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Quote:If these costume parts were made free for VIPs, then down the road when say, 5 sets had been released, someone could buy a sub for one month, then unsubscribe, and get all of the parts, forever. That's not going to be a good return on investment for costume development in the long run.Why would that be an argument? Players were able to keep their assorted pre-Freedom benefits, after all. In principle, this is the same.
However, if the costume parts were available for purchase for VIPs, then you'd basically be charging Premiums 15 dollars to get them (because they'd buy the packs with the 400 point stipend) for a flat cost instead of having to gamble for them, while charging VIPs the established 400 point cost. I'm not sure if that's still something Positron would view as a problem or not.
Quote:Is this really an issue?
What currently happens if a VIP using the IDF, Alpha or Omega sets drops to Premium and doesn't bother purchasing them again?
They had to spend tokens on those, though, so it's a little different from getting a whole bunch of sets that only VIPs are supposed to have (with no additional expenditures) for a one-time $15 sub fee. -
This is great, and resolves my major concerns about the Packs, assuming that the costume parts do end up being purchasable through non-random means from the Paragon Market. I wasn't expecting the ATIO/Catalyst change, and I am very happy to see these advantages made earnable through in-game means. I think that is a good decision for the sake of game balance. I'm obviously still not a fan of random goods for real money, but the removal of the exclusivity means I don't feel you are trying to coerce people into gambling.
Thank you so much for making the changes you've decided to make, and I'm hopeful that the costume part decision works out in a satisfactory manner as well. This post, combined with David's Workshop thread and the official announcement of the retro Sci-Fi pack, really made my day.
Edit: also, I think the inf sink you are adding for buying the ATIOs is a very good move for the in-game economy. -
You know, I totally forgot that I've wanted a battle axe/guitar combo forever.
I'd like a double headed battle axe/guitar please. Something like this:
but less fake looking, with actual blades on the edges. -
Quote:I just want to say that I think this is really awesome. David's work on these concepts was great, the experience of contributing via the panel and seeing ideas sketched before our eyes was a blast, and David's workshop thread on the set is fantastic. Getting to actually see the set in the game is something I look forward to, and will be happy to pay for.One of the highlights from the Player Summit was our “Create a Costume Set” panel, in which our players worked with David Nakayama and our artists to design this new “Retro Sci-fi” costume set (see image). We are pleased to announce that we will be completing and detailing the designs and rolling out the costume set next year (details are still to be determined), and we hope to make this one of our regular Player Summit activities moving forward.
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I do miss the content that was removed, but content assigned to you based on your Origin is something I'm against in general. I'd have preferred that they gave us a choice of which of the original 5 contacts we wanted originally.
Yes, certain heroes fight villains that have the same origin. But some fight villains that have opposing or different origins, such as tech vs magic. I'd be quite happy if they modified existing contact acquisition methods to allow a choice of all available contacts (it's usually 2 or 3, or just one if you're introduced by a previous content) when we acquire new ones, so that we can choose to make a hero sorcerer that takes down evil sci/tech corporations, or a Natural villain that hunts mutants because he/she thinks they're an affront to humanity.
So, if you were presented with the option to pick the origin-theme of the content, I'd be all for the idea of Origin specific content. I'm against it if you are forced into a specific content path based on your Origin. -
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I've got an Energy/Energy Blaster that is super fun to play, and really, she boils down to 5 powers that make her fun:
Power Bolt
Power Blast
Power Burst
Combat Jumping
Hurdle
She'd still need Stamina to keep the blasting going, and I couldn't bear not having a travel power, so I'll add Super Speed to the list, which combined with the stealth IO in Combat Jumping makes her able to sneak past guys I'd rather not fight. That makes 7 powers for me.
The rest of her current powers improve her performance, but those are the ones that are required for her to be fun. I don't think I've got anyone else that I could use less powers than that with and still enjoy myself. -
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Yeah, that's a little weird. Most websites I visit have an expiration time measured in days or even months. I wonder why they want such a short time on it, it's not like it uses server resources to have a cookie on our computers.
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Quote:Just to be clear, I'm not suggesting that they should be dull and non-reflective. I'm just saying that when they reflect color, it looks ugly on non-greyscale color choices for the costume item, because it distorts the chosen color, the best example being the green that comes out if you choose a yellow tone.As seen in the concept, these are meant to be shiny metal helms, so it'd be crazy not to use realistic cubemap reflection on them. Dull, non-reflective surfaces would be far less cool.
This is something I should have said in our earlier discussion about the Metallic Tights option (I think someone else may have mentioned it off-hand somewhere else, though): cars have reflective surfaces, but the paint doesn't discolor like some reflective costume pieces currently in-game. You can paint a car a yellow-gold, and it won't look green on a clear day due to reflecting the color of the sky, but you can still see reflections in the car's surface. You may disagree, but I prefer that sort of reflectiveness on colorable pieces, and based on the response to pre-tinting of recent pieces and how it keeps pieces from matching other costume pieces, I think a lot of other players will agree.
