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Posts
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Joined
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Personally, I'm against the idea of allowing multiple uses of the same name on a server because doing so would break the genre this game is supposed to be emulating. In comic books, a character's name is their identity. With a few very specific exceptions, there is only one person per comic universe using any given name. When someone says, "I saw Superman today!", everyone knows exactly who they mean. Nobody has to ask, "Which one?"
The simple fact is all the easy and obvious names are in use. Many of the easiest you can't have, period, because they're copyrighted. You need to be flexible with the name when coming up with a character's concept. Don't fixate on a particular name. Let the back story suggest multiple possibilities.
Perhaps this is just me, but I think the game would loose a lot of it's appeal if there were 16 dozen Capt. Incredibles running around. -
Eh, I'm not even that interested in getting Hybrid unlocked. The power designs seem very lackluster to me and their limited duration / long recharge situational nature won't provide much in the way of a noticeable improvement in my sole incarnate's performance. I already have bars full of temporary situational powers that have never been used either because I'm never in a situation that needs them or I've forgotten I even have them.
The Devs said in Beta that they'll (eventually) add a small group / solo path to unlock Hybrid. I'm going to avoid the stress of the ITrials altogether and wait for that. -
I'm frankly surprised Mr. Yin lets Penelope leave the house dressed like that. Kids these days.
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I'm a bit disappointed that the Phoenix wings (like the Celestial wings) don't flap when you fly. I suppose they couldn't animate the existing energy shimmer effect and also have them flap, but it would have been nice. As they are, they seem to lack - "life" is the only way I can think to describe it, but that's just my opinion.
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I see everyone keeps saying "the iTrials are quick, just do them!". The problem for me is that they are simply NOT fun. I've tried them and words can't describe my utter lack of enthusiasm when I try to think about doing them again. Having my teeth pulled would be a more enjoyable experience.
Right now, I'm waiting to see if the Dev's will give us a viable alternate path, which the current Shard conversion path isn't. I can average about 1 hour of play per day, and in that hour I'm lucky if I see one Shard drop. I'm currently estimating that it'll take me a bit over a year to unlock and common slot the current 4 post-Alpha Incarnate branches on a single character. That is a bit slower than even "glacial" in my book.
I play games to have fun. When a game stops being fun, I take my money elsewhere. At the moment, I'm still having fun. But the Dev's need to stop focusing exclusively on a single play style. For those out there who enjoy the Trials I say Great! Enjoy yourselves, have fun! Just keep in mind not everyone likes the same things you do or can play as long or as often. -
Quote:Ah yes, the old "It's an MMO! You HAVE to group" argument. MMO simply means that there are lots of other people playing the game at the same time you are. However, you seem to be ignoring the other half - RPG. Applying your MMO logic, then the Devs need to "encourage" everyone to Role Play in order to advance as well. Anyone who doesn't want to Role Play in large groups can still advance, but at a much, much slower pace.Because this is an MMORPG. Like it or not, one of the founding principles of this genre is that a bunch of people are going to be playing together. The more people play together, the more enticing this particular game is going to be within the genre it is being sold. Therefore, it is beneficial to the game and its developers to reward group-based activities more than solo activities to encourage people to participate in the former.
I'll let Positron answer this for you himself. He's the expert and explains it better than I could. -
Hmmm, OK, I'm probably wrong then. Must have mis-remembered. <sigh> Getting too old, this seems to happen more often than I like
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The problem is, for as long as I can remember, the Devs have always given the reason that they haven't raised the level cap to 60 is that the game engine won't handle it. Things start breaking down past a certain level, or something along those lines.
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Quote:And running the same TF over and over is different, how? And very few people bother with a TF's story at all. Let's face facts, the missions in this game boil down to 3 basic types - find the glowie, find the NPC, and defeat the Boss, with minor variations. Everything else is window dressing.Yeah, if only we could go back to the days when people ran old story arcs instead of newspaper/radios and the ITF over and over again.
Oh, wait.
I've done Worldwide Red, I've done To Save a Thousand Worlds, I've done a bunch of the old story arcs, and you know what? They're terrible. Bunch of repetitive missions against the same enemy groups that send you all over the city, and the story barely manages to tie them together anyway. -
I don't think I've seen anyone ask this yet, and I know the Dev's aren't letting anything out that they don't want leaked, but just how many Notice of the Wells will we conceivably need? I know there will be those who will want the Ultra Rare on everything, simply for completeness, and most will want at least the Rare on the abilities with a level shift - and we're not sure if all of them will give a level shift at this time. So, let's speculate.
At this time, the only use for a Notice is to get to Rare and above. Using Alpha as the model for the remainder of the nine, and we really have nothing else to go on right now, that will be 9 more Notices if you're only going to the Rare, and 36 for the Ultra Rare. That's not really an awful lot, and may be even less if only some of the abilities give level shifts. Now, they may increase the Notice requirements as you progress up the chain, which is possible, but only known to the Devs at this time.
