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I'm not sure I have altitis (not since I5-I7 anyway) but I am serial leveller, so I guess I've treated my altitis by reining it in with an Achiever-led focus on levelling. Basically I tend to only play 1-3 characters actively at a time, until they hit L50, but then they mostly go into retirement except for the few "purpled up" favourites who get pulled out for endgame TFs/SFs/Raids (though I have been known to pull some/all of my L50s out of retirement for new content or holiday events). When one of my focal levelling characters hits L50, they get replaced with a new character that starts the journey again - mostly this is done in regular duos with the same friend/SG-mate, so he shares my playstyle.
The only exception has been on recent dxp weekends when we've levelled a few new level-pacted characters from L1 to L20/22, to get them to Stamina and maybe L25 IOs ready for future play, but this is only because we have seen the lower level game so much that we want to rush past it (roll on GR - I'm desperate for some new Dev-created content).
In most MMOs I'm fairly single-minded about playing a single character to the level cap, though I dabble with a few low level alts after that before quitting the game, having lost my drive to endure the level grind again. In CoH/V I don't find levelling a grind, so I guess that explains the replay value, and I've hit the level cap 17 times. My L50s are as follows, but I'm not playing much of anything at the moment (due to an arm injury) so I'll wind back the clock a couple of months to when I last played regularly when I talk of which characters I still play.
Lord Mayhem - Fire/Fire Brute - I had wanted to play a demon character in an MMO (or any game) for so long and CoH was the first game that let me. Mayhem hit L40 in I6, L50 in I7, levelled the whole way in teams, and hasn't been played much since as he is rather too squishy for my liking, even though he did amazing damage in his prime. While levelling him I met most of my global friends, so he has become my forum name and my global handle because to most people who know me in CoH I will always be "Mayhem".
Baron Steelfist - Robotics/Dark Mastermind - a psychotic damaged cyborg with amnesia, made from an unwilling kidnap victim. Baron was my first mainly solo character (though he did a few levels in teams), hitting L40 in I6 and L50 in I7 (within weeks of Mayhem getting there) - I was bored by Bot/FF in CoV beta, but Bot/Dark interested me enough to get to L50, though I haven't felt like playing another MM since (I deleted a L20 Mercs/Traps soon after Baron hit 50, and a similar level Ninja/TA recently who had been holding down a name for my Arch/TA Corr). Baron only gets played when GM-killing teams need a -regen debuffer, if I don't feel like playing Havoc (see below).
Nightbow - Archery/Energy Blaster - an ex-Wyvern vigilante with cybernetic eyes that replaced ones he lost to a cruel Hellion, Manticore rescued him, paid for his treatment and later mentored him. Nightbow hit L50 entirely in I8, duoing all 50 levels with my friend's scrapper after the Faultline revamp encouraged us to try CoH for a change. I love his name, costume, bio and adore his playstyle (I am a Rain of Arrows addict) so Nightbow still gets played, solo & teamed, and has been fully "purpled up" - he is my go-to character for most TFs on blueside Defiant.
Trinary - tri-form Warshade - a silicon-based alien being who is host to both a genocidal sentient technovirus and a mass-murdering Nictus parasite (both of which he is trying to rehabilitate). Not just tri-form, Trinary is three life-forms in one body, and represents the most fun I ever had getting a character to L50. He levelled very quickly during I8, mainly in hazard zones, duoing the whole way with my friend's Fire/Kin Controller, and gets played occasionally on TFs when I'm feeling nostalgic for the old double-mire playstyle.
At this point I took a break from CoH/CoV from I9 to I12 - I had half a dozen characters around L30-35 on redside (due to duos and regular teams breaking up before L50 ), all of which hit L50 in a short period once I came back to CoH/V in I12.