Quote:That said, the artists have control over how mirror-like the surface is, and as long as it's dialed down to a reasonalble degree (I dunno, like 20%), it'll still clearly show of it's embedded color and still look nice and shiny. There's a sweet spot between too reflective and not reflective enough, and the goal's obviously to hit that mark.
Thanks for the response. -
Quote:Chrome? Does that mean they're going to pick up colors from environmental reflections?That's fair, but I think everyone's already on the same page about this. They know at this point to keep the tinting to a minimum. Certainly I'll be concepting things with a tight focus on 2 colors only, to make it even easier for them.
However, 3D artists are limited to a 2-color system and will, from time to time, need a tint to simulate a third color. I don't foresee that being an issue on these helmets (because they're relatively straightforward chrome), but it's a useful tool and not something they should simply throw away.
I don't care about these helmets much at all (helmets in general aren't my style), so it's no skin off my back, but if people hear "no pre-tinting" and then get colors from the environment changing the colors they chose in character creation, they're probably not going to be happy. When people ask that you don't pre-tint, it's because they want to choose the colors that appear on their costumes. If they try to make a gold Statesman helm and it looks green half the time in-game because of environmental reflections, they're likely to feel the same way about it as if it had been pre-tinted.
Thanks for listening to feedback on this, David, especially now before the parts are finalized. -
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I'm glad to see Dual Pistols on sale for the Preems. That was a smart decision to make when releasing the Gunslinger costume set.
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Quote:Thank you, Zwillinger, and everyone else involved for taking this feedback, and for responding. Thank you, Cheryl, for your hard work.We've been closely following your feedback regarding this topic, both here and on the Beta forums. Unfortunately Cheryl, the artist who worked primarily on the Gunslinger Character Modelling, has been extremely pressed for time creating new costume sets and as such hasn't been able to post directly on the beta feedback thread. That being said, the feedback and concerns expressed have been communicated to the art and production team.
To address a few points
We've been trying to add unique and different costume pieces for female options for the sake of overall variety, however I understand some of the concerns being expressed here, as does the rest of the Art and Production team. Moving forward, where possible, we will be making more gender neutral/male pieces created for females so as to more accurately reflect the Communities requests. Because each costume piece has to be individually created (we can't CTRL+C, CTRL+V the pieces from male to female unfortunately), this does mean that we will be offering less overall unique options, however we feel it's important to address this concern.
If anyone took offense to our artistic choices, we apologize. it's not our intent to offend anyone.
Regarding the pretinting of costume pieces: While pretinted pieces give the artists the ability to provide some very unique materials and add more visual interest to select pieces, we don’t want to limit your creativity, either. Moving forward, we'll be offering both a pretinted and untinted option for all pieces which we choose to make pretinted.
Thanks
-Z
As feedback in response to this: please keep in mind that while it may appear that you are getting more overall variety when you make different male and female costume items, when females overwhelmingly get "sexy <whatever>", females end up with less variety. I don't think the players view their characters in large groups (I know I don't), as if this were some kind of RTS, where male characters having 8 different new jackets and female characters having 8 different new corsets might make it feel like we have 16 new options. Since we play characters individually, it's important that each individual character type has a variety of options that can be used to bring our concepts to life.
Also, thank you for hearing the requests for untinted costume items.
Thanks again. The response is very appreciated, as is the content of it. -
Super Strength. When I come up with a character concept for a superhero (and I don't just mean for this game, I mean in general), 90% of the time they have superhuman strength.
Obviously, 90% of my characters in this game aren't Super Strength, or I wouldn't have been able to experience the variety that this game has to offer, but my two favorite characters are both Super Strength, and I have a third SS character approaching level 50. All three of these characters are remakes of level 50s I already had (I swapped the ATs on two of them when Going Rogue came out to have a Hero Brute and a Villain Tanker, and remade the third on a different account). I have another one planned, and I probably deleted 8 or so SS characters back when we were limited to 12 slots, one of which was level 50, and the other was level 43.
I'm really hoping to get Super Strength Scrappers and Stalkers at some point. I've wanted Super Strength Scrappers since release. -
Quote:I agree with your post, but I wanted to add that it's not entirely about Jack Emmert. The hate also comes from the fact that the character was a jerk in the Top Cow comics, from his semi-Mary-Sue status as the most powerful superhero (one that can take out a mothership single-handedly while we have to team up in giant groups to take on dropships), and the new god-like status of his Praetorian counterpart.He gets a lot of hate on here but I think it'd be a stupid decision to kill him because the userbase has a massive hate-on for the developer who created him (and by extension, the character).
