-
Posts
1185 -
Joined
-
Quote:I forgot to comment on this.While I would be perfectly happy with lifting the level restriction on in-game IOs, they've already told us no on that, as I'm sure you remember.
They told us no on making in-game enhancements work identically to SBEs. That also means no enhancement boosters, attunement, and they level with you. They told us no on that whole package.
I never saw any response to removing the 3-level-below-enancement-level restriction for set bonuses, and I'm not even sure it was asked for at the time (because we were specifically asked "would you like in-game IOs to work like SBEs?"). -
Quote:Please stop saying this, as it is not true. As I said in the post above this one that I am replying to, Reward Tokens are not free and are not earnable in-game. Each one costs $15, with a discount if you spend more money at once. There is also an opportunity cost for spending Reward Tokens or Paragon Points on Enhancement boosters-- you cannot choose another item that you otherwise would have chosen. You can't have "Enhancement boosters are free with the stipend" AND "premium powersets are free with the stipend" AND "costume sets are free with the stipend", so this whole "x is free" thing needs to stop unless it is earnable in-game.You can use Ehancement Boosters to make level 30 percentages function just like level 50 percentages (or so close that the difference doesn't matter), so the ability does exist in-game and can be obtained for free with Paragon Points and Paragon Rewards for VIPs.
The 3-level-below-enhancement-level rule needs to be removed for in-game enhancements just as it has been done for SBEs. That would resolve this issue for both sides. -
Quote:Enhancement boosters cost money too. There is no in-game way to earn them. You can only get them through the Paragon Market and Paragon Rewards (which, if you only use the ones from the sub fee, limit how many you can get over time, and means forgoing other options. But you can get more if you spend more real money buying Paragon Points!).You can use Enhancement Boosters on in-game IOs, which allows for a very great deal of slotting options without using a single SBE. While I would be perfectly happy with lifting the level restriction on in-game IOs, they've already told us no on that, as I'm sure you remember.
So that's not a solution at all, unless they put enhancement boosters on Merit Vendors. And even then, the issues of lower volume for level 30ish enhancements (which, boosted to +5, are the only things equivalent to the SBEs), and inf-loaded level 50s competing with level 30s for the only thing a level 30 can slot would remain.
They need to remove the 3-levels-below-enhancement-level rule for set bonuses. That would resolve this issue in the fastest, easiest, and most elegant way. -
Quote:Thanks for this, Tunnel Rat. I know a lot of people prefer the CoV version of Fire Shield, but I prefer the original CoH version. I feel that it looks more like an aura of fire that protects the character, whereas the CoV version looks like the character has been set on fire, which looks painful, not protective.Ideally, all fire effects in our game should look consistent with each other. Though if we were to (miraculously) pull off a complete update to our fire effects, we would leave the original sets in as "legacy" options.
Quote:For a few powersets, we've decided to use unique palettes that give you more appropriate options for the theme. Personally, I feel that Dark powers, with all their in-game references to terror and the netherworld, as well as their Negative Energy damage type, should remain dark in color. This is important in preserving the theme of the power, and to distinguish it as a Negative Energy attack. That being said, however, there are a number of brighter, more saturated colors available in the "Dark" palette, so you can still create colorful combinations with Dark powersets.
I know this is a controversial decision, but ultimately we have to pick out visual elements that are considered "signature" to a powerset's theme and stick with them. I feel Fire and Electricity are more dependent on their shapes and animation than their colors to "sell" their themes, so they have a wider range of colors to choose from. Dark sets feel more appropriately sinister with their darker colors, so we preserved that trait when we added customizable options.
My personal opinion is that theme should only be something of concern for player powersets when it comes to Epic ATs, which are designed to have abilities defined by the developers. Please consider letting us fully define the themes for our abilities with the rest of the powersets.
Thank you so much for responding to this thread as much as you do, it is very appreciated. -
Quote:In an amusing twist, I had a radio mission send me to the beam in Peregrine at lunch today. Was what occurred within real or fake?It does. Well sort of. I think it's weird to object to the beam in the context it has been given, but I understand objecting to that context itself.
(Note that I found it humorously fitting that I was facing the new CoT.) -
For the record, I would also be totally fine with Purples being in the market, assuming they could only be slotted at level 50 like the in-game ones. In-game Purples ignore all of the exemplaring rules already, so the SBEs wouldn't be mechanically superior in any way.
