Justaris

Mr. Justice 2011/PvP Bootcamp Mentor
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  1. /bind KEY "target_custom_near enemy defeated"

    Nitpick: Essence Drain uses live enemies. You're probably thinking of Unchain Essence. Stygian Circle uses dead enemies but has no need to target them. Dark Extraction uses dead enemies but auto-targets one if you tap the power (not sure why Unchain doesn't do this too).
  2. I'd have concur, aside from the usual whining of people who had trouble logging into the busier servers at peak times during the Double XP event, there wasn't much rancor from the last reactivation/Double XP event as far as I recall.

    Though I can see how people who'd been rampantly abusing the AE and then weren't able to even more rampantly abuse the AE during the event because of the changes might have been upset. Those changes were entirely too late in coming and should probably have been implemented before the AE even hit live. All in all not the best-handled problem in recent memory, but it's encouraging to see the Devs taking firm steps to keep things in check. Better late than never.
  3. Justaris

    KB vs. Imm

    Notably, Dark Blast's Tenebrous Tentacles also does not include KB protection and thus does not interfere with KB powers. Most other immobilize powers do, though, so it's easy to see how someone might conclude that it's the immobilize effect itself that cancels the KB. Not the case, however.
  4. Wow, didn't take this long to degenerate. You might consider that you have been away for a bit and that, between Patrol XP and the way XP in general has been improved, simply playing the game is now a significantly faster way of progressing than it once was. Since you clearly aren't up on many of the latest developments (SSK system, etc), this isn't an unreasonable thing to point out and certainly doesn't justify jumping down someone's throat.

    Personally, I don't PL and likely never will because I find it irksome and boring and I have no problem progressing my characters without resorting to it. I don't much care for the practice in general and I find some of its proponents to be disingenous about how and why they engage in it, but that's neither here nor there. Ultimately it's never going away and honestly any attempt to get rid of it entirely does more harm than good. PL will never be eradicated and it'd be foolish of the Devs even to try, but not because of a concern over revenue (at least, not the way it's presented above - plenty of people have multiple accounts for reasons other than PL). The reason PL will never be eradicated is because the damage to the non-PLing XP system would be devastating. Not only would they anger the PL crowd, but a much larger crowd that's entirely indifferent to the issue.

    As for the exploint/not an exploit thing, PL isn't an exploit unless it makes use of a bug for the furtherance of PL (such as any of the various fiascos with abuse of the MA system, to give a recent example). Aggelakis is quite correct. PL is certainly in most cases a twink on the existing systems, a min/max that finds the greatest gain for the least investment and often involves many parties putting forth no investment at all (doorsitting). It is not, however, an exploit or a cheat. It is manipulation within the rules, a critical distinction. It may be unpopular with some, but it's not a violation of game rules or of the EULA. So the Devs will continue to take steps to curb those areas most often targeted for abuse by PLers but won't try to destroy PL itself, which has worked out well as a position for them in the past and is likely to remain their general position on the matter in the future.

    If the OP (or whoever) wants to PL then that's their prerogative. If I want to avoid the practice altogether, that's mine.


    As to the questions regarding PL and the SK system, the practice known as "bridging" is effectively dead. Whether this is a good thing or not is somewhat subjective. If you have multiple accounts, there should be nothing preventing you from simply setting your difficulty settings for a team of 8, inviting your alts to team, and clearing the selected mission on the PLing character. Essentially the same rules apply for regular maps as they always have - choose something that you can clear quickly that's not much of a threat to the character doing the PLing. No-brainer there.

    You can also make use of the MA, but you should take care to observe the recent changes restricting rewards from lopsided custom groups (an anti- "boss farm" measure). As the MA was never supposed to be a farming tool and in fact has been expressly marked "not for farming" at least a dozen times by the Devs, that's no great surprise. That people continue to abuse it anyway is also no great surprise. I bring this up only because, if you plan to PL in the MA, you will want to educate yourself before potentially wasting your time on an MA mission that does not fit the new parameters.
  5. From a farming perspective, sure, it's terrible. From a supply/demand perspective it's great, as it ensures supply remains relatively low and thus that prices remain high. If you're looking to farm up a set or purchase one, that's bad news. If you want a windfall of influence when you go to sell one, it's excellent news.

