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Okay, can anyone figure out this problem for me?
I wasn't able to log on at all before but after changing my game account password, I could for a while. But now, the forums seem to have formed an anti-body to my connection. Everytime I log in, it goes to the logged-in screen that then redirects me to the previous page I was on. However, I'm logged out again when I do.
This is the case with my laptop from home connection, my phone and my phone tethered to my laptop. When I take my laptop somewhere else or connect my phone to wifi (other than home connection) or just use someone else's computer, it works fine. What did they do to the forums that *now* make me unable to connect with *my* means of connection? -
Quote:This, I could get behind.
I could also get behind an expansion of recipes - while removing some that just aren't used/just don't sell from the drop pool entirely, having them sold (for those that want to frankenslot) from the vendors. (See also Executioner's Contract, Calibrated Accuracy, etc.)
For instance, get rid of ... well,e very snipe recipe drop but Manticore, replace with one other - and decent - snipe set that drops, move the rest to the vendors/stores. Set price, if you *really* want that CA recipe - go buy it.Quote:Thing is. More drops is simply going to shift the problem from raw inf influx to more returns on the market from recipe and salvage drops.
Already I can cap my recipes and salvage in a few short x8 sessions on my tank (who's at current max-salvage limits).
What I'd like is an option to reduce inf earnings and boost prestige earnings. In addition to cutting inf generation, it'll also give a boost to players trying to build themselves a base that's more than just the entry room and an oversight center.
Because straight increasing the volume of drops will result in quickly capped inventories. And most of it will be junk that you either delete or (what we don't want) vendor it off for new inf.
As for removing recipies from drop tables, that might be another method but then I have no clue what that'd do to the way things'll end up. I can only think of what may happen if you put some sort of value to what we have. For example:
Those snipe sets, there could be a section for recipies > conversion. Dump 50 uncommon snipe recipies for an uncommon snipe recepie of your choosing or a rare recipe random drop. Suddenly all those useless 1k snipe recipies will start selling, with demand increasing there'd actually a market for the surplus supply and you'd be increasing the supply or more desireable drops accordingly...
Basically, junk would be another currency, but it's more like bartering.
And hey, maybe there could be other options, like junk for prestige or holiday salvage. -
Quote:Well in that example, you'd probably be seeking more and more *imperfect* ways to play a song after playing it so many times (like adding your own tempo variations, or musical dynamics) or through means of less effeciency (like by memory, while singing, blindfolded or with one hand or something).Some people like perfection in their hobbies. I play piano, and I spend a considerable amount of time making songs I already know pretty well even better. Is that a waste as well...?
If CoH is your hobby, then it should be about being amazing even without always aiming for perfection. You can only do something perfect so many times before getting bored with it. It's why I occasionally play an AT or set I'm not used to, because even then I'm decent. -
Statesduran duran from the Fab Five earth.
StatesDeLorean from Disney's Cars earth. -
Firstly, for ranged ATs you have Defender, Corruptor and Blaster. Controllers could ba categorized as a ranged AT considering their primary means of attack is going to be at range. And if Blasters can be considered ranged with their secondary usually having a few means of close combat, I don't see why Doms can't be considered ranged with just some melee amended to their ranged primary.
So that's Def, Corr, Blast, Cont, and Dom (5) and they all have different flavors to their set combo to make them very different.
Now for melee? Tanker, Stalker, Brute and Scrap (4) and they all have melee and armor as their primary and secondary. Their tactics may be different but their make-up is the same.
All in all, it's arguable if there are "too many melee ATs".
As for your rendition of assault sets...eh, then they cease being assault sets when you change powers and concept direction.
Personally, I'd rather the AT have straight up melee sets as their means of attack with maybe Taunt being removed for something appropriate for the AT. The buff/debuff secondary would be what is changed, swapping out some team utility for personal utility. So rather than cutting the AT at the kneecaps by AT mods, the AT would automatically have limited team support because they simply would lack certain powers. The AT wouldn't be able to outbuff Defender FF not because of AT mods but because it wouldn't have Dispersion Bubble or what have you. Instead, it might get a personal version with weaker defense but better mez protection (for themselves). -
Several things....