I understand and accept Arcanaville's argument as well, however. I just wouldn't oppose them for the reasons that I am opposing the existing ones. I normally would oppose the selling of any kind of stat-boosting item, but that ship has sailed for CoH, so now I'm more concerned about selling mechanical advantages. -
Quote:I hope the current developers feel the same way, and then apply that to set bonuses on in-game IOs by removing the 3-below-enhancement-level rule.For me, the precise way in which they have an advantage is significant. I tend to feel the opposite: I care less about the attuned enhancements, but I would care more about purples. For me, "pay to win" implies a significant advantage towards progress, and the exemplar effects do not directly accelerate progress. The amount of time the average player is exemplared makes this advantage normally minimal.
However, the original rationale for the 3-below-enhancement-level rule wasn't about progress at all (you couldn't even gain xp when exemplared back then), but to keep exemplared players from outclassing native level characters due to the larger number of set bonuses from their higher number of enhancement slots.
Why is this no longer an issue if the set bonuses are acquired through real money? -
Quote:There are currently two rules for exemplaring and set bonuses:Quote:
their set bonuses do not shut off when you exemplar
1) If you exemplar more than 3 levels below the level of the enhancement, the set bonus from that enhancement will shut off. This means that if you exemplar below level 47 with a level 50 IO, it will not provide set bonuses.
2) If you exemplar more than 3 levels below the minimum level of the set, the set bonuses from that set will shut off.
Store bought IOs ignore rule #1 because they have no level of their own.
All enhancements have their enhancement values scale down when you exemplar (though they do it based on modifiers in a table and based on the difference between your normal and exemplared level, they do not become the same as lower level IOs as you've described). These Store Bought Enhancements do it on a slightly different scale that, based on testing in the beta, made normal IOs have slightly better enhancement values at some levels and SBEs have better values at others. Those values were so small that I think they're mostly irrelevant, but the set bonuses are still significant.
These Store Bought Enhancements, at their maximum level, give enhancement values at their maximum level. If you exemplar below 37 with normal level 40 IOs, the set bonuses shut off. If you exemplar below 47 with normal level 50 IOs, the set bonuses shut off. Not so with these. These have the enhancement value of their max level when you are at the max level, and you can exemplar all the way down to 3 levels below the minimum level of the set and keep the set bonuses. That is superior to the in-game level 50 IOs. It's also superior to in-game level 30 IOs, as the level 30s don't give level 50 enhancement values at level 50. -
Quote:I agree with this frustration. I slot entirely level 30s in order to keep set bonuses for exemplaring.The other is that level 30 rare IOs are frustrating to acquire due to low supply.
In beta I made a request that would remove my concerns about selling these enhancements: make the in-game enhancements work the same way. Stop making level 30 characters compete with level 50 characters (like me) that are loaded to the gills with inf because of the design of set bonuses and exemplaring. I was told this couldn't (or maybe it was just wouldn't) be done.
Set bonuses were originally designed to shut off when exemplared 3 levels below the level of the enhancement because of balance concerns-- the devs didn't want level 50's to totally outclass level 30s when exemplared due to retaining their set bonuses, and wanted to make them choose between enhancement values at high levels and set bonuses at low levels. But apparently this is no longer a concern now that they are selling enhancements that break that rule for real money.
So, if you can't make the in-game enhancements work the same way as the Store Bought Enhancements, can you just drop the "3 levels lower than the enhancement level" exemplaring rule entirely, leaving the only rule "3 levels lower than the minimum set level" just like the Store Bought Enhancements? That way level 50s can buy level 50 IOs in-game and not drain the supply and crank up the price of level 30-33s for people who actually are that level. -
Quote:The Store Bought Enhancements keep their set bonuses to 3 levels below the minimum level of the set, making them superior to level 33 IO sets (or any level set if set bonuses while exemplaring are very important to you). The Touch of Death would work to level 22 and the Mako's Bite to level 27. This was tested in I21 Beta and called working as intended.Question: Since these enhancements level with you, does that mean the set bonuses are not always available?