    Besides, that puts them roughly on par with the infrequent PvE Purple drops. Takes time to get Purples. That's the way it is and honestly, probably the way it ought to be. Gives those who must be uber something to shoot for without breaking the game or tipping the balance so that purpled-out characters become the norm.
  6. As it stands, if you have that many IO/HOs that you simply must for some reason get off a character, you have the option of burning multiple respecs to do so. Which, based on the fact that the Devs seriously considered not allowing the ten at all, is probably something that Devs disapprove of but don't consider to be worth the time, trouble and acrimony involved in fixing.

    In short, don't look a gift horse in the mouth angrily demanding a better horse.
  7. While you're probably going to have to play the Market heavily and/or farm if you're looking to outfit yourselves with purples, it's possible to get good non-Purple IO sets though simple marketeering and crafting as well as common sense in-game practices. To put it simply: buy low, sell high, craft what you find as drops and put it up for only slightly more than it cost you to make it.

    If you're into badges, getting the memorization badges and then crafting the reduced-price IOs is also a nice niche and one that, while low-profit compared to some, is also pratically zero risk. People who farm and/or play the Market and have the funds generally prefer to buy them off the crafter rather than earn the badges to get the discount themselves. So if you get, say, the badge for 45/50 Damage/KB and place some lowball bids for Demonic Threat Reports and Kinetic Weapons, you can craft up some level 50 Damage IOs. Since each one costs you less than it costs someone without the badge, you can sell them for a profit and still have your asking price be under that of the non-badge crafting cost. So it's a Win/Win - people have incentive to buy from you as your price is lower, but you still make inf. As I said, it's not a huge profit niche, but it's an easy way to make millions while you're offline. Playing the Market is far, far more lucrative, but requires some startup capital and that you know what you're doing.
  8. Quote:
    Originally Posted by Obsidian_Force2 View Post

    Nobody is forced to build anything any way but how they want, so what is the harm in providing the most efficient methods?
    That's a fair stance. I'd just add that, in addition to providing "the most efficient methods", especially where Khelds are concerned, it behooves those in the know to give at least some sense of where the other options fall in relation to whatever's most efficient.

    In other words, if we were talking about Masterminds, there's really no question of how well the "petless" variant compares to a variant that takes and uses the pet powers. Anyone who goes the petless route is challenging themselves and deliberately taking a significant and drastic hit to the power of the character. But there's not that clear of a disparity here. A human-former is not comparable to a petless MM. Unlike the majority of ATs, this AT has a number of popular variants that perform differently but perform well (anecdotally, at any rate).

    To answer the question: what is the harm in providing the most efficient methods? Well, if it's presented in terms (stated or implied) of "this is what you should do if you want to really play your Warshade", I think that's irresponsible. The 'expert' has just told the neophyte player that his/her way is wrong in so many words. Now, if the neophyte is expressly looking for the most optimal build possible, fine. But in my experience that's the minority.

    Most people say something to the effect of "I want to play a Human/Dwarf. Am I going to suck?" We should absolutely tell this person what the most efficient methods are - and we should also give a sense of where the build he/she wants to play stacks up in comparison. What (if any) advantages does the variant have over the optimal choice? What shortfalls should the player expect if he/she elects to play the variant rather than the optimal? Lay it out and let the player who came to us for information make the final determination. That's what we should be doing in this forum. We should be a resource.

    If you ask me.
  9. Quote:
    Originally Posted by Obsidian_Force2 View Post
    I simply do not know why you engage in topics of this nature as you don't care about performance beyond being able to do basic level content, which requires aboslutely no build advice at all.
    This is the sticking point, however. When we discuss builds there's two general ways to go: you can go for what is "optimal" by whatever margin that ends up being or you can go with what's "viable". Put another way, you can talk about what "works best" or how to "not suck". These are both approaches which are concerned with performance and are asking for build advice related to performance. They are, however, asking for very different things.