1. Double drop rates? I doubt it would happen but maybe a slight improvement to drop rates. Maybe an improvement to the chances of getting a drop by something like 33% or in the ballpark of a quarter. But then improve yields more. Not an expert on rewards tables but something like a disproportionate improvement to chances of getting uncommon or rares vs commons. So that rather than completely filling your inventory with common junk 2x as fast, you'll gain everything slightly faster and a better chance at uncommon junk.
2. End of mission/arc bonus. Possible point of exploit; turn off inf there or to kill a boss and improve the drops just for them. So how about a kind of inf debt that you incur upon turning the option on? At this point you don't earn inf or get improved drops but the drop bonus will turn on after paying the debt with dropped inf you'd have gotten.
3. Coupons! This option could come with the bonus of adding coupons to the drop tables and even really nice stuff like merits! So tailor cupons, crafting coupons, and other stuff that might cost you inf to use.
4. Vendors. They still give you inf for your junk. So how about changing that chatty vault secretary into someone that wants our junk (*smirk*)? There'd be progress bars on stuff you can get rif of (like badges) and when you get to 100%, you get the prize and start over again. Ex: trade 20 temp power recipies for a basic IO of your choosing. trade 15 pieces of random common salvage for a random uncommon drop. trade 25 pieces of any common salvage for a piece of common salvage of your choosing. -
Quote:Why not just keep it simple and make the AT inherently strong as your base mark + 2 or so scaled buffs rather than giving the AT a solo buff and a separate team buff?At the same time give them low buff/debuff numbers as well, even less than what masterminds get. Now, you'd think that'd make them underpowered, a jack of all trades archetype that's not very good at anything. But this is where the inherent comes in. Again I'm not sure what they'd call it, but have it grant scaling buffs based on team composition similar to how the kheldian inherents work. For every melee AT on the team they'd get a small power boost effect, improving their buffs, debuffs and heals. While for every non-melee AT on the team they'd gain a boost to their defensive powers. Keeping them seperate would be a coding nightmare, I know, but I think it'd be worth it.
At the same time, to keep them being too underpowered when soloing or on small teams, have the inherent give the equivalent of three teammates worth of each buff while solo. This would drop off as the size of the team increases at the same rate that the damage buff defenders get from vigilance does - 2/3 buff with one teammate, 1/3 buff with two teammates, no buff with 3+ teammates. But of course with teammates they'd be getting the per teammate buffs to make up for it. Which is a lot of buffs to juggle, I know. Hence making the base numbers so small. -
Either.
I figure you never need to always fine control KB but in the instances you do, just a slight shift in the mouse can alter the direction without needing to reposition. I'd say the part that makes this complicated (besides learning how to use it properly...but then you'd have to do that with learning KB regularly) is that it'd disable mouse clicks as a means to activate powers.
As for implementation, my guess ranges from VERY HARD, to 'not in this lifetime'.
Now I'm curious if a similar mechaic has ever been used in an action game to decent effect. -
Lol how difficult would this be?...
Okay, a UI option that you toggle on and off by right-clicking then choosing from a menu that then changes your arrow into like a perforated 3D arching arrow that'd control your KB like a golf sim. The arrow stays centered so moving the mouse to the left curves all your KB that way. Pushing the mouse forward aims further forward while pulling back aims up. Scrolling forward increases the speed (and distance) while scrolling back slows down the velocity to a slow aerial tumble. It'd change all your KB per activation while aiming and default to normal when you right click again. -
Quote:Then maybe the devs should *add to* rather than *change* the game's setting/story to give more moral/characteristic choices. Personally, I'd find it interesting if the dialog choices made actually affected mission progress. So your big-bad "smack your head off if you look at me funny" villains might find most contacts don't want to have anything to do with them/are afraid to piss them off...then you'll have your perfect feared villain that doesn't work for anybody (or have work at all in many cases)."To me." I'm all about options in villainy, and Arbiter Daos playing tough guy doesn't give me any options. My only option is to shrink from the challenge and tell myself I'm so totally not a coward because Arachnos are so big and scary.
