-
Posts
1682 -
Joined
-
Sounds good. I think I'mma hold off on buying the set 'til then, though, just to evade any possible technical difficulties when the fixed pieces get added in.
-
I really oughtta start paying closer attention to the release schedules of other games. I've always thought that since I wouldn't be buying them, it wouldn't matter, but now that I think about it, I'd always have a better idea of when new issues were hitting, too!
-
Quote:Maybe they're going to release two packs?I'm feeling a tad ripped off here unless there's some valid explanation.
Yeah, it'd be a mean-spirited move, but I note that priced individually, the pieces listed are all ready close to triple the cost of the bundle (compared to some of the other more recent bundles where the savings, IIRC, wasn't as big), so maybe they feel like doing two bundles to make up the cost? -
Is the chest detail piece a wraparound like the Roman armor, or is it front-only like for the IDF piece?
-
Quote:How does one obtain an attuned Armageddon?Enhancements[LIST][*]Fixed a bug that would revent the attuned version of Armageddon: Damage/Endurance to be slottable if Armageddon: Chance for Fire damage is slotted.
Is this a pre-emptive patch note and there are plans to sell purples in the store sometime soon or something? -
-
-
Quote:Indeed. It's a production choice to, say, hire writer (a) who can do new story arcs over programmer (b) who can do new powers. I didn't really mean this to be a "why doesn't this game change tacks?" topic per se, more it's curiosity, looking for insight on why games don't do that from their conception.That's pretty much how a development studio is: the vast majority of the team are only especially good at a certain type of work. Also, i suspect most studios' writers tend to be overtaxed in terms of material needed. They're expected to write original, engaging stories that are consistent with years of the setting's canon writing.
Right. You can't have do-stuff completely without get-stuff; otherwise, why play a game at all over, say, reading a novel for the story, right? I'm just saying that it seems like it would be more sensible to flip the two. Right now, speaking specifically of the end game, the get-stuff probably outnumbers the do-stuff tenfold, easily. That ratio is what seems to be backwards to my mind. -
Quote:I expect this is probably the reason. I'm not sure quite why it's the reason, because it seems like all that balancing and power development would be harder than writing TFs and story arcs and even raids, but I do suspect it is.The get content is a lot easier to produce then the do content is my guess so there is way more of it.
Quote:Game developers, as a rule, cannot produce content nearly as fast as players can complete it. So they make things that are worth completing more than once. And why would you do something again if you've done it before? Unless it's one of those rare tasks that's fun on its own merits, even after the novelty's worn off and the story is known, players don't usually do the same thing a lot of times. So, the developers "bribe" us to do things more than once by throwing rewards at us.
Quote:That said, I'm not sure the game actually does have a "very small" amount of content that can give endgame rewards. We have dozens of TFs and story arcs which give reward merits and drops that are useful or valuable to any character of any level. If we're talking just about the Incarnate system, it is rather small right now, because it's still relatively new, and because players avoid parts that they deem too difficult/too likely to be a waste of time, but it's getting new stuff with every update. When i22 comes out, we'll have what, 7 trials, plus a full zone with several arcs?
And yes, as far as Incarnates go, it's building up, but even in its current state, I sincerely you can finish a single Incarnate even by doing all of the trials and all of the new arcs a time through, let alone have content for those Incarnates to do once they've completed the "get" phase. -
This is definitely something I'd like to see. It's a great piece, but on its own, it's just a tad lacking. If it could be combined with some other top, it'd be perfect.
-
I've been thinking a bit, and perhaps this will come as a big "duh" to people who play a lot of MMOs, but I've only really experienced this and one other (which shall remain nameless), so if this is second nature to most who are familiar with the genre, then whoops, but it felt like a bit of an epiphany to me.
Basically, to my mind, there are two forms of content: stuff to do and stuff to get. The former are things like missions, Incarnate raids, zone content; the latter would be things like Inventions, or Incarnate Powers. I've noticed, though, that in this game (and the other), that once you get to the max level, the get-content massively outweighs the do-content. There's a ton of stuff one can seek to make their level 50 even level 50-er, or something, but it inevitably involves grinding a very small amount of content.
That's basic, of course, but the realization I've had is as detailed in the topic title. It makes very little sense, and ought to be the other way around. When the get-content outlasts the do-content, it just ends up further aggravating the problem that it was designed to solve. You get twinked out with your purples and your very rare Destiny, and, um, hooray? Now you have nothing to do again.
On the flip side, by having the do-content outweigh the get-content, there is the problem mentality of "why do it, if not for some reward"? But it occurs to me that most rewards in this game, at least at this point, are easily shared. This makes sense for a game with some double-digit number of servers I forgot each with up to 48 character slots. Expanding do-content over get-content is basically a way to also provide incentives to the next 50 levels of content. Furthermore, it helps fix the "players do content faster than it can be written" by encouraging players to re-run the material not to grind to a plateau, but instead with a larger number of characters.
A system like this just seems so much more beneficial to both sides of the page. So why do games instead focus on get-content? Okay, so that question's a bit rhetorical. But it's a dreary Sunday morning and I'm curious what people's thoughts are. -
-
Last time, I got all my characters who didn't have their SOs yet up to 22. The time before that, I focused entirely on one character to see how far I could push him in two days (mid-30s, it turned out, and I've barely touched him since). And before those, I mostly just treated 'em like normal weekends where I levelled more'n average. So it really just depends on my mood, and what's in my stable.