I usually use lvl 33 IO sets. Would I still have the bonuses when exemp down to level 30, or would I end up only have the bonuses when exemp down to lvl 37 for the Touch of Death and 47 for the Mako's? -
Quote:There is a very, very important aspect of these store-bought enhancements that is not mentioned here: their set bonuses do not shut off when you exemplar, unless you exemplar 3 levels below the minimum level of the enhancement. This means that purchased Mako's Bite, for example, functions like level 50 IOs at level 50, and level 30 IOs at level 30 with respect to set bonuses.- 3 new Rare Melee DPS IO Enhancements (which will normally be found under the enhancements category sort by Melee and their respective max levels): Pulverizing Fisticuffs (10-25), Touch of Death (25-40) and Mako's Bite (30-50). Like our previous enhancement offerings, these Rare IOs cannot be boosted, are account bound and attuned and they will level with you, within their level ranges. We're going to be watching these items closely as they represent another convenience vs. time offering and we're interested in their reception. We'll let you know about pricing tomorrow, however this initial offering will be at 50% off of their normal price, both individually for those of you who like to mix and match for your builds and as a bundled set.
This is superior to the functionality of in-game level 50 IOs (whose set bonuses shut off at 46) or level 30 IOs (whose enhancement values stay at the level 30 value when at level 50). Though there are level ranges and exemplar levels where the in-game ones are slightly better enhancement-wise, these IOs are almost always superior to in-game IOs with respect to set bonuses.
One of the reasons this was viewed as somewhat excusable by some in beta was that they were "only" uncommon sets (despite having good ones like Reactive Armor and Red Fortune). But now you are adding Touch of Death and Mako's Bite, which are very valuable sets for set bonuses.
I'm looking forward to the rest of what you posted about. I'm glad to see the Preems getting a sale on Time Manipulation. Thanks for the update. -
-
Yes, I'm 95% sure that it was Synapse. The post is gone, though, as it was in the I21 beta section, so I can't link it, unfortunately.
Quote:I've been told in a PM by Castle back in the day that there are no server-side limitations for why Fly is slower than Super Speed, for instance. All travel is done in three dimensions anyways, so there's o way that's a valid response.
Yeah, that's always been my thought in response to the idea as well. -
Quote:What's really weird about it was that when the Tier 5 powers were revealed, I pointed out the discrepancy (1 power set gets a power that makes it competitive, speed-wise with the others, and the rest get new utility or combat powers), and asked for Fly's speed cap to just be increased on its own, and for the Flight pool to get a different utility or combat power like the other sets got.When I heard of both Afterburner and the Rocket Board, I was immediately annoyed. For a very long time, we were told that the speed limit on Fly, aside from balance considerations, was a server limitation - that somehow 3-dimensional movement modes actually had to be slower than 2-dimensional ones like Super Speed or the server would somehow get out of sync with our clients as we traveled. The fact that this "physical" speed limit is now bypassed with extra powers annoys me, because it means, in fact, that Fly's cap could simply have been increased.
I was given the same server limitation response. -
Quote:Yeah, the beam makes sense in context. I guess I just view it as a symbol of the whole thing, and how AE content is not connected to the real world. I'd rather be teleported into the mission from wherever I am than step into a digitizing column in a VR arcade run by villains.It does. Well sort of. I think it's weird to object to the beam in the context it has been given, but I understand objecting to that context itself.
Quote:I kinda get why the devs would want to sandbox player-made content into a supposedly virtual world, though. Could they have achieved that in a different way? Probably.
Anyway, in regards to using the TuT, it definitely makes doing things easier, but it's not as immersing as having to go to a specific location in the world.
Sorry for the AE tangent. I just saw it as comparable. -
Quote:It's a little more than that-- let's say you want a character with Fly, and you want both Burnout and Afterburner.It only removes one, that you have a character with no movement power but Hasten, Combat Jump etc etc.
Well, currently, you'd need to take 3 powers in the Flight pool (Flight, one other, and Afterburner), and 3 powers in the speed pool (two powers + Burnout). That's 6 powers, and that means you've got 3 powers you didn't specifically want, meaning you likely had to sacrifice other choices to get them. But with your suggestion, you can take just Flight, Afterburner, and Burnout without sacrificing 3 other power choices to get there. -
Quote:Maybe some context will make my objection seem less weird: I think that Architect Entertainment is a terrible concept for player-made content--in fact, I think that player-made content shouldn't have a different in-game concept at all. I think that player-made content should have functioned in the same way developer made content functions (i.e. through doors out in the world), but been accessed through a different area of the UI (perhaps a tab like the Tips tab that was explicitly labeled as player made content).Er, OK. I think that's a weird objection, but to each their own.