    It's a given that, with sufficient number-crunching and given a certain level of basic familiarity with a given powerset and tactics that one build variant is going to emerge as "optimal", even if it's only by a slim margin. The only way to avoid this would be to make all powersets essentially reskinned clones of one another and I don't think anyone on any side of this issue wants that.

    However, if other build variants can perform at a level approaching that of the "optimal" build, then these variants could be considered "good". Obviously this is where a lot of subjectivity comes into the equation - how far off of "optimal" is "good enough"? At what point does the variance become trivial (or to ask it another way, at what point is the variance significant? Or is any variance significant? 50.14 DPS > 50.1 DPS, damnit!).

    If we adopt a purely numerical stance then yes, there's a 'best', though oftentimes arriving at that best is a nontrivial calculation that has to take into account a number of factors beyond power selection and slotting (the time consumed formshifting, for one, leaps to mind). But is everyone seeking build advice wanting a purely numerical answer? Do they want to be told how to build their character, or do they want to know if the way they are already building and playing their character is viable? Do they want to know if it's "good enough?" How do we make that determination? Is anything short of the optimal numbers "not good enough"? "Teh suck?"

    In my opinion, any build that can be successful playing basic content in reasonable time, can contribute meaningfully to teams playing a variety of content and is enjoyable to the person playing it is a viable build. I for one prefer to find a way to optimize the build that the player has chosen rather than remake it into a 'perfect build'. I believe that Dev decisions should reinforce and expand this AT as one which supports multiple viable builds. I don't really want to see them all made perfectly, equally optimal - rather, I think there should be pros and cons to each. For example, a human-form variant gets significantly more utility from Inky Aspect and from Fitness than does a Tri-Former.

    Anyway, those are my thoughts on the subject. I can't speak for other people who've advocated variety in Kheldian builds, but speaking for myself, I've always taken pains to talk about "viability" rather than what's "optimal". It is, naturally, subjective. YMMV.
  10. Perhaps this is mitigated by the fact that Stygian Return requires nearby enemies to work while Restore Essence does not? Since generally if you die there were enemies nearby to kill you, it's not usually a significant hindrance, but it is a difference between the two powers (if we assume the disparity is deliberate and not an oversight).

    I'd be in favor of a change to Restore Essence though - I've had similar experiences.
  11. Justaris

    Build Help?

    It's hard to comment completely without a full build. The screenshots are adequate, but if you're not already doing so, I strongly recommend using Mids Hero Designer.

    You seem to be using basic SOs rather than IOs, so that's one area right off the bat that you could improve. Since you're using level 45s that are green you must be between 42 and 44, so you're well past the point where IOs start becoming more powerful than SOs. So if you're not performing as well as you'd like that's one area to address.

    Also, as previously noted, the Blaster forum really would have been the best place to post this.

    All of that said, I'll give you my thoughts on what I see here:
    • I suggest more slots in Stamina. At least one more, possibly two (for a total of three including the default slot). You want endurance.
    • More damage in Bone Smasher. This is a very strong attack and should have more than one damage slotted. In fact, I wouldn't slot less than two damage in any Blaster attack power.
    • Slot your armor power with a Resistance or two or three.
    • The build aside, if you're not already making heavy use of inspirations, start doing so. As a Blaster you won't have the ability to survive very long against Elite Bosses (unless you make significant investments in IO Sets), so you're looking for a fast takedown.
  12. Bit late to the party on this one, but this bit I feel compelled to respond to:
    Quote:
    Originally Posted by Obsidian_Force2 View Post
    There is a small segment of players who not only believe Kheldians should remain the "build it however you like it's all equal" AT, but also do their best to make sure Kheldians can never become focused AT/sets like fire/kin fire/rad and dozens of other "cookie cutter maxximized" builds that beginners can look up on the boards to have a 90% completed (and damn good) build with the last 10% for their personal taste.

    The fact kheldians are more complex to build in no way logicaly means a "nearly perfect" build cannot be found it just means more time must be used finding it.