Will Notices be needed for anything else? Will you need them to unlock further Incarnate abilities? Personally, I hope not. I'm hoping each ability will be unlocked via a mission arc, the same way we unlocked the Alpha. If further abilities only require X number of Notices to unlock, then the End Game will be nothing but a Notice of the Well "grindfest" and I can't think of anything more boring. I still have faith that the Devs are more creative than that. -
The Clues / Souvenirs tab already does this, to an extent. Every story arc you finish gives you a souvenir with a synopsis of what occurred. But I'm guessing what you mean is something a little more extensive.
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Quote:Excellent point. I can only hope this is indeed the direction the Devs will take. I guess now it's just a matter of wait and see.I think they'll balance it like the Invention system - the game will be scaled with non-IOs/Tier 1/2s as the default, with IOs/Tier 3/4s being a bonus.
Don't forget that positron had a big hand in designing the Invention system, and so far, the Incarnate sytem seems to be shaping up along similar lines regarding balance and requirements.
For example, people have been running the new Incarnate TF with just the Tier 1 and 2 boosts, including smashing the Apex TF in around 20 minutes - so Tier 3 and 4 clearly aren't required to take on the new Incarnate content, but getting them would make things easier - just like IOs aren't required to take on things like the STF, but getting them makes it a bit easier. -
Quote:You're quite correct, the Alpha slot and the Tier 1 and 2 can be soloed. The block I'm referring to is at Tier 3, where the "virtual level" and thus the true advancement is. For every Incarnate ability you unlock and slot with at least a Tier 3, the game engine treats you as if you're one level higher than 50. This means you'll progressively be more accurate and do more damage vs level 50 enemies while they get progressively less accurate and do less damage. Once all 10 are available and Tier 3 slotted, the game engine will treat that character as being 10 levels above a level 50 enemy and it'll be like you're fighting level 40s.All you need is the Alpha slot, and the 1st Tier - that's just 12 Shards - or even less if you run a TF to get a ready-made component.
Tier 2, 3 and 4 aren't needed to access the current Incarnate content - they're just optional bonuses.
And if you're on a good team who don't mind you having a reduced contribution, then you don't even need to slot the Tier 1 - simply run the Mender Ramiel arc, and you've unlocked the access to the Incarnate TFs.
The only thing the Alpha slot Incarnate content requires you to run a soloable story arc that can be completed in about 30 minutes.
Now this is only conjecture on my part, but the Devs seem to imply that unlocking further Incarnate abilities will require Trials of some sort. This would make sense. The question is how would these be balanced? If balanced around an Incarnate with only Tier 1 or 2, then characters with Tier 3's or higher will have a progressively easier time, since they will be gaining levels. If balanced around Incarnates with the "virtual" levels, then it will get harder and harder for those without Tier 3's, since they will be fixed at level 50 and the Trials will be balanced for "higher" level characters.
As things stand, the only way to get Tier 3's is to run TFs and as I said in my previous post, I simply don't have the time required. -
Quote:The "ride roughshod" part comes in when you take into account the fact that having the rare and very rare Incarnate upgrades slotted will give your character a virtual level. This determines how big of a "damage shift" the game engine gives. Once all ten Incarnate slots are unlocked, the game will treat you as being 10 levels above level 50 enemies. This would be the same as a non-Incarnate level 50 fighting level 40 NPCs. The damage and accuracy of your attacks are shifted up, while the damage and accuracy of your opponents are shifted down. And don't tell me a level 50 can't "ride roughshod" over level 40s.If the cutoff is 45 then mea culpa; I thought it was 50. But still: you have to be 50 to get Incarnate abilities and you won't be able to use them when autoleveled below 45, so what exactly will someone "ride roughshod" over with them? High-end inventions are a bigger threat.
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Quote:If this is indeed the Dev's intent, then I fully expect that ALL Incarnate abilities be completely disabled whenever a character isn't in an Incarnate level TF so they can't trivialize non-TF content then complain about it being "too easy".Since solo content does not and evidently will never require Incarnate-level abilities, it is no loss and in fact probably for the best if solo content does not give Incarnate-level rewards.
This was the problem I had with "Raid Gear" in other games. The raiders would equip their characters with the rarest and most powerful gear they could get in order to handle the difficult raid bosses (which is perfectly reasonable). They would then use that same gear to stomp all the other content into the dirt. This lead them to loudly complain to the Devs about how boring and easy the game was and demand things be made harder. When the Devs complied, the game would then be nearly impossible for the players without raid level equipment.
If CoX is to be an Uber End Game Raid vs Normal content game, then the Incarnate abilities need to be restricted exclusively to End Game Raids and kept out of the rest of the game. -
This is my problem with the current Incarnate progression set up. My playing time is strictly limited. I can play one hour per day, period. That's from the time I log on to the time I HAVE to log off. I have nothing against teaming or TFs, it's I simply don't have the time to do them.
