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Posts
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Personally I always wished they had simply used the global handle as the unique identifier for an account and let us use whatever character name we wanted even if it was the same as someone else on the same server.
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using mid's having hasten slotted with 3 lvl 50 recharge IOs and the spiritual boost 1st tier (33%) i had to have a total of about 166.5% recharge to perma hasten
with the tier 4 (45% boost) I need a total of about 142.5% recharge to perma hasten -
Quote:I think copyright infringement has to be more specific than what you've done... it truly has to be a copy of an existing property... I am sure many vets here remember the old days when there were a bazillion claws/regen scrappers named wolfernine, wolvyrine, xwolverinex, etc running around.Hey, this is a bit of an odd thread, but it's addressing a problem that's plagued me for a long time.
I have a serious issue with accidentally using names that I think might be associated with other things, and then lack the cash to buy rename tokens to bail me out. Yes, I know, research the names first, but I wasn't doing that back when I came up with some of this stuff.
I can completely assure you this was all done by coincidence, and I'm just hanging my head and groaning in horror after googling the names on a whim one day.
My issues are as follows:
Void Wanderer (I'm concerned this bears similarity to Ultima Online's Wanderer of the Void character, though the two share no resemblance or traits whatsoever) (Level 50 Empathy Defender)
Revenant Pyre (Regretfully shares a similar name to Runescape's revenant pyrefiends, apparently) (Level 5 or so Demons/Dark Mastermind)
If Pyre has a problem, I can delete her with no real problem should the need arise. However, Void Wanderer has been a main character of mine for a long time, and I don't want to see her genericed, or worse, get me banned for violations somehow. Am I going to actually have a problem here?
For example... having a female character named phoenix who has fire blasts and energy manipulation and uses the valkyrie costume pieces in various shades of red and yellow is fine
but having a female psi/psi dominator named phoenix who's a red head and has a red or green costume with a yellow bird on her chest a yellow belt and yellow gloves/boots is probably an infringement.
making characters that are "inspired" by existing properties is relatively safe so long as you have differences. For example I have an invuln/ss tanker named Lady Liberation who was inspired by Wonder Woman. She has black hair and her original costume has a red top, blue bottom, red boots, gold gloves, gold belt. Where she differs is she has a white star on her chest, a red mask, gloves instead of wrist bands, no tiara. Her second costume has no inspiration at all from wonder woman though. -
Keep in min though that not every character needs to worry about soft capping defense. It can really vary based on the archetype and powersets.
For example:
An Illusion controller will probably place the highest priority on global recharge bonuses to perma Phantom Army before worrying about defense.
A forcefield defender can probably softcap all his positionals with relative ease and then try to build up +damage bonuses
A reflex scrapper needs little to no help softcapping his defense so he might focus on +regen bonuses
A invuln tank might want to plug his psi-hole using various set bonuses (i've seen an invuln tank with 30% or more defense to everything including psi as well as 30% or more damage resistance to everything including psi) making him extremely sturdy vs any type of foe.
Ideally you'll want to play off the archetype/powersets to maximize your strengths and minimize your weaknesses. -
Quote:ah well i'll enjoy the old way while i can!Yeah it was said so fairly directly in the annoucements. Besides think about it: Why would the Devs put this much effort into pushing this thing if it was just going to be optional?
I set it up last night and really had zero problems/trouble with. In fact it made things better with faster DLing and fewer shortcuts. *shrugs*
[EDIT] In fact it states it in the very first sentence of the announcement thread: -
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Want your wisp aura and never see the nc launcher again?
You're in luck you can do just that!
Install the nc launcher and run it once to launch coh... bam you now have your aura
then edit your short cut to point to the:
old.CohUpdater.exe
on my computer the path in my shortcut looks like this:
"C:\Program Files (x86)\City of Heroes\old.CohUpdater.exe"
So it boots up using the original method and I never have to see the icky nc soft launcher again after the first time! -
Keep in mind it is quite possible that you have a key logger on your machine and any info you may have input could have been used by someone illegally. Making sure your system is secure and checked regularly is vital in today's computer driven society. There's just too many scumbags out there ready and waiting to steal from you.