Powerbreaker - Energy/Electric Brute - a former Crey engineer who they manipulated into becoming a villain after he gained superpowers in an accident. Levelled in a regular duo with my friend's SS/Elec Brute in I7 until L35, but he didn't want to play that Brute again when we returned to CoV in I12, so I soloed Powerbreaker the rest of the way, mostly in RWZ (mainly outdoors) as Rikti just couldn't hurt him and EM/ excelled on boss-heavy spawns. Powerbreaker was always one of my favourite characters for all the usual reasons (name, bio, costume and gameplay) and was my go-to character for SFs/Raids if I felt like playing a Brute. Sadly the EM/ nerfs ruined my enjoyment of playing him, but he still gets logged in regularly as he is my main redside marketeer.
Sergeant Havoc - Fire/Radiation Corruptor - a British super-soldier gone rogue in an experimental suit of nuclear-powered armour. Havoc hit L35 in I7 and L50 in I12, duoing the whole way up, with another Corruptor until L35, then because I wanted Havoc levelled fast and my friend wanted his L35 Dominator (from our Dom duo, which I didn't enjoy) levelled fast we paired them up in I12 for the last 15 levels. Havoc was my go-to character for SFs on Union from I12-I14 (by which point I had purpled up my Crab/Bane Spider and was tending to use that in preference). Havoc still gets wheeled out occasionally when a range of debuffs are needed (rather than just the -res my Bane Spider can provide) and I do enjoy playing him in teams.
Marshall Saint - Bane/Crab Spider - a grizzled old Arachnos Marshall who got on the wrong side of Arbiter Daos and now has to prove his loyalty to Recluse again. Saint levelled L1-50 quickly in I12 as a Crab Spider, duoing with my friend's Night Widow, but spends most of the time now as a Bane Spider. Since purpling up his Bane build in I14, and his Crab build in I15, Saint has become my main go-to character for SFs, Raids and pretty much everything I need a L50 for on redside Union - that's unless I feel like playing my Night Widow instead.
Winter Tiger - Claws/Willpower Scrapper - an experimental Soviet super-soldier, whose DNA was spliced with DNA from a Siberian Tiger, when the Berlin wall came down most of the scientists in his program fled Russia to work for Crey Biotech in Paragon and took their "project" with them (until he was rescued by Mynx). Another of my favourite characters (especially for his main costume), Winter Tiger was my solo project after Powerbreaker and did a lot of his levels during a dxp weekend, but afterwards he still got played often on TFs and is/was my go-to character for Mothership Raids on Defiant. Since getting my Night Widow to L50 I haven't had much impetus to play him, but as my main blueside marketeer he still gets logged in regularly.
Ghost Spider - Energy/Energy Stalker - an assassin enhanced with cybernetics (actually the Union-verse version of the Defiant-verse Nightbow, but Mako kidnapped him instead of Manticore rescuing him). Ghost Spider was part of a regular team of four in I6-7, up to L30 when a couple of the team members quit CoH and my remaining friend and I suspended the team in case they returned. I was in no rush to play him again, as I disliked Energy Aura, but I started soloing him a little once I came back to CoH in I12. I gradually got Ghost to L41 and was soloing +2 Toxic T's happily in GV the day before the EM nerf happened, but struggled to solo even-level ones reliably the next day - that damaged my enjoyment of the character, so I stopped playing him again. Stubborn determination made me level him the rest of the way to L50, partly during a dxp weekend, just so that I could consider him "finished" and I haven't played him since - I think he's the only one of my L50s that has never done the ITF.