My objection is basically over the idea that superheroes/supervillains would stand around and play/create VR games about stopping/perpetrating crime, when there is actual crime to be stopped/perpetrated. And it's doubly bad for Heroes because of the fact that it was made by Dr. Aeon and run by Crey.
Does that seem like a less weird objection now? -
Quote:Right, but that's what I don't like about it. I actually think it's worse than the TuT because it's explicitly presented as being fake. At least I have the option to run to a gateway in Dark Astoria for Kane's Mansion, or stand next to the sewer entrance in Atlas for DFB if I want.Well, for what it's worth, the MA beam is supposed to be fake. The "contacts" outside it are explicitly presented as holograms that can look like anything (within reason), and everything inside is a fantasy within the fantasy. It's not much of a veneer, but it least it has one.
-
Quote:I feel exactly the same way about the Mission Architect and its giant yellow pillar. Part of the fun of this game for me is feeling like the events that transpire are occurring within a larger world. The TuT and MA make it feel fake. There's no connection to the world.But with the TuT there is no explanation for why we're all suddenly teleporting away. There's no context for the mission we find ourselves doing. When we invade Praetorea, we don't first gather in a staging area at Portal Corp. We just magically disappear from Pocket D or Wentworths or the Hollows and show up, ready for battle, in Praetorea.
-
Quote:I agree with you that hard choices are a good thing for the game. It promotes diversity, which I believe causes people to have more attachment to their characters.For it to be brilliant, it needs to be solving a problem. Since I don't see a problem, I don't see a reason to introduce change.
I don't understand why everyone wants everything to have so fewer hard choices. Well, I understand why they want it, but I don't understand why they always think its such a great idea to actually do.
While I think it's too late to do anything about it, the problem this suggestion is solving (as Jagged mentioned in his response as well) is the "we want to add a new travel power, but can't add a full new power pool for it" problem, that I believe led to inherent travel powers (which you argued against above, and I agree with) like Ninja Run and Beast Run. The inclusion of Ninja Run and Beast Run as they are already did reduce the number of hard choices when it comes to travel powers. I think I saw more people using Ninja Run as a travel power than any other travel power before the addition of Beast Run or the Rocket Board, and on characters that didn't remotely look like it fit their concept (if they had one).
Also, since Fitness became inherent, I've never run into a situation where I would have liked to have 5 Power Pools. I think I only ran into one when Fitness wasn't inherent. 4 Pools appears to me to be sufficiently large that it really doesn't create hard choices in the vast majority of cases.
So, had Jagged's suggestion been implemented prior to the Martial Arts pack, and Ninja and Beast run been added to that pool and require a power pick instead of being inherent, I believe we would have more hard choices than we do now. There is also the balance consideration that people who use Ninja Run or Beast Run get one more power pick than those who use the other travel powers.
But it's too late to do anything about it now. Players would be very upset over having to spend a power slot on Ninja or Beast run, especially after having paid money for them.
Edit: The above was all written without considering the fact that Jagged suggested that all non-travel powers in the pool be Tier 2 powers. Yeah, that removes some hard choices. -
-
Personally, I think Ninja Run, Beast Run, and the Rocket Board should have required a power pick, and been slottable. And the Rocket Board shouldn't have been released until they had tech to keep passives and toggles on while riding it.
-
-
As a badge hunter and someone else who worked very hard to get those accolades on multiple characters, and hates PvP, I support PvPers and people that hate badge hunting having a non-PvE option for getting them.
That being said, I doubt Xanatos is referring to the workbench. I think he means the HP/End accolades and the combat powers like Geas/FoN and Eye of the Magus/Demonic.
That workbench sucks anyway. The recharge on it is ridiculous for what it does. -
Quote:We were all level 30ish, so that's not what was going on when I was testing it.This is most likely due to the phasing that occurs within the Arc/missions where you have to take out the Arachnos that are planning take out Atlas, or parts of Atlas.
If you do the arc, you'll see a phased area of Arachnos pylons and soldiers around the warehouses, but before accepting the arc/after that arc is complete, that area phases back to normal with the usual Hellions/Vahz hanging about.
Quote:The Devs need to seriously consider reworking the COX phasing system to add a 'Join your teammates current Phase?' system to avoid this problem.