    And I find this my biggest sticking point and one I will not let go of.
    On the one hand, especially since the changes to the inherent, I think it's probably fair to say that certain build variants (a tri-form Warshade, for instance) are probably superior in terms of power compared to other variants. Is this a desirable state of affairs? That's a matter of opinion. Personally, I say no. Based on the quoted portion above, it seems (and by all means, correct me if I'm mistaken in my presentation of your statemets) that you view the Kheldian AT having a clear 'focused' or 'best' build as a good thing. I don't.

    In my opinion, part of the appeal of this AT is its versatility, the design that allows it (at least potentially) to be a number of different things and, depending on slotting and use of IOs/Sets, to have various degrees of power in various bailiwicks. To move the AT further towards a 'one clear way' or 'ideal build' would run counter to this. Of course, that's part of its appeal to me, and perhaps it's a source of frustration to other players. Fair enough. However, since a majority of other ATs in the game are relatively straightfoward to create builds for in comparison, it doesn't seem unreasonable to let Kheldians remain somewhat unique in this regard.

    Now, a case can be made that by allowing the inherent to work in the forms and by making the changes to Dwarf and to BD Mire, the Devs have already taken steps in the direction of the 'one true build'. I'm hopeful that further tweaks down the line will make other variants more viable from a numbers perspective (e.g. a boost to human-form damage scalar would be welcome).

    Until that time, while it may be true that certain build variants are more effective than others, it still remains true that the AT supports multiple and diverse viable builds. In the current environment some are suboptimal to others but all are playable without significant issue, at least in my view.

    If anything, I'd like to see changes that reintroduce/reinforce the opportunity cost which has always been involved in building a Kheldian. I like the idea that I have to make choices and differentiate myself, that my Warshade may not be like another but can still be effective. The last thing I want is to see Kheldians become simplified to the point that one single build becomes the overriding best choice.

    That's my 2 inf on the matter, anyway. YMMV.
  13. I'll break away from the pack here - I actually take it a fair portion of the time. I hate the long animation of SoM and I have a fair number of magic or natural themed characters for whom the Axe is a better fit. I also take it on all my Warshades, Dark Blast & Dark Melee users, of which I have several (since fighting ghosts and zombies with NegNRG is a pain and the axe is significantly helpful against both).

    Since I'm in a position to get three of the four powers, I usually take SoM (unless on a Dark or a 'shade), the Nemesis Staff or Blackwand (depending on Origin) and then the Axe (or, if on a Dark or 'shade, I'll take the other ranged power).

    That's my 0.02, YMMV
  14. The solution is creativity. You don't need to resort to spaces, hyphens, periods or intentional mispellings, you just need to get more creative. Break out a thesaurus, maybe check out Wikipedia.

    Compound names (more than one word) tend to be far and away easier to secure, but with a little ingenuity you can easily find a good name that you can enjoy. Another alternative is to try for a pun or a clever turn of phrase. Can't get Mitochondrion? Try Might O'Chondrion. And so forth.

    I've been playing this game a while now and I make new characters on a prolific basis. While I of course don't always get every name that occurs to me, I don't have any significant problem finding decent names.
  15. Generally speaking, you don't really have to worry about what your DPS is exactly if you're a casual player. Some people use the term "DPS" interchangably with "damage dealer" to signify a role on a team (i.e. to put out damage, hopefully a lot of damage in a short period of time). If you want to min/max your character for PvP or just for grins, DPS is a common variable people tend to care about and try to maximize.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Be a resource instead of an instructor.

    A thousand times, this. Basically what I was trying to say above, but more succinct.
  17. Quote:
    Originally Posted by vinque View Post
    Good help and yes, I need to be more specific, but wanted to "test the waters" before I went into detail. Two immediate areas that I think are probelmatic are controls and understanding (God this feels like I'm talking to Dr Drew). First, huge problem is controls. Let me first say I've tried to say at least a billion times how bad I sucked (and maybe still suck, comparatively) with movement and "controlling" my char. However, my girlfriend has the prob of not wanting to use "both hands" (can't seem to avoid sex metaphors) when controlling her char. She moves using one hand and attacks using the same hand. I have also told her how I used to do the same thing and she needs to try to use both hands but doesn't seem to be working. I guess I need to be patient on this one. The understanding might be the tough one. I mean the understanding of the game. I've told her about the abundant resources for the game (online resources), but I think she'd rather rely on me for info. This one might be a suck it up and deal with it, which I'm prepared to do, just thought I'd throw it out there.
    Seems like you're on the right track, and you've already had a number of good responses. As someone who (after months of careful trying to get her to play) now has a wife who plays more than I do, I'll say this:

    Whatever you do, don't try to tell her how she should play or what she "needs to do". Instead, focus on making the play experience a fun one for her. Be there as a resource if she has a question, but keep it simple. Answer the question without going into unnecessary depth (unless she clearly wants you to, use your judgment).

    Try to play something that will complement and support whatever character she makes. For instance, if she's playing a Blaster, you might play a Defender or Controller and run support. If she's playing a Stone tanker, you might consider playing Kinetics. And so on and so forth. Basically try to pick something that can support and empower whatever she's doing and give her center stage. Make new character to play with hers - this is more fun than playing with a high-level character, in my experience, because you're working together. I don't recommend dragging her along as an SK on higher level missions unless she brings up the idea.

    Let her explore the game and find her own passions. You might like PvP and she might be more into badges. You might enjoy running characters quickly to 50 while she likes to fully explore contacts' arcs and is annoyed when she outlevels them. Don't assume your preferred way to play will be hers. Try to support whatever she's doing rather than trying to have her play your way. This isn't to say that you should completely abandon your own enjoyment (game needs to stay fun for you too), but let it take a backseat for now and maybe you'll find some points of intersection that you both enjoy a lot.

    Also, don't try to plan her characters for her or tell her how to enhance, what powers to pick, etc. If she wants to pick Flurry, let her pick Flurry. Let her make her own mistakes and her own choices - more than likely some of the ones that you wouldn't have made may surprise you in how effective/fun they turn out to be.

    My wife uses an entirely different interface from the way I like to play, from an inverted mouse to different movement keys to a completely different setup for her power trays, inspirations, etc. When she goes afk and I have to play her characters, I'm always baffled. But I wouldn't have it any other way.
  18. Quote:
    Originally Posted by JahRastaFari View Post
    cool thanks, so essentially I have 4 level 50's so it auto unlocks those specific AT's like I don't need certain badges etc that's cool. thanks for the info you guys are very helpful.

    No, you need two level 50s. One hero of any kind, on any server, and one villain of any kind, on any server. If you have that, then you have the Kheldians and the VEATs unlocked. Both PBs and WSs unlock with a single level 50 hero and both Soldiers and Widows unlock with a single level 50 villain.

    For instance, if I have a level 50 Scrapper on Champion server, then I can make Peacebringers and/or Warshades on any server I like, as many as I like. If I have a level 50 Mastermind on Virute server, then I can make Soldiers and/or Widows on any server I like, as many as I like.

    If at some point you choose to delete one of your 50s (not sure why you'd do so, but whatever), you can lose access to the epics at that point until you get another 50. This doesn't prevent you from playing Kheld/VEAT characters you've already made, just making new ones. So in the above example, if I deleted the Scrapper, I'd still be able to play my existing Warshades and PBs, but couldn't create new Peacebringers or Warshades until another hero (on any server) got to 50.

    You do not need certain badges or to complete certain tasks or anything like that. The Devs have mentioned that they don't really like the level 50 requirement (since it somewhat encourages powerleveling of characters, among other things), so if they ever add a third epic AT to the game it's likely it'll be unlocked in a different way. That's probably fairly far off though.
  19. Quote:
    Originally Posted by Panzerwaffen View Post
    Cable uses guns.

    Deadpool uses guns.

    Nick Fury uses guns.

    The Punisher most certainly uses guns.

    There are plenty of other comic book heroes that do.
    Also, Vigilante.
  20. Not to mention that, prior to this Booster, there were very few Martial Arts robes to choose from. The two robes (each with two styles) close to doubled the number of Martial Art-themed costumes in the game. So yeah, I wouldn't say there are "too many".