Agent Godwin - Mind/Psionic Dominator - a master of disguise with mental powers who infiltrated Arachnos, Longbow, Malta, the Council, etc. for reasons unknown (good excuse for faction-themed costumes). I had always wanted a pure psionic character, but Godwin cured me of that; he levelled to L35 slowly in I7 in a duo with my friend's Plant/Thorn Dom (hence the slowness - two damage-deficient pre-buff Dominators) who seemed more capable than Godwin so I felt weak, like I was leeching and not pulling my weight. I hated that duo, but when we returned to CoH in I12 my friend wanted to play his Dom so we split the duo up to pair his Dom with my Corruptor (Havoc) and Godwin was abandoned. However I still hoped that PSW might redeem Godwin, so eventually I levelled him with my friend's Corruptor to L38, then PSW's pre-nerf wonderfulness carried him swiftly to L50. Sadly the character is still tainted by bad memories, so even after slotting him for permadom (with a few cheap purple sets) and using him on a few SFs, I haven't played Godwin since and probably never will again.
Raven Shadow - Super Strength/Dark Brute - an amateur boxer who became a vigilante hero in a bid to avenge his parents' murder, but failed at that and was subsequently experimented on by The Council, who implanted him with modified Nictus shards. I enjoyed playing Raven to L30 in I7 (mostly solo iirc), but when I came back in I12 I just never got around to playing him. Eventually I persuaded my friend to play his abandoned SS/Elec Brute again (Powerbreaker's ex-partner) as a duo partner for Raven and we levelled together to L50. I'd play Raven again, but whenever I need a L50 villain nowadays I always grab one of my beloved VEATs.
Arctic Prince - Ice/Storm Corruptor - a cold-hearted mutant and the evil Union-verse version of my Defiant-verse Ice/Ice Blaster (who isn't L50 yet). I really enjoyed levelling Arctic to L50 in a duo because of his 3 Rain powers, but he hasn't seen much use since. When I gave SF/TF teams a choice of Arctic or Havoc they always wanted me to play Havoc, and since I14 my VEAT obsession has sidelined both of them.
Krog the Conqueror - Battle-Axe/Willpower Brute - a brutal reptilian Galactic tyrant who made the fatal mistake of attacking the Rikti homeworld; the Lineage of War annihilated his empire, captured Krog (now the last of his race), tortured him as an example to other aliens, then recently the Restructurist faction released the dethroned dictator onto Primal Earth in a confused and raging state as both a diversion and a twisted joke. Krog did 37 of his levels in a single dxp weekend, and soloed the remaining 13 levels fast too, he is my favourite brute from purely a gameplay perspective and I would play him on Mothership Raids at least if my VEATs didn't exist.
Mistress Distress - Night Widow / Fortunata - a cruel upbringing in Haven House, followed by Arachnos brainwashing, forged an orphan into a killer who believes that she must be meaner than everyone else in order to survive. Levelled as a Night Widow in I14, in a duo with my friend's Crab Spider, Mistress now has the most expensive single build of any of my characters (almost 3bill inf for her 192.5% global recharge), an expense that will likely have doubled once I complete slotting her Fortunata build. She is my only female L50 and the only L50 on redside Union that gets played as much as Marshall Saint.
Magma Colossus - Earth/Fire Dominator - a Japanese vulcanology professor who sacrificed one of his students to a volcano god to save his own life during Mount Azuma's 1977 eruption, he is now the avatar of that god, a huge 8ft tall Magma Colossus (though the Super-Science booster has allowed him to turn back into the skinny 5ft Japanese professor he once was). So much fun to level, even before the Dom buffs in I15 which happened when he was L35ish, Magma single-handedly restored my faith in the Dominator archetype (so much so that I now have a L22 Plant/Elec, with plans for an Ice/Earth). Again, if my VEATs didn't exist I would play this character more often.
Punchy the Loon - War-Mace/Super Reflexes Brute - a mischievous brat from Haven House who disrupted a tawdry Punch & Judy show that Phipps had arranged to distract the children while Arachnos took some of them away for psychic testing (which was when Mistress Distress, above, was taken). Vengeful Phipps called in a favour from Darrin Wade and had the boy cursed to look like a Mr Punch puppet, hoping it would drive him insane, but Punchy has embraced his fate becoming a hired thug. Punchy was inspired by my forum avatar here, with a main costume to match, but he felt rather weak until I soft-capped his defences at L40ish and sorted out the last of his end issues (fortunately he duo'd to L50 with a /Kin Corr), then he became a beast, rivalling Krog in damage and survivability. No points for guessing why I don't play him much now.
