LiquidX

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  1. [ QUOTE ]
    I tend to believe that they don't let information out more because the information can potentially cause people to quit. Why risk that when they can keep us in the dark for a year while we pay and wait in anticipation? I don't blame them, but in the end it would be good of them to give information rather than let those who are waiting for CoV continue to wait and find out in the end that CoV wasn't worth the wait. It may be worth the wait, it may not be, but I doubt it'll compare to the imagination and undoubtedly someone will be let down. That would certainly make anyone mad.

    [/ QUOTE ]

    Do I need to remind you of the debacle that was Daikatana? THAT is an example of how badly overhyping a game can be.
  2. [ QUOTE ]
    How about a title...

    Expansion 3: A Council of War

    [/ QUOTE ]

    And here I was hoping for something like "So Long, and thanks for all the fish."
  3. [ QUOTE ]
    It's their call and their game, but if I were on the dev team, I would look at the climate of feedback and discussion among players right now, and consider it the number 2 priority, after fixing the problems with Issue 2.


    [/ QUOTE ]

    Who's to say that its NOT their priority right now, though? Something as important as difficulty sliders, which have a larger chance of unbalancing or screwing up the game needs to be well thought out and thouroghly tested. Just because it may take a few months to work it out doesen't mean its not a priority. It's just using common sense.
  4. [ QUOTE ]
    yeah, thats relevant I guess to the issue at hand.

    I didnt say big challenges could'nt be fun.

    The problem is a door mission solo'd (dont tell me not to solo, ok?) by a fire/dev blaster that
    isnt challenging could be VERY challenging for a emp/psi defender. Might be fun for the defender. Maybe.
    Now thats a fact of this game. Same Mission.

    Making ALL missions harder isnt the way to FIX the game.
    Now, the Good Statesman has said thats going to change.
    So everyone that LOVES the way the game is right now, guess thats bad news to you.

    But dont think I want a do-it-in-my-sleep-game. I stopped playing my fire/dev at 30 for just that reason.
    (Course now, he might be a bit more interesting to play...)

    I just think that introducing different mission types as something available from contacts would be easier
    to implement than these "sliders".

    Depending on which is more time-consuming and
    resource intensive
    1) Sliders - coding and testing time required.
    2) Alternate mission levels - writing and testing

    Shoot, who knows, maybe using whatever in-house tool they use to develop content might be cheaper and easier to devote resources to than the coding that a sliding difficulty level might bring. Two choices might cover enough common ground.

    And personally, I think if you get 'defeated' in a mission...then the mission should complete ...with failure.
    (You got beat...right?)

    [/ QUOTE ]

    Wait, when did Statesman say that missions were going to be made harder? He said Hitpoints might be upped for the Upper-Tier of villians, and he has discussed the slider, but he has said nothing about trying to make everything more difficult.

    And the difficulty sliders would only make the missions tougher *IF* the player chose a harder difficulty. Besides, what about people who find the current missions too difficult as is? Having suicide missions instead of a slider won't help them.
  5. And this is the difficulty the Devs have to face, which is trying to create a game that everyone can enjoy. Unfortunetly, not everyone has the same idea on what is and is not easy and difficult. And in the end, it is far better for the game to be easy then it is for the game to be too hard.
  6. [ QUOTE ]
    Lots o ways to find a challenge in the game. Oh, but you want EVERYBODY to have a challenge. ALL THE TIME. Interesting playstyle. Screw fun, its the challenge that counts.
    Well not for me. I want a challenge, I'll go climb Mt.Everest.
    I play vids for FUN.

    [/ QUOTE ]

    And some people find a big challenge to be fun. (Just as some people enjoy climbing Mt Everest, something I doubt you could manage anyways). Difficulty Sliders would allow players to adjust missions so they fit their own playstyles. The players who want a challenge will be able to get a challenge, without screwing over the people who just want to solo. Street mobs wouldn't need to be changed, and should always be sort of a middle ground.
  7. [ QUOTE ]

    Also, please hurry up with the difficulty slider!

    [/ QUOTE ]

    And what happens if they DO "Hurry Up" with the difficulty slider and it ends up causing alot of problems? Let me guess, you'll be one of the first people on here lambasting the devs for hurrying it out the door and not taking their time with it.

    You people don't get it both ways. You can't sit here and complain that they need to hurry up with something, and THEN complain that they didn't take their time with it. Its one or the other, folks.
  8. [ QUOTE ]
    IF ANY DEVS READ THIS THREAD PLEASE READ IT ALL!

    [/ QUOTE ]

    Did you just ignore the three or four posts made by Statesman already?
  9. [ QUOTE ]
    I really think the mission difficulty slider needs to go in ASAP. These silly easy missions are boring.

