Hopeling

Legend
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  1. Quote:
    Originally Posted by Evil_Legacy View Post
    yeah, too bad it took the news of the death of the game to get back into those online magazines. I guess the existance of the game wasnt news worthy enough after that one mention or two in 2007. There was no news of I13 release, good or bad, changes? How about when COX went free to play, or rather the incarnate system release, or death of Statesman and the SSAs. Or hell, just a mention of the existance of this game. I mean, WoW and their Pandas are all over the news but is there not some articles about this game between 2007 and now pre-Aug.31st?
    Massively has a weekly column specifically about CoH and nothing else, which has been running for almost 3 years. We haven't exactly been ignored.
  2. This one was a joke concept I came up with when Water Blast was on beta because I didn't have a real concept. Then I ended up liking it so much I used it for reals.


    I must say, I got quite a laugh from Zoombie.
  3. Hopeling

    Last Dance

    Cryptically intriguing as always, Arcanaville.

    Schedule permitting, I'll be there for the event. This I have to see.

    Ooh, doing it on beta means I get to use Bodysuit costumes...
  4. At the request of some friends and against my better judgement, I returned to Warcraft for the new expansion, and I've been pleasantly surprised by it. Coincidentally enough, I am also on Wyrmrest Accord, playing a human paladin. Send a tell to Ravicana sometime
  5. You can copy (it's not a transfer, your character on live servers is unaffected) a character to beta here: http://boards.cityofheroes.com/charactercopy.php

    And yes, you can respec characters on beta. If you don't have any respecs saved, you can buy them from the market for 0 points.
  6. Quote:
    Originally Posted by Another_Fan View Post
    It takes about 50 lines of code to play a character in this game. Admittedly that is stacked on top of libraries. Just how much decision making do you think that encapsulates ?
    Within the code? Maybe not a lot.

    When deciding whether to configure the code this way, rather than any of those ten thousand possible ways? Quite a lot. Not to even mention the nontrivial knowledge required to be able to make useful code in the first place.

    I don't re-calculate from scratch what the optimal behavior is in every situation in-game. I doubt many people do. A lot of behavior is stuff we've practiced or learned before, and using them in play consists largely of repeating or combining patterns. But you have to know the pattern in the first place to repeat it. An unskilled player doesn't know the patterns, or knows bad ones. Good use of inspirations and temp powers makes an incredibly huge difference to performance, for example, and the way players use inspirations is all over the map. Some players just mash f1-f5 whenever they hit a tough spot, some hoard inspirations and basically never use them, some outright forget they have inspirations most of the time, some meticulously plan and control their inspiration supply and usage, some people (ab)use /auctionhouse to have a near-unlimited supply of powerful inspirations. And all of those behaviors lead to significantly different performance.

    Again, the claim you're making is (IMX) wildly counterfactual. An individual player's capabilities makes a huge difference. Even just my own level of focus makes a huge difference, and there's presumably no gap in knowledge or experience between myself and myself. You can keep arguing for your theory, if you want, but every piece of actual evidence I have says you're wrong.
  7. The claims you're making are, in my experience, completely counterfactual. Forget builds, even: I know player skill makes a difference because I can do really awesome things when I'm on top of my game and fail at embarassingly easy things when I'm off my game, on the same character. On TFs, I'm usually the one completing all of the objectives, and if the team gets split up, my group is far more often than not the one that has to save the other group - even when "my group" is just me, and "the other group" is seven people. And this happens even if I'm playing a lowbie that doesn't have key powers, a huge inspiration tray, a wide array of temp powers, or even any IO sets. And I'm definitely not the best player out there - I've teamed with plenty of people that make my presence on the team look totally superfluous.