When I say what a villain "should be," that's inclusive. I've never tried to argue what a good villain SHOULDN'T be, since everyone's preference is different. But old-game CoV fails in providing only a very small subset of what villains could be, and the excuses for it are growing lamer with every Issue. -
Quote:What authority are you of to say what a good super villain is/does?That's what a good super villain is. That's what a good super villain does. He doesn't shrink from one bald old man. He punches him in the mouth, takes on the full might of Arachnos and shows Recluse that he's not to be messed with.
Personally, the biggest and most dangerous villains of them all are the ones you think you can trust. The ones that, through past exploits, seems worthy of your trust but then goes behind you, takes your **** from right under your nose, stabs you in the back, laughs as he takes your position without effort then, when you try to turn the tables by force, exhibits how powerful he is and how useless your efforts are.
Granted, I do have a few that go the "smack athority in the mouth" approach, but they're less supervillains and more anarchists. -
Well, considering the original comment I was referring to basically amouted to "Blueside? Yeah, they're simple people", I feel we're more mature than that.
As for your other rants, /threadjack
Stalkers *are* fine. I farm with mine just like I do my Brutes and Scrappers. Could they use more? I'd say so...and Scrappers too. Just because an AT could use some touching up doesn't mean they're underpowered. My problem I have with Stalker detractors is their solution is to make Stalkers into Scrappers and I DO NOT WANT MY STALKERS AS CARBON COPIES OF SCRAPPERS. If you don't like my opinion, you are free to ignore me. -
Quote:Oh, so you were taking a pot shot at the intelligence levels of blueside players. You see, I didn't even consider posters from our game were that critically judgemental of their own community. Of course I'm gonna be wrong but then I'm always wrong >_>The phrase "lowest common denominator," when used outside of the context of mathematics, usually refers to perceived mental capacity: it's used to describe the bare minimum threshold required to accomplish a task--or, in this case, understand a story arc--in the same way the lowest common denominator (also called the "least common multiple") is used to express fractions in like terms. If redside players are 1/2 and blueside 1/9, you'd have to dip down to 1/18 to compensate (since 18 is the smallest multiple that 2 and 9 have in common).
I don't want to give the impression that I believe players on either side to be inherently smarter or stupider. The joke was that the mental capacity of blueside players forced the quality of the Rikti War Zone arcs down to 1/18 so they would be on the same terms. -
Quote:Trying to make heads or tails of that statement...We redsiders simply need to acknowledge that the co-op arcs need to be understood by the lowest common denominator.
That said, I'd LOVE to see Heroes have to do something eeevil for the good of mankind.
Wouldn't Villains be the lowest common denominator as, whatever motive for the content in the RWZ must have a derivative of villainous moral in it? Or are you saying that's how it should be?
If not, maybe you mean Greatest Common Multiple? As in, the motive is derived from the common prime motives of each faction then combined to obtain the primary objective?
So example of Greatest Common Multiple:
Villains
-Stop the Rikti from taking over...your world.
-Steal Rikti tech to sell to highest bidder.
-Eat rikti babies.
-Destroy Rikti.
-Stab that hero in the back that's helping you.
Heroes
-Stop the Rikti from taking over the world.
-Rescue civilians caught in the crossfire.
-Help Traditionalists.
-Destroy Rikti...Restructurists army. -
I think its a good idea to hop up every now and again to get the circulation going, maybe do some squats or something to put stress on the legs, especially for those that don't have a set routine.
Me? I used to do arm curls, push ups and chair dips when I was playing during school because I didn't have the time to do that on my own and play and I wanted bigger arms/chest. Now? I just don't play as often. I do other stuff. But I still get up and walk around during load times cause my bum gets no cushion from my game chair. -
Quote:Because it 'forces you' to do other content (on an alt, no less) to access more content.I hardly think expecting something described as "forced content" to be non-optional is a semantic quibble, but please yourself. I still think it's a slightly daft idea, but at least this way it's not one that would get in my way; in that form I've no objection.
But I don't see why it's 'daft'. This is one of the primary reasons I have so many villains compared to my heroes...because my heroes have their own villains and those villains have lackeys. I can't be the only person who has made a villain specifically to be a counter to their heroes. This idea just enriches that and gives more incentive to those that don't play villains to do so for the sake of bringing to life their hero's story through the foes they fight. -
Semantics. Unlockable alludes to being accessible by that character in some fashion (unlockable costume pieces/slots for example). But that's beside the point. Even for players that don't like being villainous, I'd assume they like putting heinous criminals behind bars. Well how heinous? You get to set the bar. Does your hero fight off petty thieves or world-threat class types?