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I tend to take Hasten on controllers and dominators simply because as someone else mentioned, not having your control powers available quickly can end badly if things go sour. Hasten is also nice for controllers who have few attacks so it helps keep their attack chain continuous.
That said... I rarely take hasten on other characters unless there is some key power that would benefit from it. Phantom Army is a key power that I'd say hasten is very valuable for. For a fortunata you might want perma mind link and hasten can assist with that though unless the power is truly a game changer (like Phantom Army) I'd probably want something else to benefit from that recharge as well.
I see little need for hasten on many of my characters though. One pet peeve I have with hasten is that if you're going to get it and perma it then you're likely doing so to perma other clickies as well... and in doing so you can't set them all to autofire which bugs me. -
A prepaid card will work fine. I used a prepaid card I got for xmas to buy several booster packs recently.
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You can activate hasten while still having the buff but it will not stack. The refreshed buff will replace the older one.
that said I frequently notice the icon APPEARS to show that some powers are recharged when in fact they aren't and so you might see that hasten appears clickable but it isn't actually ready yet. -
purchasing the booster packs adds them only to your own account. You cannot make purchases for others without being able to log into their ncsoft account
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I have a feeling that with the amount of shards needed we may eventually (as in not right now or soon but in the not too distant future) see an increase in the shard drop rate from lvl 50+ mobs.
I also have a feeling the costs we see are what will go live. I'd expect a drop rate increase before cost decrease. -
Sister Jocasta gets dumped... HATE knives artemis
One Good Spider usually gets dumped... as cool as it was the first time... it's much less so the 465th time...
The debutantes I am iffy on... but if it's one of my first 3 tips i typically dump it since I know a replacement will likely show up doing the other 2 -
Quote:yea I remember doing all that stuff too ^_^ like i said it may not have been a very robust editor but it was soooo noob friendly... they lost that "accessibility" for the masses in nwn2 though sadlyThat brings back memories. I used to hack tiles from one tileset into another for custom hackpacks and pull items off of maps so that they could be used as individual placeables
fun times.
that editor was much more powerful but much less user friendly.
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Essentially what we're talking about isn't even a new base editor... it's a world editor much like say the original neverwinter night's toolset. As old as that game is I always found its editor far and away the best I've ever encountered in a game with such a feature. Not because its particularly powerful (it's not) but because of how simple and easy it was to use for even the novice.
Taking an idea like that and putting it in game could be an amazing feature for the players and give the devs a fantastic new tool to use for creating content at the same time. The tech could have applications well beyond just bases making it valuable to the game overall if done right. -
Quote:Well... the problem with that is the devs can't do anything more than say something like "We'd like to revisit bases eventually". At least they can't say anything more than that till they have a concrete plan to actually revisit bases and their impact on the game world. They aren't going to tell you how much money they have to work with or how many people or how much specific features would cost. And many times they may not have the answer anyways. They also in many cases may not be authorized to share specific info. For them to revisit bases they need many things.I would really like to hear from the dev team.
I want to know what their capabilities, limits and resources are.
There has been so many suggestions and ideas it should be clear enough now more than ever that people ARE interested in bases.
In short: I think the time for silence should be over.
The basics being:
a) an amazing idea to build an issue around that can benefit from this tech
b) the resources to make the tech
c) the tech itself which can be an incredible amount of work
Now if they can build a whole issue around this new tech like... let's say for instance the new issue isn't really about bases per se but rather "new mission environments" like outer space, deserts, underwater, etc. Then bases would, as a byproduct, benefit from being able to access that new tech. The devs could then justify the resources (time, dev dollars, etc) to actually add in these new features that base builders are clamoring for. I mean an issue called "Base Invasions! new editing options for those who have permission!" isn't going to sell... but something like "The World and Beyond! Travel to a rikti mother ship in orbit and save the world!" is probably an easier thing to market.
