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Posts
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Joined
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Wow. It's... over. I knew Freedom was their Hail Mary, but I thought it'd work. It usually does. /speechless.
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I think for the first 20 levels, you should have a rest power that recharges in, say, 10 seconds. After that, make it 3-5 minutes or so.
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Quote:all blaster itf!!!the second all mm itf took pretty much the same time 1:27. We had a small wake up when some demons decided they wanted to play with rommy too early. Everyone kept their cool and we adapted and rommy went down easy.
The real question is what all xxx itf should we do next. Or all mm lgtf was suggested as well. -
Most of you don't know me from Adam, but I'd love to get in contact with someone around here that could help me get something fun moving before next month, when Going Rogue will muddle the line between Good and Evil. I'd like to have simultaneous ITF's running - one side heroes and the other villains.
Each team would have one participant in open communication with someone on the other team. They'd make announcements to the group about the progress of the other. This would be a race to the finish. starting at Imperous, and ending there when the Task Force is complete.
I'd like to do that some night real soon. Anyone interested in helping me organize? Someone redside with a big SG and someone blueside? -
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We'd have to work out the details, but that sounds about right. Maybe make Defenders and Controllers melee, and make Corruptors and Blasters ranged. I don't know about Dominators...
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I'd love to arrange a little friendly competition between melee classes and ranged classes here on Virtue. What I want to see is a full group of eight melee classes vs. eight ranged attack classes to see who can complete the ITF in the shortest amount of time. Both groups would start and end at Imperious.
Is there anyone reading this that could help me make this happen? I think it'd be fun! -
So, I realize now this subject has been discussed many times before. Searching the forum more thoroughly might have saved me time and you guys frustration. I didn't mean to troll.
Apologies to any and all I have perturbed. -
The current system is unfair. Let's say you created 'Super Duper Man' back when the game started, and want to transfer to a busier server, like Virtue or Freedom, but some temporary account used your name four months ago and never signed back on. It is now unavailable to anyone forever, and you are forced to either re-name your character, or keep them on their original, dead, server. Great choice, eh?
I don't buy the argument that it forces originality either. How many people just add a number or an extra letter, or use a capital 'I' in place of a small L to get the name they need, or even just butcher a name altogether to get the name they want. I see dozens of them every day. But you know what I see even more of? People not even trying anymore, because all of the REALLY catchy names are taken, both by actual comic book writers or by other players, many of which have quit.
Personal story: I created Joe Blow years ago over on Liberty. Joe Blow was a normal looking, small framed person who just happened to be a SS/WP brute. I typed in the lame and lo and behold, it accepted it! I was thrilled! I played until a little less than a year ago and quit, only to come back a month ago and reactivate. I decided moving to a new server might be the cure for what ailed me, so I came to Virtue via the free character transfer month. Joe Bow was already taken, so initially I was going to leave him on Liberty to collect dust, but a number of my old friends encouraged me to transfer him, so I did. He's now named Joe Blow v1.0. Yep, stupid, but it is as close as I could get to the original name without doing something dumb like eliminating the space between Joe and Blow, or by calling him Joe Blow with a period at the end, or by misspelling his name intentionally (Jo Blo, Joh Bloh...gimme a break.)
The older CoX gets, the more difficult it will be to come up with unique names. Even worse -- if server merges become inevitable, people may find themselves forced to rename characters which they believed had perfect names. This solution is not perfect, but the current system is far worse. -
Remember that game that failed? Champions Online? They had one thing out of the gate that I thought CoX should implement. The attachment of your global to your hero name, so that it would be impossible to have duplicate names outside of your own characters, and so that you could name your hero whatever you wanted. It wouldn't matter even if you transferred servers.
It might take a bit of re-coding, but I believe it would be less taxing on the servers in the long run because it would eliminate having to check names when you make a character, and it would allow new players to not have to endure the frustration of sitting at the character creation screen, trying in vain to come up with a character name, until, finally they name their character something like Captain Colossal22 because most of the interesting names are taken, and they don't want to have to write a thesis just to create a new and interesting one.