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It's forced because, if you don't have a villain in the 20s (using the example arc), taken the villain to Nerva and began/finished the example arc, it wouldn't even be accessible to your hero. You'd be locked out. Same deal for a non-equivalent arc being locked off your villain if you don't have a hero leveled and picked up the arc.
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Quote:It's more likely you simply don't comprehend the suggestion then.Sooo... your idea to address the relative unpopularity of the player-character villain experience is to force people who ordinarily wouldn't to play villains, to avoid crippling their heroes' story progression?
That may actually be the daftest, least likely to have the desired effect, most infuriating-if-implemented idea I've ever seen seriously proposed* on these boards, and it's not even on the Ideas forum. Congratulations.
This has nothing to do with 'your hero's progression' and all to do with 'intertwining the experience between your heroes and your villains'. If you had no villains to relate to your heroes, then you can't cripple something you never had. If you simply want to experience the content, you can fight another player's Rogues gallery. -
Quote:The mentality tends to wear off around lvl 26 or 28 for me.so... once 32 happens, I start looking at that vast wasteland of levels that will only give me slots, before I can get another power, at 35.
And since levelling seems REALLY slow above 30, I just get dejected.
By now, I have a few 32s, one 35, one 38, and thanks to the encouragement of some friends, a 50.
But that long wasteland between 32 and 35, and 35 and 38... (and further into the 40s)
How do you guys handle it? Do slots make you happy?
Like you, in the low levels I'm all giddy about getting new powers and have to force a little 'yay' when I get slots. Sometimes, I won't even bother visiting a trainer unless I'm even level.
But by SO levels those slots are so so SO SO worth it. When new powers come along I'm still happy. But by the lvl 30 power pick, even though I get the powers, I rarely bother using the power pick because its accuracy will suck, it's damage is bad, it runs your endurance dry if you use it and recharges too slow. I'm praying for slots at that point. This gets worse in the 40s when you get epics. They're exceptionally useless until you get slots in them, at which point I literally carry around the enhancements I'll plug into them with me. Slots are used IMMEDIATELY. Powers? Eh, by then the character is fleshed out and you have tactics to get by without that 1-slot power. -
I always love these debates. I usually play both sides but prefer blueside for teaming and redside for solo, mission story, setting and atmosphere. On redside, people complain how it looks gray and depressing but seem to neglect how boring blueside looks/feels/paced. And the contacts on redside are quite diverse and I never quite feel like I'm doing the same thing since the climax usually pertains to a different hero I'm suppose to face. Heroes tend to feel like they're busting the same old thugs on the same old streets...but theen it's been a while since I played a hero.
Sam's post about size brough some things into perspective though. I love the redside look, but what he described does make a lot of sense. I think Mercy and Port Oaks seem fine but I could see revamping the zones to be more like Praetoria in that the islands are all close together in a way that you can see them in the distance so it looks like you're hopping from one isle to the next. Maybe dropping some of the more useless points (like the Freakshow forts) and either pushing them to a farer section of the map and increase their scale so they're more significant...there's lots of open water just begging to be taken up by 'stuff'
As to how to fix red side? Forced content.
Kinda like what I do. I make my own villains that my own heroes run into either as backstory or as their Rogue's gallery. I make them villainous, do arcs and TF to make them a threat that my heroes must face.
So, initiate a string of contacts/missions/story points that will pit your heroes against villains from your own server list. But those villains have to be leveled, run the content and hit the story point to be available for your hero to run against (and vise versa).
Example: You make a villain that ran arcs in Nerva where he takes over Argincourt and turn over occupation to Arachnos while you research something with CoT or the Devouring Earth in Primava. [insert conclusion to plot].
Then you level a hero who runs across an arc in that lvl range where you're saving longbow from Arachnos, liberating Agincourt and arresting the above villain of your creation. The reverse would happen on certain arcs but you'd be on your villain while the hero from you list pops up to ruin your research.
You can even have double rewards, one going to each of your created characters involved. If you don't have an equivalent hero/villain on your roster? Better team with someone who does. :P -
Now you're talkin.