If the devs have an idea like that brewing and have the financial support to back it up, THEN we could expect some posts about it. But until then we can't just say "its time you fixed this". As much as the devs may want to, it's much more complicated to actually do. And not just the actual coding but the planning, getting the resources, etc.
My hope is maybe an idea like mine might spark some dev inspiration. If they can find a way to "sell" this idea to the higher ups then they'd have the resources to pursue it. But you have to understand the idea they need to sell isn't just the concept but also legitimate and cost effective methods to actually make that concept a reality. -
Quote:Well the reason I suggested it is if the devs are ever to revist bases again it HAS to be more than just us playing with our "barbie dream house" it has to have an impact into the overall gameworld even for people who aren't in super groups.It's clear to me you have put a lot of thought into this and that you have excellent organizational skills. I agree with over 90% of your ideas and I would be thrilled if even 50% were ever implemented.
One thing I keep hearing about is a possible AE-Base building connection. I must admit that I don't really see AE mission maps and bases as a symbiotic fit. It always seemed to me these as "stovepipe" game features have little in common. But I'll concede that could be shortsightedness on my part.
A new base editor that can allow players to have their own base as a mission map for themselves or others lends content to a wider player base. That same editing tech could also be touted as a feature/upgrade to the AE content as well. I tried to convey my ideas in a way that the shows that bases COULD have a wider impact on the game world if done right. And I am fairly confident that for bases to ever get any love it's going to have to.
The personal base feature lets every player in an sg or not have access to the editor.
The tip missions that use new base maps allow player made content to enter the active main world in an interesting way that any player can interact with whether in an SG or not. Example: Non sg'd player gets a tip that tells them "Twilight Avenger's base in peril from freakshow! Longbow Requests assistance!" Ideally such a mission would be like a train mission but instead of the train you'd click the base portal and the mission would be on the list of destinations much like the train would. The player would then find themselves in a replica of Twilight Avengers base map with freakshow mobs and perhaps a few friendly longbow to rescue.
The AE map editing functions serve a dual purpose. First it allows players to design interesting maps for any of their AE creations and at the same time gives the devs a tool to easily create interesting maps for any new content they decide to add in the future. This would be especially valuable if said tool could have that randomizing function I mentioned in my original post. The devs could set some parameters like "use style stone, randomize map, use magic decorative items" or something like that and bam they have a circle of thorns mission map that's not the same old rehashed stuff we've seen for 7 years.
Like i said in my original post I am sure topics like mine aren't new or even very interesting but if nothing else I got the ideas out of my head and maybe a dev might say "hey you know that doesn't sound half bad... and I may have an idea how to code that!". The ideas are ambitious and the whole of it might not be doable or might require more time/money than NCSoft thinks it's worth but it never hurts to plant a seed right? -
While I am sure this type of topic comes up regularly I'd like to simply set down my ideas for revitalizing the base system. If nothing else maybe some day the devs will revisit bases and topics like mine may offer some inspiration for them. The ideas here try to get as much of what currently exists over into a new system more friendly to the dev's use and upgrading as they see fit.
Feature Overview:- Legacy Bases vs. New Bases
- Personal Bases vs. Group Bases
- New Base System Features
- Integration Into The Game World
- Closing Notes
Legacy Bases vs. New Bases:
Legacy Bases (the current ones we have) would remain in the game as they currently are. There would be no new content added for them though certain bug fixes could probably be addressed (such as say the Pocket D beacon for example). The supergroup registrar would allow the player to swap between legacy base access and new bases access much like swapping specs. When one is active the other is inaccessible. This system will allow those who have an invested interest in the old bases to retain what they have and continue to use it as it is. Both legacy and new group bases would use prestige as their currency for building and all current supergroup base badges and unlockable features would be available in each.