    [ QUOTE ]
    Should it increase the mob level? Should it spawn MORE villians?

    [/ QUOTE ]

    YES!

    I'd like to see both those, but perhaps a little control over it. Maybe two sliders, one for mob level and one for mob density.

    [/ QUOTE ]

    *Nods* And then of course there is how much is too much. And what about timed missions or story arcs? Should you be able to change each mission in the story arc individually? Or should you only be able to change it at the very first mission? And if thats the case, what happens if you make it TOO difficult? And what about timed missions? Should it increase the timer? Add extra objectives?

    I mean, it just keeps going. Its not something that should be taken lightly. And thankfully, Statesman is not stupid and realizes that.
  10. [ QUOTE ]
    I really think the mission difficulty slider needs to go in ASAP. These silly easy missions are boring.

    [/ QUOTE ]

    It does. But something as important as it *needs* to be properly tested and worked on, to insure that it wont really screw things up.
  11. [ QUOTE ]
    So in other words, you're saying we definitely won't see the difficulty slider BEFORE issue 3? You might consider that a priority. Think of it this way: of all the changes you've considering making to the game, this one change is TOTALLY non-controversial. EVERYONE wants it. I haven't heard a single dissenting voice. It really solves a lot of the problems with different people preferring different levels of challenge.

    Also, the +1 lvl mobs in missions. I am seeing this about 66% of the time. It thinks it's appropriate for post lvl-20, and I doubt many would disagree with that, though some might. Is there a way to change it for lower levels but leave it as is for higher levels?

    - felicity

    [/ QUOTE ]

    What he's saying is, is that as much as everyone wants it and he wants to get it in there, its something that he doesent want to risk *really* f*cking things over. Plus, there are all sorts of design questions such as *how* it should make things more difficult.

    Should it increase the mob level? Should it spawn MORE villians? Should it give them stronger powers/powers they normally wouldnt have? A combination? How should it affect experience? How hard/easy should it allow things to be made?
  12. Yeah. The last thing we need is for the difficult slider to be rushed out, only to find that it just gives enemies more chain stuns.
  13. [ QUOTE ]
    One of the recent scientific americans had a bit about the six degrees idea that works right in with this. Like and phrase can be manipulated concept by concept to fit another in 4 links or less.

    Note, this isn't friends to friends, but concepts to concepts, so it can be much more liberal in its linkage.

    [/ QUOTE ]

    Wow. Now *that* is interesting. (And thats not sarcasm. It IS interesting)
  14. Man, this is so gonna turn things into "Six Degrees from kevin Bacon" at some point.
  15. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    LOL...

    thanks for injecting some much need humour to my day

    [/ QUOTE ]

    to --> Miss_Impossible
    So that's probably why... I mean, who goes on Infinity anyway, ewwww.


    [/ QUOTE ]
    Well all truth be told, I actually joined Infinity because it sounds the least polictically inclined (In the sense that it isn't thrown around in crappy political addresses to the nation just to stir up the masses).

    [/ QUOTE ]

    Wait, when was Pinnacle politicaly inclined?
  16. [ QUOTE ]
    Bah. Hopefully this time CuppaJo will step in before this thread degenerates like the last one did.

    [/ QUOTE ]

    I wouldn't be so sure. I'm home from work, and we all know how apt *I* am to shoot my mouth off and get things going.
  17. [ QUOTE ]

    Now THAT'S an opinion I can respect. I live 15 miles from The White House, and I can tell you, this town has more sucking (up) going on in it than a Reno bordello.

    [/ QUOTE ]

    Now THAT is a quote worthy of 5 stars.
  18. [ QUOTE ]
    Oh, i agree, that's not the point. It's just that something to compensate that lack of heal would be nice, instead of no heal + worst defenses.

    It's not impossible though, here's an example:

    Premonition - You react so quickly to your opponents attacks that some times you see things happen before they actually do. You may use this power to heal all damage you've sustained in the last 3 seconds.

    [/ QUOTE ]

    But if you've already sustained the damage, how would being able to see into the future heal it?
  19. [ QUOTE ]
    1. Super Reflexes is the only secondary that has no form of self heal. Yet, it is the secondary that needs it the most. Since Super Reflexes relies on defense over resistance, a SR scrapper will only be hit so often, but when he is hit it hurts a lot. I can go for quite some time with Elude on in between hits, though even with Tough, when i do get hit it is usually a very notable chunk of my lifebar. Few bosses hit me for less than half of my life. Unless i load myself down with Respites, my lifebar remains in its staggered state until the next lucky blow lands.

    [/ QUOTE ]

    Super Reflexes is also the only secondary set where it *doesent* make sense to have a self heal. I mean... It's Super Reflexes. How does a guy who can move fast enough to dodge bullets manage to use that to heal himself?