Just my thought. I think it'd be a massive QoL improvement. -
A cheap alternative to a 280GX are SLI'D 9800's. If you have an SLI motherboard, you can get 2 of them with 1GB of memory for about $170. I bought the "low power profile" 9800s made with a smaller die so they do not need an external power connector, and I SLI'd them together for low wattage, high power performance.
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I had a blast with you all over the past 2+ years, but the fun has finally faded away for me. I hope you all find years more of fun for yourselves!
Have a wonderful time in Paragon! -
They should just attach everyone's global to the end of their character's names, hidden or not. That way, anyone can have any non-restricted name.
Just look at Champions Online. That's what they did. It was one of their only great ideas... -
I went through bilateral clear cell renal carcinoma (cancer on both kidneys) so, I can empathize with your wife.
I wish you the best and a speedy recovery. -
I'd like to also add my input into this discussion.
On the mission: Investigate Nemesis Base, in the RWZ on -1 level 8 man group with two people, upon all but clearing the instance we received in total 6 recipe drops, all common IOs.
Alone, on -1 level and 1 man group, almost clearing solo, I received 3 recipe drops.
Alone, on +0 level and 8 man group, almost clearing solo, I received 3 recipe drops.
Alone, on +1 level and 1 man group, almost clearing solo, I received 2 recipe drops.
Alone, on +1 level and 8 man group, almost clearing solo, I received 4 recipe drops.
almost clearing means clearing the outside of all mobs, but not entering the doorway with the glowing safe.
If there is code inserted to make a single person clearing an 8 man instance still only reward them for one, then we will have a serious problem. It seems that way at the moment.
I would gladly do the instance 20-30 more times for a consistency check, but I need a program to track these things instead of clearing inventory after every pass. I want to know the exact kill/drop ratio, and what rank of mob dropped what IO recipe. Is there a parser program for combat logs, or will I need to make one? -
Spines/Fire here. Let me know when something's up!
@Muruduuk_Devoid -
Quote:Perhaps I am speaking too emotionally and not logically enough for the idea I was attempting to convey. I don't believe CoX is doomed, but I do believe that altering the current formula is a gamble. They can run the numbers and work out the kinks in a beta environment, but the people who play the game, and even the people who mine the rich veins of experience from the more XP-dense mobs are ultimately who decide the fate of the game (unless some executive somewhere decides to just pull the plug, that is.)You stated that the AE was designed to provide players with a way to create and share new content, then stated that players are farming and PLing because there is no new content.
You say that players PL to experience the end game because there is no new content, but there is no end game and there has been new content (from both AE and developers).
You refer to the existing player base as "what's left" when there is not only no evidence of a mass exodus, but in fact, NCSoft's numbers indicate that the game is stable, and those numbers don't include the new subscriptions for the last couple of months or the players returning in anticipation of I16 or Going Rogue.
You claim that the upcoming changes are unsatisfactory to players, yet there's a rather resounding lack of doom crying (despite your less than masterful attempt to stir some up).
You insist that players will get tired of playing this game if it isn't granted with an immediate and dramatic increase in content and level, yet you don't even attempt to address the reality that this sudden mass lack of interest that you foresee hasn't happened in the five years that the game has been running with regular small infusions of new content and no level cap increases beyond the addition of the 40-50 range.
You assert that the developers are attempting to artificially slow down player leveling, yet it wasn't all that long ago that the developers completely revamped the XP tables and made leveling drastically faster across the board, and are doing so again for the 5-24 range in I16.
You most certainly have contradicted yourself, as well as ignored facts and made unfounded and clearly self-serving statements in an attempt to portray a critical situation which does not exist and never has for this game.
I like the current game. I believe that most of you do too, unless you are here in some kind of masochistic bent. I am simply saying that I do not like where the game SEEMS TO BE going. I have the experience of having been in other games that messed with the formula and paid the ultimate price, either by major attrition or a significant outcry by the current subscribers threatening to do so.