Personal Bases vs. Group Bases:
The new base system would introduce a new type of base for personal use. the personal base is a smaller scale version of a group base with limited features but giving the individual the freedom to explore the system and create something personal for their character. The size of a personal base would be extremely limited. Likely a single plot of a modest size that could be subdivided into smaller areas if desired. Imagine it, if you will, as a 6x6 oversight center plot with all the allowable features of that room plus say 1 more placeable storage and possibly 1 teleport device and 1 beacon. The personal base would use a new currency called personal prestige for building. Since a personal base is of limited scope and likely easy to cap out, personal prestige can only be purchased with influence from the sg registrar much like you purchase sg prestige (though this would have a much more favorable conversion). Personal bases would have an option to be linked to a group base so that players can transition from one to the other without exiting. Personal bases have their own permission controls that the owner can set to preference such as allowing group members to enter their base or access their storage. Personal bases would be accessible after a special mission accessible from the city representative at level 10 and grant an initial allotment of personal prestige for the player to work with. There could likely be a badge associate with unlocking the personal base.
Group bases would function similarly to how legacy bases do in that they use the same sg prestige we have currently and can only be edited by those with permission to do so. New Group bases would also have all the features currently available for legacy bases such as multiple teleporters, medical bay, etc. SG prestige is a single resource. If your sg prestige is tied up in your legacy base you'll have to either dismantle your legacy base to recover that prestige for your new base or earn/buy more sg prestige.
New Base System Features:
The new base editor would be completely revised. Base data would be stored via text file much like architect missions and costumes are.
Instead of having various rooms you would begin with basic small plot which can be increased in size (price scaling with size). This plot can be flagged as being an indoor or outdoor plot allowing for outdoor areas complete with sky and day/night transition or even outerspace. The editor would allow building structures with interiors much like the Architect Entertainment building so one can see outside via windows but still have independent lighting within the structure (so as not to appear in shadow like we currently do in well lit tram stations and wentworths at night) and building such structures would be akin to how we currently build rooms via stacking but with dedicated "building blocks" specifically designed for the purpose. Such building blocks would come in a variety of shapes, sizes and thickness, and would be customizable by applying "style" textures much like we currently do with legacy base walls but with additional textures added to the palette for variety. Some of the new textures would be transparent "glass-like" textures for creating windows and such. There would be a height and depth restriction for building though there would be variances in level allowed to the main plot.
Sections of this plot can be "upgraded" via prestige expenditure to allow for certain devices/features. This replaces needing specific rooms to put specific functional devices in allowing more free form base design. Plot size and plot upgrades would be the limiting factors of what functional devices you may have and how many.
Objects would have complete axis control for placement but also have a "snap to" toggle when that is desired for default placement. Door objects would be interactable much like in qame doors are and come in a variety of styles. Many "functional" objects like mission computers or worktables would have a decorative "non-functional" version and wider variety of placeables would be accessible that are not part of the current legacy system such as refrigerators, pool tables, casino tables, slot machines, etc.
There would be a new teleport placeable similar in size and appearce to the portal corp portals. This teleport placeable would allow for unlimited beacons to connect to it and have a destination list pop up much like the tram does allowing those with enough prestige to consolidate all their teleporters into one large device.
Higher tier workshop tables would have all the lower tier recipes in addition to its usual recipes.
There would be transitional elevators for accessing multiple levels as well as proper stair placeables.
There would be an auction house interface device unlocked by an accolade gained through some of the "sell so many things on the ah" badges, the "shop keeper" day job badge and the "day trader" day job badge.
Integration Into The Game World:
The mission computer would have a wider variety of missions to offer. These missions could also be accessed by those not in a supergroup via the community information terminals around the city.
There would be new types of tip missions that only drop when you are in a supergroup and if your sg plot is of an appropriate size and you have the feature enabled. These tip missions would use your SG basemap and have a level appropriate villain group invade the base. This type of mission wouldn't have any affect on your actual base as the mission map is merely a replica. There would also be new tip missions that draw on other sg bases for their maps allowing for a variety of tip mission locations and allowing sg bases be showcased to all players. There could possibly be a badge for completing a certain number of base invasion tip missions and mission computer missions. Mob placement in these mission would be based on pathing accessibility.
