters.
CoX is just as much a retread of earlier MMOs as WoW. Reskinning the game as superheroes instead of fantasy is not a major innovation.
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Actually CoX has implemented a much more dynamic and 'new' model of classes/races (Archetypes, origins), skills/spells/abilities (powers), gear (enhancements), and items (inspirations, salvage) than any other major MMO. As someone else stated they've also broken the 'trinity' class design (though migrant MMO players seem to still think in the trinity model).
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Also, most of WoW's "content" (when I left anyway) was jamming mega raids and raid targets down your throat.
So you don't like it. I don't like it either, that's why I don't play it. The vast majority of MMO players do seem to like it, though.
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Actually a large percentage of WoW subscribers never have and never will play any other MMO. They were drawn in by friends, marketing, or interest in previous Blizzard titles (Warcraft, Starcraft, and Diablo). I'd be hesitant to call anyone who plays only one MMO with no interest in even trying others an 'MMO player' with the connotation used in your reply. As someone who's played over a dozen MMOs in his life and only ever hit level cap with CoH and kept CoH active for the longes time (EQ2 comes in second) I'm not too inclined to trust the opinion of a 15yo WoW player who dosn't even know that MMO was originally MMORPG (or what RPG means). -
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Okay, went through the bulk of posts (skipped a few that seemed like broken record or just personal responses to other posts).
Some points:
1) I have no problem with paying for added content. When GvE came out they eventually offered not only the full version bur a cheaper "In game items" option for thos who wanted the new content but didn't need access to CoH or CoV. This isn't entirely new, this is jus the first ingame content only pack.
2) The pack contains no prestige powers, badges, missions, or zones. It is purely cosmetic and optional content so you're not missing out on anything but a few emotes and costume options by not buying it.
3) For what we get I do feel the 10$ price is a bit high but not too high that I didn't buy it, but then I just had a character idea that I NEEDED the bridal costume pieces for to pull off. (And luckily for me the name was even available, beware Rogue Isles on Virtue, the Runaway Bride is loose and he's coming for you!).
Now for things tied to the costume pieces:
A) The bulk of the costume options are only for females.
B) The dresses weren't made for at least Huge models, and preferably males as well. I've always hated the fact that many of the more interesting but not neccesarily 'butch hetero' costume options are for females only, things that would even be particularly drag in and of themselves. (Hence my new toon with the costumes uses the female model but is in the bio listed as a male).
C) As stated the bridal train (repeatedly called a veil but the veil face detail isn't new and may cause confusion with that wording as the clothing option and piece is a train not a veil) not only is solid (though that version looks good as well as a more lacey one would look) but also if you color the hair with the primary color it makes the outside of the train that color as well, leaving the inside white.
D) The train was hard to find as I figured it would be a detail 1 option, or a hood/hat/helmet/special helmet seperate from the hair and therefore easier to colorize than making it part of a fixed hairstyle.
E) You get no information on WHERE to find the costume parts in the menu nor a list of what the emotes are unless you read this forum post. The pack purchase should include an email sent to the activating account (real or ingame email) that lists the costume options and emotes. -
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This is what I would like, I want the wedding pack split into a for her, and a for him.. for her 4.99, for him 4.99, or both together for 9.99
I NEVER make boy characters so it would be a total waste of money to buy those, and my hubby never makes girls so it would be a waste of money to get it for him.
However, we like the set.. Could this be possible?
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The problem with that is there's 3 body types, and Huge types can theoretically be male or female. Also the '4 him' pak would contain a lot less than the '4 her' pack since there's less costume pieces for male/huge combined than for females. Honestly I do think the price should be a bit lower than 10$ -
I had constant global chat drops on Virtue. I didn't have to manually re-add channels though, it was just a server communication failure, after 5-15 minutes I'd automatically rejoin all my globals and get o see my global friends list again. It seemed to happen mostly during 'peak' hours.
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Keep in mind that throwing more hardware at something can't fix every problem when it comes to database/server load. There are also limits in the software to consider as well (either OS, language, or codebase limitations). For the sake of adminstration and maintainence (as well as avoiding having bugs crop up on just one server) they likely use the same hardware configuration for all servers.
What I could see them doing if the load becomes a regular issue (or a critical event-related issue) is off free server transfers OFF of Freedom and/or Virtue to spread the load out more. Other MMOs have done the same thing (though more often you hear about server merges due to low-population than server splits/transfers due to high population).