    As for the powersets, there's Martial Arts and there's Katana. If the OP is upset about all guns and swords, then there's Dual Pistols, Assault Rifle, Broadsword and Dual Blades. That's not a lot, compared to the multitude of other, more "super" powersets.

    There's really not a problem here that I can see. If the OP (or anyone) doesn't care for the ninja/martial arts theme, then just don't use it. I haven't done much with the Science theme stuff as yet, as I have little interest in making a mad scientist character (as yet, anyway).

    But I'm not complaining that there's too much science-themed stuff.
  21. Just to chime in on the ideas for the human-form, I'd like to say this:

    Ever since they made the inherent work in the forms, I can't help thinking that there's been perhaps too much emphasis on Tri-Form. After all, one of the major disadvantages of Tri-Form (not being able to make use of the inherent) evaporated, which was a great buff to Tri-Formers while leaving Human-Only the same. I've always loved the many viable variants this AT has for its builds, both PB and WS, but I've wondered if perhaps there ought to be some advantage to being in human form beyond being better able to benefit from Fitness, etc.

    In other words, if we get a new power that only works in human form and makes build variants more distinct and different from one another, I'm not sure that's a bad thing. As for teams dictating play, plenty of Kins have been skipping SB lately I've noticed, so apparently peer pressure from teams is a not insurmountable force.
  22. Who wouldn't be a great team asset if they had a 'Fulcrum Shift' type power? Sure, it'd be nice, but plenty of players manage to be assets without such a power. All non-Kineticists, in fact.

    I'm not sure, but Star Seer may be referring to force multiplication. This is one area of the generalist spectrum that Kheldians do not cover. They have no significant debuffs or buffs and so cannot fill a force multiplier role on a team the way a Defender, Controller, Corruptor or Mastermind can. In order to truly be a generalist AT I'd like to see some sort of force multiplication powers added, but in practical terms I'm not sure what I'd be willing to give up to get it or where it'd fit into the current setup for Khelds.

    In short, it'd be nice to have, but I'm uncertain how/if it would work with the AT as it stands now.
  23. Quote:
    Originally Posted by Star_Seer View Post
    The is nothing the make Peacebringers desible to a big team - the are the TF leaders girl friend of Archtypes.
    I had to read this three times just to parse what he was trying to say. Clearly this is an expert whose word should be given the highest possible weight.

    In other news, I've found PBs actually seem to be better on TFs than Warshades (though of course both are good), since the nature of Cosmic Balance makes them better able to stabilize and enhance the TF team than the WS. Which isn't to say that a higher damage scalar wouldn't be welcome - but I've already commented on that upthread.

    As for having a 'clear role', to my mind that's precisely counter to the design of this AT. It's the very cookie-cutter mentality I mentioned earlier in the thread as something Kheldians are somewhat unique in managing not to do. And, while I'll grant that this probably causes the same teaming problems most generalist/hybrid classes get, I don't think it's a problem for the Devs to solve - it's par for the course for a generalist AT. Yes, many team leaders get tunnel vision and want "damage dealers", "tanks", "healers", or other such arbitrary labels to fill spots on their teams.

    These roles are not without their own problems (especially that last one), but they do simplify matters for the person forming the team and while they're oftentimes overly simplistic or flat-out wrong they continue to be commonly employed in-game. A given Kheldian is more of an unknown quantity. Will this person have Dwarf? Will they be built to tank? How will their damage output be? Will they have Nova? How much control will they have to offer? The beauty of the AT is that a Kheldian invited to a team could be any or all of these things and more. Let's not "fix" that.

    As for the teaming woes, well, I've never favored pandering to ignorance. There's a simple solution, too. If the pigeonholing team leaders aren't inviting you, then you become the team leader and form your own team. Hopefully as a Kheldian you have some experience with the game and can lead a team effectively (unless you just PL'd, but that's another can of worms entirely).
  24. Alright, I'll address some of the wrong here:

    Quote:
    Originally Posted by Bronze Knight View Post
    The problem here is getting a team together on a low-pop server (and in this case people leaving SG as well). This I would consider to be a problem when getting a team going during prime time takes a moderate amount of effort.