    If you're claiming that player skill doesn't make much difference - you're full of it. The difference between a good team and a bad team, or just between myself focused or distracted, is REALLY noticeable, and has only a weak correlation with the quality or quantity of IOs or Incarnate powers or FotM powersets or etc that are present.
  8. Quote:
    Originally Posted by Another_Fan View Post
    It does mean you have cut the difference between low end and high end by definition.
    I don't think anyone can honestly claim that IOs, Incarnate powers, and various other buffs and general power creep haven't raised high-end performance dramatically as well. Whether the gap between low and high has gotten wider or narrower... well, I'd say wider, but that's hard to actually measure. Still, when some characters/players struggle at very low difficulties and others can thrive at maximum difficulty (in a game where the difference between minimum and maximum difficulty is very wide), it's pretty clear that the gap has at least not narrowed excessively.
  9. Quote:
    Originally Posted by TwoHeadedBoy View Post
    what I have a problem with people saying an AT as a WHOLE is bad. /Mental is fine. Fire and Archery are fine. The problem isn't with the AT, it's with granted, a fairly large multitude of powersets, within the AT. It doesn't mean that Blasters are unequivocally bad though. Since some Blasters are awesome.
    I would also have a problem with somebody saying that, since obvious counterexamples abound, although I can't recall any specific instances of someone actually claiming that (other than perhaps accidentally while speaking in generalizations). I'm not sure I even agree with saying that a majority of Blasters are bad; I've quite enjoyed and done some pretty awesome things with my Blasters, even the ones with the least impressive powersets. IMX it's still pretty clear that Blasters, for the most part, are not good enough to claim they're balanced against other ATs in any useful sense.

    Personally, I think the difference between "Blasters as a whole have issues, but a small subset of builds overcome that and are awesome anyway" and "Blasters as an AT are awesome, it's just that a large majority all of the builds available to Blasters have issues holding them back" is a purely semantic distinction. Framing it one way or the other can lead to different solutions appearing more appropriate (individual fixes for each powerset vs AT-wide changes, for example), though.
  10. Hopeling

    Bio Armor/Stj

    Just BTW, you can buy PVP recipes with Empyrean merits, and you can buy Empyrean merits for 1 inf on beta, so those are actually pretty accessible as well.
  11. According to the Wikipedia page, at least, there is also the problem that everything inside the bubble would be obliterated by high-energy Hawking radiation.
  12. I have twice now pointed out that you haven't even said what your concerns are, so I apologize if I have not happened to discuss them directly. In the meantime, I talk about the things I do know: my reasons for liking Blasters, and the reasons of people I've talked to.

    If you want to say what, specifically, you feel would be lost with the changes, please do so. It would make this conversation much less annoying.
  13. Quote:
    Originally Posted by B_L_Angel View Post
    You can use numbers to describe how easy or hard a task is, how much effort it takes to complete, how often people manage to complete it, you can't capture the joy people get from success, let alone predict it.
    So why are you claiming you can predict that the changes will make you enjoy Blasters less (not to mention projecting that onto other players)? That seems rather hypocritical.
  14. Quote:
    Originally Posted by B_L_Angel View Post
    What I can see is that people stuck with them and played them anyway
    Actually, the statistics say Blasters were the most-abandoned AT: they are the most popular at level 1, and drop off steadily from there. People are less likely to stick with a Blaster and play it anyway than any other AT; the concept of a glass cannon is clearly attractive to players, but the execution leaves something to be desired.

    And, yes, there is room for "hard mode" Blasters. There is also room for "hard mode" Blasters that aren't straight-up inferior. And this is what the i24 changes actually did.

    But moreover, you keep waving your hands vaguely towards some unspecified properties of Blasters that make them unique and interesting but rely specifically on traits that i24 was going to remove, and as far as I can tell, those properties do not actually exist. i23 Blasters are glass cannons; i24 Blasters are also glass cannons. i23 Blasters rely heavily on burst damage and neutralizing threats quickly, i24 Blasters rely even more heavily on burst damage and neutralizing threats quickly. i23 Blasters must be careful in avoiding and working around mez, i24 Blasters must still do that.

    i23 Blasters can have a lot of downtime between fights, but I find it difficult to believe that is specifically attractive to you as a gameplay feature.
  15. Hopeling

    refund = doom

    I thought it was kinda bad when they closed the studio, fired all the devs, and publically announced that the game had 3 months to live, but now that I'm getting a refund I'm REALLY worried!
  16. The DoT from Degenerative (and also Cognitive) are only 80% as strong as the DoT from Reactive, Spectral, and Preemptive.
  17. I don't recall finding much in CO that was insulting, just a whole lot of stuff where the game refuses to even take itself seriously (you don't need EVERY mission name to be a pun! Especially a really bad pun on something completely unrelated!), and makes very little effort to allow me to take it seriously even if I want to. Back at release, it was the first MMO where I gave up on reading quest text. I wanted and tried to immerse myself, and the game didn't let me.