Can I say it again? Well I will anyway. CoX is NOT doomed, but it WILL cause some people to leave. Change does that almost every time. More tenacious players will attempt to replicate the XP curve they discovered by some alternate means, and I'm sure, knowing what I know now about the changes, many will be able to. Still, some archetypes will now level 2-3 times as fast as they used to, soloing instances amped up for groups of 3-8, but not all will be able to. The less solo-friendly builds will fall behind in the leveling curve, while those built to withstand punishment will prosper. Those who "exploited" in the past, will prosper in the future. Keep in mind, this is on a slower server where groups are very hard to come by unless you want to do an AE farm.
The reason I am so passionate about these changes is because I love this game. I hope the changes are for the better, but at the same time I am skeptical. I apologize wholeheartedly if I raised anyone's hackles, but at the same time, I am glad to see the people on the other side of the table arguing with just as much conviction as I.
Thanks for talking with me and making several valid arguments. -
Quote:I was implying that, with new content people would be willing to "experience" the game as opposed to XP'ing the game, if you get my drift. Idle hands are the Devil's playground, so to speak. I know that if there were more interesting content, I'd be doing that instead of Frankensteining Hero/Villain builds because I have nothing better to do other than perhaps play a different game (Sacred 2 FTW!)Joe Blow:
Lovely post, but it does nothing to address the inherent contradiction in your OP, where you demand that the Devs give us more content, so that it can be ignored (along with all the new player-created content) in favor of the most efficient farms.
I'm not opposed to change, but I am opposed to large negative adjustments with only fluff to compensate for the shock. The gameplay experience will radically change.
Don't get me wrong, I would NEVER be opposed to the leveling curve being adjusted to make it slower, as long as the game is made commensurately engrossing and the options at each level more dynamic. As it stands, the difference between level 32 and 33 for any archetype is next to nothing, as filler levels without spending inordinate amounts of inf are nothing but garbage. Power specialization, transformation, and maybe even focus INSTEAD of slots at those levels would at least give you a choice! -
I used to play the game for the content. Nowadays, I find myself playing the game to create interesting builds. The days of exploration and wonder are gone and are replaced with build experimentation and IO combination. I fund this experimentation with my 50s. I do this by running a mission full of minions and lieutenants in a non-player created mission and selling the rare purple recipes that occasionally drop. Am I a bad member of the community for doing this?
No.
In above said mission, when I have a friend who reaches level 45 and they wish to group, I add them without SK/LK and tell them to relax and chat with me while they enjoy the fruits of my effort. The fact that I am sharing my experience and infamy with them, helping them get to 46-48 rather easily is not an exploit by any definition. Does this make me a bad member of the community?
No.
I have an AE mission made as a stress test of my ability to deal with controlling different situations with my Ice/Ice/Mako Dominator. EVERY SINGLE mob in this mission is of the boss type, and often there are multiples in each encounter. I use my abilities to neutralize them, AND earn good experience, and a laughably small amount of tickets. I find it a very enjoyable time. Am I a bad member of the community for doing this?
No.
I have a few characters that can handily solo large groups of +3 and +4 mobs. When the new SK/LK system comes out and I include someone in my group and they get the experience of fighting +4 to +5 mobs, will it be an abuse of the new system?
No.
When you create a system as dynamic as CoX, you can ALWAYS find ways to smooth out or speed up the game play. Smart people will find "sweet spots" while the average Joe will fall in line and play the game the way it was "intended" and less gifted people will become frustrated and quit.
This change isn't going to attract a boatload of "new" people. This change might bring back some old people, but at the same time, it will alienate others. I just hope they've weighed and measured accurately. -
I don't believe I am contradicting myself. Allow me to explain:
Bridging was an unintended side effect of the SK/LK system. People used it to run Nemesis farms and level people rather quickly. They left it this way a LONG time. So long, in fact, that it has gotten its own term. Changing the system now, WILL cause attrition. There's no avoiding it. There are people who play that like leveling fast. There are quite a few who want to at least get to 20 so they can get stamina and not have to rest between battles. They want a fast-paced game, not a sit-in.