    Meargeing some low population severs would fix this.
    Merging servers might address this problem, assuming that the players from the two servers you mashed together all remained playing. That's somewhat unlikely given the numerous problems with merging servers - the copy/paste post for this extremely frequent bad idea exists so that these many reasons can be recounted quickly every time someone proposes this idea in ignorance.

    In short, there's no guarantee the merger would in fact fix the 'problem' that supposedly necessitates the merger in the first place. Not a hallmark of a good solution. When the problems outweigh the benefits, you're getting into "don't fix what ain't broke" territory.


    Quote:
    Originally Posted by Bronze Knight View Post
    The solution I assume you are referring to is Server chat / Search Interface / Super Group.

    All of these tools are useful however all can be more effctive with a server merge. Thus alowing team formation to go faster and smother both inportent factors when your relaxing. As thats what this is, its the time we take to relax and enjoy ourselves, no one wants it to feal like work.
    Again, this is an assumption - force the player populations of two (or more) servers together because more numbers resolves all these perceived problems. However, merging servers is likely to drive off many players if the numerous problems aren't addressed. Even if they are (and not all of them have evident solutions in the game as it exists today), chances are good that players will still be lost in large numbers over such a change. A change made to increase population that decreases population is a poor change. Just because Server X has 10 people and Server Y has 12 people doesn't mean that all 22 people will play on Server XY. To assume so is disingenuous at best.


    Quote:
    Originally Posted by Bronze Knight View Post
    "unintended effects that are detrimental to the continued health of the game"

    As was mentioned Names being taken on other severs. This can be solved in a variety of ways. I see no reason to list them all.
    Try. Assuming you really believe this poor notion is a good idea and aren't just trolling to pass time, that is. The onus is on the person suggesting change to make the case for why the game we all pay to play should be altered. If a convincing case for change cannot be made or if the negatives proceeding from the change are likely to be greater than the positives, no change should occur. That's the case with this issue, as I've yet to see anyone make a convincing server merge argument. About the best I've seen is the position that, at some undefined point in the future, NCSoft may need to merge servers if profit margins necessitate consolidating their maintenance costs - and there's nothing I'm aware of now that suggests that day is anywhere on the horizon.


    Quote:
    Originally Posted by Bronze Knight View Post
    People rage quitting because they like the "community" on there Sever.
    Handwaving a point away doesn't invalidate it. Community is a key reason many people play and remain playing MMOs. There's a considerable social aspect to this type of game and I've met countless players who will attest to some variant of "I'd have quit long ago if it weren't for _______ SG/global channel/server community." Toss that out the window and you get some fallout, no way around it. Our servers have existed for over five years and each has its own standout well-known active players/personalities, its own general culture, its own set of global channels and of course its own gaggle of SGs. Even if the name issues were somehow resolved, there's an issue with taking away someone's server identity. Many players play exclusively on a single or on a very few servers, a "home". Demolishing one's home, even if it's to build a shiny new house, is not without consequence.

    Quote:
    Originally Posted by Bronze Knight View Post
    This is simply eveadince that the dev's have wated to long to mearge severs it sohould have been done a long time ago. In the end tho any "comuinty" could be preserved through its Global Chat Channels and SG/Colalitions. If these were mearged as well there would be little diffrence other than having to see more people walking around in the zones, which isn't relly a prolblem.
    I invite you to provide this evidence. Aside from the caveat about a possible pipe-dream serverless system at the time that server transfers were introduced (more as a CYA than anything else), I'm aware of no such 'evidence' and find the claim dubious. So no, it shouldn't have been done a long time ago and it shouldn't be done now. Ignoring the problems with the idea doesn't make them any less problematic.

    Quote:
    Originally Posted by Bronze Knight View Post
    Its not a bad idea just one that nobody likes. (except for me.)
    You can repeat that statement as much as you like, but if you can't put a rational argument behind it then you are unlikely to convince anyone that this idea is anything other than a terrible notion.