Task force badges could unlock certain new decorative base objects and themes related to the TF such as certain cimeroran themed objects/textures for completing the ITF.
Closing Notes:
Much of the new base building tech could be incorporated into the Architect Entertainment system allowing for not only user made missions but usermade mission maps as well. This new tech could also allow the developers to design more unique mission maps than the standard stock ones we've been using for years without having to spend labor/resources on modeling an entirely new map for a mission in house. If an algorithm could be developed to randomize key elements of a map using the new tech while still keeping the pathing and mob placement viable this could revolutionize all current and future missions making their maps more interesting and dynamic. -
Quote:DISCLAIMER: I have not chosen one side or the other on this issue!Okay... please note that I am not Trolling this thread. I would like a genuine answer from a solo player to the following question.
If you play solo and don't team (and more to the point, are annoyed that you HAVE to, even though they have already said that when i20 drops there are other ways to get the Tier 3 and 4 powers) then what's the problem? Without a team, there is no one to have to keep up with, and therefore no reason to rush to get the rare and very rare enhancements. I guess I don't understand why people are mad that they can't keep up with the team players when they are highly unlikely to ever really see/talk to/fight with them...
Or am I missing somehing on this one?
What you are "missing" is that some (I couldn't say how many) players aren't looking at the current unsoloability of the deeper incarnate content as "not being able to keep up" but rather they feel that this system is another form of advancement, much like leveling is. There are of course debates as to how much like leveling this advancement is though I don't think anyone can deny it IS a form of advancement beyond 50 (though I am sure someone will post to do just that!). Being unable to advance their character through the incarnate content via solo means (even if slower) is seen as a detriment to these players. What it boils down to is it isn't about keeping up with people they don't typically interact with but rather being walled off from further character advancement (i.e. level 50 game play) unless they engage in activities in game they do not enjoy.
The flip side of this coin is that the devs have stated they are investigating methods for the solo player to engage the incarnate system. But this statement is seen with suspicion and disbelief. Some of these players believe it to be a false statement or an assurance that won't come to fruition. They refer to pvp and bases being left out in the cold and fear the same will happen to the soloist. They say the solo content should have been ready and available at the same time the group content was. I can't say I agree or not with that last statement.
My personal stance is I am a solo player most of the time. I am perfectly fine with not being able to solo the deeper incarnate content right away. I believe we will see that solo option eventually and I am content to wait until it is added to the game. That's basically where my stance ends. -
Quote:Thanks! I am not sure why searching didn't bring that up for me... ah well I appreciate it!
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Quote:You must do marvelously at public speaking I wish I could convey my thoughts as eloquently as you doAnecdotes can't prove a theory, so they are not very strong statements when used to support an argument. But they can act as a counter-example to a theory, and can be devastating when used to disprove one. For example, if I were to say "adding raid content is a good idea, look at all the other MMOs that have it" that's a weak statement. Just because others have it doesn't mean its a good idea, even if its all of them. However, saying "adding raid content is a bad idea, it always ruins the game for casual players" can be trivially countered by saying "WoW is considered and targeted for casual players, and it has tons of raid content. QED." That's a very strong statement that the theory isn't always true. And if it isn't always true, the burden is on the person stating to demonstrate convincingly that it is *ever* true, given that it can't be simply logically true - if it was logically true, it would be always true.
It is in that sense that anecdotes have to be viewed. They are not simply always weak or always strong. It depends on how they are used. If they are used to try to overgeneralize, they are weak. If they are offered in a context where a single example is all that's needed, they can be very strong.You really do break things down in a very logical manner.
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Quote:Perhaps you've misinterpreted my intent. I am NOT one of those people who believe the devs are just going to tell the soloers to stuff it. If you look at some of my previous posts I firmly believe that what Black Scorpion said is true and will come to fruition. I think the devs have done a pretty bang up job so far and I have every confidence they will continue to do so. What Puzzles me are the people who continue to believe otherwise despite being told that solo options are being investigated.And the important part you cut off was:
You are trying to use analogies without justifying that they actually fit this situation. Sure the game is adding more group content. It does that every time it launches a new Task Force. Sure the new group content is on the front page of the website. All the new stuff goes onto the front page of the website. The front page of the website is there in order to advertise the new stuff that's coming. None of this means that the solo player is getting thrown under the bus.