    Some of the later content (as in "added later in the game's life", not "higher level") actually does make serious attempts to tell a story rather than shoehorn non sequitur pop culture references. Much of it is stuff that you have to go out of your way for - adventure packs, for example, which aren't really a normal part of the flow of leveling, since they're self-contained, much longer than most missions, and the game doesn't strongly direct you into them - so it's really easy for a new player to not even know the good stuff exists, even though it's technically accessible at almost any time.
  18. Quote:
    Originally Posted by TwoHeadedBoy View Post
    my approach to the game can be understood and explained in a sensible fashion.
    In principle, maybe, but I've never seen you manage it. OOH BURN
  19. Not to brag or anything, but I'm really proud of that "brought a gun to a knife-fighting club" line.
  20. I'm not saying "compare your fun to mine", just that my fun (= primary goal) doesn't much care what the relative performance is. Also, see my edit above.
  21. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Calling advantageous investment a handicap is a logical fallacy. If we were discussing another means of investing money and time for personal gain (which, make no mistake about it, is exactly what MMO's are.)
    This is the fundamental disagreement. Whether or not MMOs are about being as powerful as possible, rather than some other form of "personal gain" with character power only maybe a tertiary goal at best.

    We're talking about a game where the ability to use Excalibur at level 1 (even though you can earn it for free at level 50) costs more than any IO and most full sets of IOs. Saying that optimizing performance is more important than having a good costume or playing out your character concept or whatever is, in this game, factually incorrect.

    So, congrats: you brought a gun to a knife-fighting club. You win, but you kinda missed the point, and insisting that everyone else in the club isn't as good as you is kinda annoying.

    Edit: (This response was composed before I saw your edit above. Please note that I really have nothing against you, and at most mildly disagree with your approach to the game. I'm just holding a silly face to see which of us cracks up first, since that has appeared to be the theme of this entire thread.)
  22. Quote:
    Originally Posted by TwoHeadedBoy View Post
    So what is the alternative? Intentionally not playing the most advantageous characters? So I should spend time and in game resources playing and developing characters and builds that I know for a fact will not perform as well as others? I see nothing logical about this.
    No no, I'm not saying to avoid any character that is advantageous. Just that specifically seeking out advantageous combos, as the primary consideration, is deliberately seeking a handicap.

    Congrats, you did stuff with your Archery/Mental. Other players did similar stuff with characters that are, according to you, weaker. That would, by most estimations, make you the inferior player.

  23. Quote:
    Originally Posted by TwoHeadedBoy View Post
    What is terrible about intentionally playing the most advantageous character? That sounds like winning to me.
    Yeah, winning by playing only the most advantageous characters. Congratulations; you took the biggest handicap the game will allow, and you won, whatever that means. Me, I'd call restricting yourself to a tiny subset of the game's possibilities in a game that is valued for its breadth of possibilities "losing".
  24. See, I'd have named "avoiding everything except the strongest powerset combinations, with the highest-end builds, under the least restrictive circumstances" as the mark of a terrible player, not a skilled one. But YMMV I guess.

  25. To elaborate on that: since it resists 20% of the debuff, only 80% of the debuff gets through. So that's 2% per stack, rather than 2.5%. At 4 stacks, that's 8%. So the Pylon's resistance drops from 20% to 12%, and your damage rises from 80% to 88%. Which is one-tenth, or 10% more than you were doing without the debuff.

    It sounds pretty weird that the Radial Degenerative beats Radial Reactive, though - that would mean that the 25% chance of -hp is better than a 25% chance of -res by a wide enough margin to outweigh the difference in DoT, which really seems like it shouldn't be true, just from examining the math.