That concept is intruiging, unique and usable for different concepts over claws or another bladed set...Something like Tipped Knife, with the concept of using foe specific toxins applied to the weapon.
You could even give it a swap ammo-esque gimmick in that it has 2 (or three) of these BU powers but using one makes the others expire and start recharging (so you could ever only use one). One could be 'Acid Tipped' that eats a foes armor (-res/-def), 'Poison Tipped' that swaps part of your lethal dmg for toxic, debuffs regen and a chance of toxic DoT. Maybe these powers can have a longer duration (15-20sec) but a smaller buff (30-40% dmg) to go along with their effects.
That's something different at least... -
Quote:Never said it had to be sonic, it was just pointed out by the OP that the reason for -res was to get a melee counterpart to sonic's -res.And I see no reason a set can't have -resist be it's thing, and not be Sonic.
Admittedly, then a lot of the difference between this Knife Melee and peoples want for a Sonic Melee will likely be Smashing vs Lethal damage, Weapon Set (and thusly redraw) VS Punch People, and likely Build Up vs Follow Up.
The set could have had a 'Corrosive Blade' power that specifically aimed to lower the foes resistance (a la Rib Cracker) or had a kind of swap ammo mechanic called 'Poisoned Tipped' that added a -res to the attacks. Then that would explain why a knife can lower resist and claws can't; because one is defined as poisoned tipped. It's not the fact that you could coat claws in poison to, it's the logic that both are sharp stabbing instruments used in a similar fashion but have completely different thematic effects. -
Quote:The -res is *A* secondary effect in a set whose concept is 'street brawling' which utilizes many secondary effects. If every power had -res in it, and it didn't rely on an extra system to use effectively (that hinges on another concept, namly combo levels) then yeah, we'd have a problem.I think the fact that the set has -resist in it, to not be a real problem, Leo.
Really, look at Street Justice. Has an attack with -Resist. Yet Martial Arts and Super Strength don't. What makes Street Justice's hitting do -Resists compared to a well trained Martial Artist who would likely learn pressure points over a bar room brawler?
Quote:Why can BRaodsword and Katana users Parry, and not a Claws or Dual Blade user, when you can in fact parry with such weapons.
But that involves the set power make-up, not the set theme. No blade set can natively decrease a target's resistance. -
Quote:Then would this set be 'Sonic Knife Melee'?The way I saw it was if you have multiple stab wounds, you're going to take more damage if you keep getting stabbed. Plus, I haven't seen an Resistance based melee sets yet, so this would give us a Sonic equivalent to melee.
The only point I'm trying to get across is, this set isn't the only blade set that stabs people...and this set isn't even about 'multiple stab wounds' being the cause as only 2 attacks are actually stab maneuvers. Claws has as much right to -res secondary as this...but it doesn't so it isn't conceptually fitting...unless this is 'Sonic Knife' or something.
Quote:As a person that watches a lot of anime, people with knives tend to dash around at high speeds. If you look at the specifics, it's mostly just a way for the Knife Melee-er to get in quicker with a jumpstart to his burst damage. A lot of the higher-tiered moves are geared towards that, actually. EDIT: And a Placate on a Scrapper would just be so out there...
Quote:You know, I thought the exact same thing about Dual Pistols, but look at what happened?
Quote:I can see where you're coming from, as I've attempted this, too. But I couldn't see my "knife thrower" as a "knife thrower with all of the knives shooting out of his body".
Quote:I guess I'd have to answer the first question to answer the second question...
Knife Melee would adopt of "Flurry of 1s" playstyle that would eventually ramp up into something that could possibly be better for fighting bosses and the like. This is totally a "boss killer" set. I guess it would've helped to put the endurance costs up there, but they're all substantially low in my head. Even Cutthroat wouldn't have that gigantic of an endurance cost.
Meh, I'm neither here nor there with the idea. I can see a possible 'knife set' but 'just a knife' is too niche of a concept (take a look at DBs...that has knives, sai, katanas, big ol' butcher knife things...).
Ah well...I'll just cut out here since I'd only be hijacking the thread if I went on...
Quote:Here's a thought experiment for you, folks: Look through the existing sets in the game and try to think of a single one that has a bladed weapon held in an reverse grip in the hand.