Now, I'm going to go ahead and point out that Positron mentioned that soloability was a goal of the Incarnate System. I'll also point out that Black Scorpion mentioned specifically that they are looking for ways to fully experience the alpha slot even if you solo. I'll point out that second measure mentioned accessibility to everyone as a goal of the new system. I'll also point out that it has been mentioned repeatedly that the fallout from the "skills system" taught the entire staff that mentioning specifics that weren't well underway is a great way to get the community all up in their grill.
Look at the flashback system. Back when people were begging for it, people expected some contact to have a level slider that you could set and then run to contacts in that range, which is boring. Instead we got Ouroboros, which was a hugely popular gameplay AND story expansion with its own narrative, badges, and place in the lore. People wanted a way to switch sides, "like a task force or something." Instead of a single, repeatable-and-thus-quickly-growing-dull task force, we got the very expandable tip system and an entire new world to pop around in, both of which have some of the best content this game has seen, which is very interesting. This team is establishing a history of letting things stew until they are actually interesting, instead of some boring "oh fine 100 shards equals a notice whatever." Maybe they're working on a new arc, maybe some kind of tie-in with ouro where you have to jaunt around different level ranges to assemble a notice or track one down, maybe something like the solo morality missions in Praetoria, combining tips and incarnates for the solo player...who knows.
But what's being suggested is that after they have said, repeatedly, that they are looking to implement ways for solo characters to participate in the Incarnate system they really mean "hahahah eat it soloers!" instead of "we want interesting things to do whenever possible, not just systems shoehorned in all awkward."
You take issue with my analogy I can understand that though I think you might be over analyzing it just a tad. >_> As I said my point was that the people here posting about "doing things cause every other mmo does it" isn't really the best way to validate their position. If my analogy didn't quite make that clear I apologize. -
Quote:I know at times it may seem I am on one side or the other but I have found I agree with everything Arcanaville posts. I also appreciate the way in which you post Arcanaville. You aren't snarky or rude or overly emotional. You state your thoughts succinctly and to the point.They haven't decided to be like everyone else. They've decided to do something you don't like that you think is like everyone else. There's a difference. And the fundamental difference is that other people cannot and will not act with your perspective, but theirs.
You can ask them to be different. You can't ask them to be different as you specifically define different. Furthermore, this game predates WoW, and a lot of the systems that were added much later (like the invention system, for example) go back a long way conceptually and only arrived when resources were available to actually do them. Its entirely possible some form of end game and level 50 power progression system was being kicked around long before many of the games you think CoX is emulating actually shipped. I know for a fact and its obvious to anyone that looks at the systems introduced over time that the NC acquisition created a lot of opportunities to create things that the devs didn't just think up on the spot, but were things they were interested in doing for a long time.
Some things are unavoidably similar in any two MMOs. There are only so many different kinds of mechanics you can use to construct solo and grouped content. But while I'm certain different dev teams see what each other are doing and try to learn from that, each one tries to put those lessons to work with their own unique design perspective.
This notion that our devs are just trying to be like everyone else presupposes that they don't have a mind of their own: that they don't actually want to do what they are doing now because they think its the right thing to do. Its fundamentally their decision, and they should get all the credit and all of the blame for it. But to say they are doing it to be like everyone else is insulting without cause. It would be like me saying you're only complaining because its fashionable.
When I was posting about "doing things just because everyone else does it" I wasn't inferring that the devs were necessarily doing that. Only that the posters saying "all the other mmo's do it" shouldn't use that as validation for anything. Perhaps my ability to convey my thoughts just isn't quite what it used to be these days. Age can creep up on you when you least expect it -