Boss Farms: Here's an interesting situation. On average, bosses are the most experience rich mobs in the game for their difficulty. If your primary reason for playing is leveling, then why fight a Family minion with a long range machine gun attack and a weak melee attack, when you can fight a Praetorian Slammer that has only a short range shotgun attack and an easily avoidable but devastating melee attack? You create a situation where players can create their own content and are surprised when the missions that grant the most experience are the ones that are played the most? Why? You're missing the point, and doing it all wrong.
Oh, and, if you really wish to fix the "boss farm problem" make custom critter groups REQUIRE at least one minion, one Lieutenant, and one Boss type. PROBLEM FIXED. And you didn't even have to tweak the experience tables! -
(This is not just a suggestion, but a series of suggestions based upon upcoming content)
AE was supposed to be about playing different content than the "treadmill" that players have been running on for years by enabling other players to make stories to share with the rest of the population. People want new content, but in the absence of new content, a number of people want to be in the endgame. Boss farms, bridges, and health/stamina objects were the way to do that. If the people now behind CoX want to leverage what's left of their player base by tweaking mechanics that have been in place a long time, it is at a risk to them. There are tons of new games on the horizon, and if people are frustrated with a change, even if that change is for the betterment of the game in the long run, they will turn tail and leave. I've seen it in EverQuest and Anarchy Online. Both times the changes were made, the game began its downward spiral, and populations of both games dwindled dramatically afterward.
CoX is making the same kinds of decisions. They want to slow down the CoX experience without enriching the content of the game. Being able to tint your powers is interesting, yes, but the glamor of such a superficial change will wear off within a couple of months. If they want this game to survive the next generation of MMORPG's, then they need to quintuple the current content. They need to create so much to do, that one could reach 50 twenty times over and not play a single mission twice. They need triple the amount of villain/hero groups, and they need to increase the level cap. Without these changes, people will get tired of the slow grind and say farewell.
I have had many fun experiences in CoX. I'd love for these experiences to continue. Please, don't be dunderheads. Stop focusing on the "shine" of the game and overhaul the engine. It badly needs a tune up. -
Quote:I think you're right. 70% might be a bit too much.It's an interesting idea, however I think that your version is way to powerful. A 70% boost is better than everything in the game except a triple-aspect purple or a HO slotted in a power than can use three aspects of it (both of which are extremely hard to use effectively). Having that sort of power in a generic IO would be IMHO a bit to good.
I can see why you made them better than "regular" purples. Since single aspect purples provide the same bonus as regular dual aspect level 50 IOs but without the possibility for set bonuses generic purples would probably need a slight boost to make them generally useful. Personally I'd set them at about 58%, better than a regular single aspect purple but still worse than a dual-aspect purple.
I wonder if people would be interested in dual aspect generics??? -
In addition to purple IO sets, what do you think of purple versions of the level 50 generic IO recipes? A purple version of Invention: Damage would give a 70% boost, use the same ED as purple sets, and only one could be slotted per build.
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I figured out the math. It may be impossible to have the recharge to have a near-perma Coralax.
If I am right, I need a total recharge of 375% to get it from 15 minutes to exactly 4 minutes. Accounting 70% for haste and 90% for total recharge in the pet, with two 50 recharge IO's and a smattering from other hybrid IOs in the power, I'd still need 215 from set bonuses! Holy shamoley!
Spitballing here... 5 purple sets: 50% recharge, 5 LotG 7.5%, 37.5%, and 3 Positron Sets (and 2 pet sets): 31.25%. That's only 118.75%. I'd still be 96.25% from being able to do it. I answered my own question..
Nevermind.
(edit: oh I forgot the 100% base recharge everyone has. That would take me over the limit, so in that extreme situation, it WOULD be possible. Nevermind again.)