Over the weekend I only played on Virtue and it was always during red times. I had very little lag, and only had one temporary mapserver disconnect (it didn't kick me out of mission and after a couple of seconds resynched). This was much better performance than I'd seen during events. This was also villainside which in general is more laggy than heroside (other than maybe Atlas Park).
While it is unfortunate that they had to lock Freedom, at least I never heard of any of the servers crashing or nasty amounts of lag. -
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Yes indeedy!
You can easily burn a respec and throw your character concept out the window just to enable you to have a decent chance (not a guarantee, just a chance) at a single badge.
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I was with you until the guarantee part. I wholeheartedly agree if you say that all players should have a chance at any badge. Once you expect a guarantee of an award that is meant to be earned (and at no inconvenience), however, you are then acting entitled. It is my sincere hope that anyone who has a 9-year old daughter has preached against entitled behavior, and would not intentionally practice it in, of all things, a videogame.
Although syberghost's tone has been a little heavy-handed for my taste, I agree with his fundamental point that a badger must decide if a badge that is a pain to earn is worth the trouble, then live with the decision. I acknowledge and respect that badge-hunters get a major chunk of their fun in this game from collecting as many shinies as possible. But even a badge-hunter must know that he or she may not end up with every single badge there is, even if it is possible to collect them all.
EC
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Actually the poster wasn't asking for a guarantee at the badge overall. They were stating that burning respecs for powers just to have a chance at getting a badge isn't worth burning up 2 respecs (since it's assumed once they got the badge or the event ended without getting it they'd go back to their old build). The point is there is no guarantee no matter what powers you have that you will get the badges so using up respecs on changing out powers isn't worth it to most people.
I've managed to get gold on 2 toons thanks to hitting the slopes during low-lag periods but while there was still someone there buffing with IR and SB. On a third I got up to silver but kept just misisng gold by less than half a second, very frustrating but I wasn't worried since I only have 2 toons I am badge-slutting on. The third I was just there to farm red caps to get him his daggers (brute DB). I kept getting hit with lag with him which messed up most of my runs and there wasn't even that many people in the zone. The lag seemed to be tied to other copies of Pocket D spawning/despawning and overall serverload rather than the population in my zone (and there wasn't even anyone buffing people at the top of the slope at the time).
After a few hours of this I can see where everyone is coming from, both those that love it and those that hate it. While I think the design was a good idea I just think the times were still set a little too high for a live population event. Even with all the powers people suggested even one lag spike can throw off a run even if you don't miss a gate from it but instead just rubberband back (had that happen a few times) or if someone bumps you. Also with IR I'd often 'catch air' at the wrong times and end up jumping through a gate and wouldn't get credit for it. These would be times where my lower legs would be below the top of the gate but it still wouldn't count, an indication that the bounding box on the waypoints is in many areas set too low. It's odd that I can be on the outside of a gate to the side and get credit but not be halfway above it.
I know its too late for them to do much about it this year but if they keep this in for the winter event next year hopefully they'll see everyones feedback and make a few adjustments to the event to factor in lag, crowded slopes, and the waypoint bounding boxes. -
The problem I had with the ski runs yesterday was lag spikes (when I normally don't lag in game, these were bad enough to make other players 'warp' around the zone on me) that made it even harder than usual to steer down the slopes and the sheer number of people trying the runs. The number of people plus the power fx of speedboosts, sprints, etc. makes it hard to see where your going. Zoomed out helped some but that made the lag worse and didn't stop all the bumps knocking me just outside a gate as another player zipped by. I also had times where I had to go through a gate 2-4 times before it registered that I got it, and this was while on the surface going through the middl of the gate, not on the side or flying above the ground. My best time is still only 43 seconds and that was by using fly to fly through all the gates.
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Why didn't you use your own forum account????
Anyway- any chance of getting the monsterous legs to go with the kilts- currently it is not an option as monsterous legs and Kilts are both under their own options.
Thanx!!
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I think this is more a request. Also this was brought up at the meet & greet. The issue is with clipping. The way the monstrous legs are modelled the kilts don't fit around them without clipping issues (especially when tied to animations, which is always a concern with costume options). -
Unlike some MMOs the SG/VG database in City of Heroes/Villains only tracks the toon's name in the roster and doesn't track the account tied to it. This has been one of the reasons they haven't changed the membership limit to 75 (or now 150) accounts rather than characters. This also means that any prestige awards (like this one shot bonus or the first 15 members one) are based on character and not account, meaning people can pad their own groups and either through the help of a friend or a second account could feasibly have a 1 account (or 1 player) group with only their own characters when all is said and done.