I've joined several "speed" ITFs in the past and have always had to leave before completion. This is not only disappointing for me, but it let's the other players down, and I prefer not to do that.
The Incarnate system was presented as a "leveling" system, not just optional enhancements, like IOs, which aren't necessary to advance your character. Even playing one hour per day, I'm able to -slowly- improve my character's levels. I'm fine with this, but placing a "you have to run TFs if you want these virtual levels" restriction completely locks me out. -
Is there a particular reason that the Longfang attack does Lethal damage? It's description implies that it's an auto fire version of the Channelgun, so it should be Energy damage. Is it "as intended" or just a data entry error that the Devs haven't gotten around to fixing yet?
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Now, this only applies to me, but even if they made a ton of villain only content, I probably wouldn't bother with it. I like a lot of the power sets available red side, but for some reason I dislike the look of the zones. It's nothing I can really put my finger on. They all have their own unique flavor, but I always start feeling depressed after playing red side for a while. Also, for some reason, my frame rate tends to be lower in red side zones than in blue side - might be because villain zones look more "cluttered" <shrug>.
In any case, once GR goes live, ALL of my villains will be moving blue side. -
Quote:Hmmm, hadn't thought of that. Makes perfect sense! They still get beat up as enemy NPCs but they get their revenge on the PCs by contemptuously shoving them aside when they take the roll of civilians or swerving to run them over while driving the cars and trucks.Do you really think there is only one NPC running the part of Lord Recluse or any other villain? Come on... with some makeup any NPC can play the part of an AV... I am pretty sure that is the real reason of some LRSF being a piece of cake, and others being a real pain... It all depends on who is acting what part...
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Tsk, tsk, poor Molly. All the positions for Trainers, Contacts, Arch-Villains, Heroes, etc were filled long ago. She's now stuck in the dead end job of Wandering / Panicked Civilian (although that's easy work) or as a nameless generic Minion / Lt / Boss and get beat up by the PCs on a constant basis. She made the wrong choice, if you ask me
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Quote:Ah, I see we may have a misunderstanding here. I said that the Devs have mentioned that there will be a reward for staying true. I did not say that the Incarnate system would be that reward, nor have I advocated that it be made so. The statement on your part that I was playing devil's advocate to was your assertion that the Devs are not stupid. Everyone, the Dev's included, make stupid mistakes. It's part of being Human.I don't care about people complaining about things. Give a person a free piece of cake and they'll complain it's not a flavor they like.
Locking a game system out of another game system, when they are both access-gated by the same expansion, is just shooting yourself in the foot. It's stupid. STUPID.
PVP I really don't care about. They've made PVP changes that affects an incredibly small subset of players, and does not affect any other part of the game. I don't call them stupid, no; Castle himself has said that it didn't include all the changes he wanted, and some of the changes weren't even close to what he originally suggested.
Locking fallen/redeemed characters out of the Incarnate system, when both of them are gated by purchasing Going Rogue, and when fallen/redeemed characters will probably number in the thousands within months, is just flat out STUPID. There's no other word for it.
Playing devil's advocate for it is equally stupid, to be honest. -
Quote:Playing Devil's Advocate here, are you saying the Devs have never made what players have considered to be stupid decisions? Look at PvP. And regardless of how trivial the reward will be for staying true, there will be people complaining about having their fallen / redeemed characters being locked out of it.Abso-frikken-lutely not. It's likely a badge and maybe a contact or something small like that, but to lock out an entire game system from a very large number of characters just because they choose to fall/redeem themselves? Talk about shooting yourself in the foot. The developers are not stupid.
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Quote:I do recall the Devs saying that there would be some kind of reward / bonus for characters who didn't switch sides, i.e. started out as a Hero and stayed a Hero their entire career. Such a reward would not be available to anyone that switched sides, even if they made the full transition. I don't know if the Incarnate system is that reward or not.I think that is extremely unlinkely - something this big has to be open to everyone - putting out a boxed expansion based on the concept of switching sides, and then following it up with an Issue containing an endgame system that only players who didn't switch sides can access would just be plain crazy.
There is some chance they could make it only open to Heroes and Villains, so that only people who'd remained loyal or completely switched sides could use it, meaning Vigilantes and Rogues would be excluded - but even that doesn't really seem likely. -
I have to wonder why anyone would want the same name as some other already active character on a server. First of all, it doesn't fit the comic book standard. Every hero and villain has a unique name. Yes, there have been times when different people were behind a particular mask, but there was still only one of that character.
Secondly, even if the Devs employ some sort of system ID tag that operates behind the scenes, players tend to link the name to the behavior of the person running the character. Do you really want to be linked to the possible bad behavior of another? Since all characters can have multiple costumes (and now even different body types) names are what people work from. If someone with a character who has the exact same name as you give themselves a bad rep, there will be other players who WILL link you to that same rep. Some griefers may even use it to intentionally copy another player's character to do just that. And don't try to tell me that it'll never happen; you'll never lose betting on the worst of Human nature.