This time around...hard to say. I have a lot of general lowbies I'd like to boost up again by this point, but I also have a particular interest in building up a Dark/Dark Dominator rather quickly. It'll depend on whether I decide to go Premium, as well, since that'd mean I'd be stabling a lot of my characters, including most of the aforementioned lowbies anyway. -
Varies from villain to villain. Some are really nasty, some are closer to the proverbial "anti-villain" (though most of those are Rogues). Some are complete headcases, some are a little more sane, at least at a glance. A few notables that run the gamut:
~My Fortunata wants nothing more than fear, paranoia, and a bucket of popcorn. She's pretty much pure "chaotic evil", and ultimately doesn't even really care about saving the world for herself, and all those other co-op excuses, since she figures it won't be hard to hop a portal to the next dimension over and watch the fireworks.
~My Electric Brute is a blood knight type who just wants a worthy opponent. It's not his fault he breaks his rivals when they don't measure up. He's not liable to reign terror on innocent populations, but he's all about unprovoked attacks against hero types to see if they can offer a challenge. He'll even team up with heroes, though it's less for saving anything as much as it's just that sometimes fighting against other villains is more entertaining.
~My Archer is a hero gone bad. He's the "good guy" and he knows right from wrong, because he's always "right", and anyone who disagrees with or opposes him is "wrong". He's sure he's going to save the world, and even if the truth is that he's lost sight of how, in his mind, murdering or maiming everyone who happens to earn his ire is a good start.
~My Crab Spider is just a guy looking to make the rent every month, with maybe a little left over for his favorite MMO of the moment. He's not so much a villain villain, but Arachnos simultaneously offers both a pretty hefty hazard pay package, and probably the best medical benefits program he can find in the current economy.
~And finally, I have a Plant/Mind Dominator who was forcibly conscripted by the Malta group, broke free, and now pretty much would just like very much to not be hunted by his former employers, nor the heroes who want to arrest him for the crimes he committed on Malta's behalf. Hiding out and taking jobs of a villainous nature (the only thing he has any skill at) is just a means of survival.
And I've got 30 more, who all fall somewhere along that spectrum. -
When I can help it, I don't redo the same content on the same character. Occasionally, I may break down if I desperately want a certain IO and the market is being either too slow or too expensive for my liking, and run some familiar tips or a 10-minute WWD1. However, this game generally offers enough options that it's more than easy enough to satisfy me.
The only place where I can't get away with this is the Incarnate grind, which is why I now refuse to consider it much more than a joke gone too far. A joke, granted, that I nonetheless allow to be played on myself sometimes, but still. -
Quote:My big problem with Unusual Suspect is that it's like, the antithesis of "heroic". Silent Blade is all "I'mma just kill this guy and leave now, k?", and the response is "k, c u l8r".Funny part is the only hero morality one at high level i like is one good spider. unusual suspects is a dumb mission that reuses an overused trope, has wonky flow and just feels dumb and is really stupid on repeat. one good spider is the kind of mision i play he game for, I'm willing to wait for a porterhouse steak, rather than wolf down a cheeseburger in 3 mins.
I do agree that on those rare occasions I'm actually repeating tip content, it's much more convenient, but it's nonetheless one of those where I end up wanting to Godzilla facepalm at whoever wrote it. -
Generally I don't, but there are exceptions. I hate the Panther 5-4-1 mission mentioned above just because it takes so long between ambush spawns, and missions that are more sitting and waiting than actual fighting aren't very fun.
I also tend skip missions in general involving Knives of Artemis or high level Tsoo or anything else that can stack massive slows that last past the end of a fight, whether their tips or not (see the above mention about sitting and waiting for the reasoning why). -
Quote:That's a pretty big "if", though, especially when you consider that the team has already admitted the reason the packs are being sold this way is because people weren't interested in buying the consumables in the first place.As far as I can tell, if you're willing to invest Paragon Points or Paragon Reward Tokens on consumables, you get a better deal (in terms of Stuff/dollar) by investing in Super Packs. I'm not sure how the distribution of consumables you get from Super Packs compares to how they're consumed, though.
-
Quote:It's also great for, say, Hell on Earth. And since Tornado in the secondary also accepts Recharge Intensive Pet sets, you don't necessarily even have to give up those procs either.It's.. recharge enhancement, on a set that can only be slotted in a Pet power.
Unless you mean you're really having trouble keeping one of your Demons alive, that doesn't make any sense.
Well, the same could be said for Thugs and Necromancy, since they have similar powers, but none of them are as stylin' as Demons/Storm. -
-
Problem is that it's not virtual currency they're asking people to sink.
-
Just hoping i22 hits by then (which it probably will). Running my new Dark/Dark Dominator DXP style might be enough to rebuild my interest in the game at this point. And I should even have that Friday off!
-
As much as I'd lurrrrv me some Ghostbusters, the chances of it being pulled off again after all this time seem really, really, really low.
-
Quote:The more respectable businesses, however, generally make an effort to provide a product that is in the best interests of both the buyer and seller. The ones that make more money tend to be the ones that are more shameless about trying to milk their customer base, granted, but it's disappointing to see Paragon move from model #1 to model #2.This is a business, it has to make money to continue development... I like playing this game... I want it to continue so I don't mind spending on the game when I have it to spend.