I personally think the character design is fantastic. The costume (though I'm on the fence with the faceplate) and the name are classic. I can't believe that neither Marvel nor DC had already used that name, it's so good. The emotional disconnectedness is interesting and fits someone that is effectively immortal, but it makes it hard for people to connect with him. But that's not visible outside of the game, so really, all that matters is the character design and the name. -
I don't know. Killing Statesman seems like a bad marketing decision. He's the most recognizable character we've got outside of the game. He's the best mascot this game has, it feels like throwing away a brand.
I find the hints to be amusing, but for the sake of the game, I hope it's just misdirection or coincidence. -
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So, on the topic of Lore "essences" and the ghostly aura they have: when the Lore slot was in Beta, it originally only had the 4 Praetorian trees, but without the aura or the word "essence" in their names when summoned. At the time, I and others thought that this would be it for the tree, that these would be the only options that would ever be in the Lore tree (after all, there was very little precedent to getting new powers in a powerset).
I made a big post about it, and made two points. The first, and the most important to me, was that it would fit very few concepts to have the ability to summon Praetorian Loyalist troops. The second was that it made no sense within the lore whatsoever for Incarnates to summon troops from one specific faction in one specific dimension that, for most of the playerbase, wasn't their home dimension. Compounding that, it happened to be our enemies. There was no precedent for any Incarnate in the game summoning Praetorian Loyalist troops, not even Tyrant (though it would obviously make sense if he could). The only Incarnate with summoning powers is Lord Recluse, and he summons Arachnos troops, not Praetorian Loyalists. I then pointed out the irony of the slot being named "Lore" when looked at from this perspective.
So, I gave two suggestions. The first suggestion was to change the name of the slot to Leadership, and allow us to create a sidekick/lackey-- the idea being that as an Incarnate, you are so influential that someone significant. Ideally it would use the character creator for the costume, but for balance's sake, they'd give us set options for powers. I gave examples of character types that I considered to be iconic for the genre (SS/Inv, MA/SR, Energy/Force Field, etc.). So, you'd pick a character type, and customize the costume, and have your own sidekick. This was the ideal option, in my mind, however, I knew there were technical limitations for customizing with Mastermind pets, so I suggested as an alternative version, allowing you to pick from some of the established characters in the game as a sidekick/lackey (like Flambeaux, Hollow Point, but good lord, not Fusionette). This obviously would be less ideal, as people would have multiple Flambeauxs running around.
I considered the Leadership idea to be the best because it has nothing to do with your concept, aside from the idea that you are looked up to by another person.
The second suggestion, if the first wasn't possible, was to have a sort of primal forces mastery slot, that gave somewhat generic elemental pets like Fire/Ice/Earth/Electricity elementals. This would fit less concepts than the Leadership idea, but more than having Praetorians follow them all over the place.
There was discussion over the idea, and a suggestion that came up from another poster (I know who it was, but I don't want to out them as the originator of the idea given the hostility to it in this thread, but I bet they'll just speak up anyway if they see it) was to give the Praetorian pets the ghostly aura, and say that they were essences summoned from the well, like the ones in the Ramiel arc. I said that would be better than nothing, as it resolved the second complaint, but I really wanted something that would fit more concepts.
We got the aura.
Then one issue later we got tons of Lore pets that rendered the whole argument pretty pointless (though if we hadn't had it, we may not have gotten those pets, or at least not as quickly, as they told us that our objections to the Praetorians led to the additional options being added to that issue), and we still had the essence thing that imposed the Well concept on us even though the non-Praetorian pets made that unnecessary.
So, at the time, the essence concept seemed like a resource-efficient idea for resolving one of the issues with the Lore slot, but now that the first issue was resolved through the extra options, the essence aura actually conflicts with concept flexibility since it forces the concept of the Well on your character's powers. So, yeah, I'd really like to see the aura and the name suffix at least be optional. Hopefully the developers will find a way to do that for us.
Anyway, I just wanted to say that I'm at least partially to blame for that, and that they did it because we asked them to in Beta. I'm sorry that it resulted in people being somewhat unhappy with the end result (myself included), but the developers did listen to us, even if the result wasn't ideal in the end. -
Quote:I disagree. Most of the Blasters I encountered were not /Devices. From 1-22, Build Up made a huge difference, because people didn't have SOs, and enemies HPs hadn't scaled up as much, making the damage boost allow a Blaster with 2 AoEs able to take out an entire hazard zone spawn in seconds. Prior to Issue 1, I had been playing mostly Tankers and Scrappers, and I took my first Blaster, a Fire/Energy, to 22 in what seemed like an unbelievably short amount of time (but would be nothing now) compared to the other two ATs. If Smoke Grenade had been it, then the only Blasters that outclassed the other ATs would have been /Dev blasters. I think the fact that the majority of players were still in the 1-25 level range is the primary reason that Blasters were so popular back then.City of Blasters was down primarily to the broken Smoke Grenade, actually, and to pre-I3 Tankers being able to handle all aggro with infinite aggro and target caps, at least as I remember it. That, and people hadn't figured out how to break Scrappers yet and make them overpowered.
Also, it's not so much that nobody had figured out how to break Scrappers, but that in that level range, needing to split powers and slots between offense and defense, nobody could break Scrappers. It took SOs, Stamina, a full attack chain, and the level 28 defensive powers for them to start really performing.
Also, it's pre-I5 tankers that took all the aggro with infinite target caps. Herding wasn't the wildly popular thing that it became among Tankers until after I3, when they got full mobile status protection. -
I have some thoughts on the "Blasters are supposed to die more than other ATs by design" topic. I don't know if you'll agree with them or not.
Originally, range was considered a form of defense. And if you play the release content up to mid levels, it plays out that way (with exceptions for certain groups like the Tsoo)-- generally the melee attacks were more powerful, and they might have stuns and knockdown attached to them, while ranged attacks were less dangerous. Combine that with the highest damage rating, the best endurance efficiency (Blasters had an end discount nobody else had at release), and the most attack powers, and I think this was why Blaster deaths were viewed as okay-- they killed so much faster that some debt evened their leveling out with other ATs that didn't die as much but couldn't kill as fast.
But after the mid levels for release content, and in the newer content (especially Praetorians), ranged attacks became more powerful and frequent, and commonly had mez attached to them. At level 28, The most commonly used Scrapper secondaries got their big defensive powers (Invincibility, Instant Healing), and had enough power slots to build up enough attacks to have a full attack chain. This is when Blasters' range, higher damage, and more attacks no longer gave them an advantage, and all they had left was dying faster.
We used to call the game "City of Blasters" at release because from level 1 to about level 25 or so, as long as you avoided the Tsoo, range and high damage more than made up for lack of defense. It wasn't all just broken Smoke Grenade. I always had the feeling that attention was paid to game balance from 1-25ish, but that after that, either things got rushed with mob design or some bad assumptions were made with player power options (like assuming people wouldn't 6 slot with one enhancement type, or that Tankers and Scrappers wouldn't keep Mez protection on full time) that caused balance to be out of whack. -
Quote:He was specifically referring to the market IOs. Those work down to -3 of the minimum level of the set. So if it's a 20-40 IO, you lose the set bonuses if you exemplar to level 16 or lower, even if you are level 50. Since IOs don't have their own native level, they bypass the rule that in-game IOs have for exemplaring 4 or more levels below the enhancement level.Set bonuses do NOT work at any level. They only work at -3 of the level you've got the IOs slotted. If you are using level 50 IOs and exemplar below 47, then you lose those set bonuses.
Quote:The IOs you purchase in the market will always be the level of the character that's using them, as long as it's within the level range that that IO works for--you can slot a 20-40 IO any time after 20, but it will NOT go below 20 or above 40 for its enhancement value. If you are currently level 40, but then exemp down to 30, the store-bought IO should enhance as a level 30 IO.
Here's the Paragonwiki article on it for more details, though note that store bought IOs use a slightly different scale from in-game IOs based on testing. I'm not sure how accurate the article is, however, as "Any individual benefits of 20% or less are unaffected by Exemplaring down as far as level 21" doesn't sound correct to me, as it would mean that Schedule B enhancements aren't scaled down at all from 50 to 22. I haven't tested that in a while (like, probably 2 years), but I'm certain that was not true the last time I did (Edit: I just tested it and no, it's not universally true as written. Even level Defense SOs, which are exactly 20%, do scale down when a 50 exemplars to level 24. I had 3 Def SOs in a power, and it went from 56% enhancement after ED to 41.6%). It may be referring to dual/triple/quad aspect IOs, however, which do not scale within certain ranges for certain values. I don't remember the details on those, however. -
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Thanks for the details, Samuraiko, I missed that panel.
I'm reserving judgement on the fog and ghosts being gone until I see what is done to replace them. Based on how awesome the Halloween Trial was, I'm optimistic.
I do like the feel of old DA, though, so I'm glad we're getting an Echo of it to go to if we wish. -
I agree that the consumables should stay at this level.
Windfall also really needs to specify exactly what it does. I might buy it at that price, but I need to know what drop rates it increases, and how much. Inf gain isn't appealing to me at all-- most of my inf comes from selling IO drops. This has the potential to be the one existing consumable I would buy repeatedly, but I'm not going to buy it blind.
That VIP starter kit is a great idea, I hope that's at the top of the email you send out to the Freems about this.
I'm really glad you're having this sale, I hope it turns out well for you!
Edit in response to Zwillinger: Woohoo! I really hope it works out well, then, because I think in the long run it will make you more money.