Stormcharger - Electric/Ninjitsu Stalker - a Ninja hired to assassinate Tub Ci, who failed and had his arms cut off to serve as a lesson to other assassins; while imprisoned by the Tsoo he discovered his Mu ancestry, manifested arms of red lightning, and fought his way free - he now has cybernetic arms powered by his magical lightning. My second attempt at a Stalker was amazingly successful; while Ghost assassinated single targets, Stormcharger assassinates whole spawns. I had so much fun levelling him to L50 in a duo. Ditto on the reason I don't play him much at L50, though of all my L50 non-VEAT villains I would be most tempted to play him again.
My next L50 on blueside Defiant is very likely to be my Illusion/Rad Controller (currently at L32, in a duo with an Illu/Kin - my friend and I decided to both play Illusion Control with our own favourite buff/debuff set). On redside Union my next L50 will be either my Plant/Electric Dominator or my Archery/TA Corruptor (both L22, levelled on the last dxp weekend). Those are the 3 focal duos atm. Next in line (once my injured arm allows me to play again) are my Shield/SS Tanker and Dark/Sonic Defender, which will eventually give me a clean sweep of every non-epic AT at L50, then I just need a Peacebringer at L50 for the full set. I did create a PB a few months ago, as a Defiant-verse version of Powerbreaker (for added impetus to play it to L50), and that same day I made a Claw/Invul Brute as a Union-verse version of Winter Tiger, so that two of my favourite characters might live again. Sentimental? Me? Maybe a little
Though I definitely feel the need to play more Dominators, Brutes and especially Blasters - I don't think I'll be done with this MMO for a loooooong time.
Forgive the long self-indulgent post, but... well, you asked -
I used Walk briefly a couple of times in my SG base the other day, on characters I was moving to new day job locations (via base teleporters), just to see what the walking animation looked like (it looked better on my female villain than on the male ones I tried it on).
However because Walk turns off toggles (instead of suppressing them) I doubt I would ever use it outside of safe areas like the SG base - indeed I have removed Walk from those characters' hotkey bars and will probably never use it again - I don't RP or make machinima, so I really don't have much reason to use Walk, though I am glad the Devs added it for those who enjoy such pursuits. -
I don't think any of my characters' combos are particularly rare or odd, as I always tend to pair up powersets that have powerful synergies (then I justify that pair-up with a concept/bio, to partly conceal my powergaming nature
) - but you can judge for yourself, as all 17 of my L50 character combos are listed at the link in my signature and my lower level ones are: Illusion/Rad Controller, Plant/Electric Dominator, Archery/TA Corruptor, Claw/Invul Brute, Dark/Sonic Defender, Shield/SS Tanker, Energy/Mental Blaster, DB/WP Scrapper, Ice/Ice Blaster, Fire/Kin Controller (not played since I7 though), Broadsword/Shield Scrapper, Sonic/Energy Blaster and a newly made Peacebringer.
I have played non-standard combos without synergies in the past, but they always ended up being deleted as I found their performance lacklustre compared to my other characters. -
What an interesting read! It's more evidence that our Dev Team really cares about the lore of this game when they produce quality work like this for our entertainment and illumination (rather than purely for marketing reasons).
Lore is important - it's one of the few things that makes an MMORPG so much more than just a soulless button-mashing exercise with a chat room added on - well, it does for those of us with an imagination who want to experience more than "nothing but pixels".
I liked Ruin's letter the most from the forums, and from the website Ajax's letter (nice twist) - though Branforth the Seer's predictions were very interesting too - what a shame his clairvoyance didn't go a little further, like a few more issues/expansions further
The only disappointment for me was Hero 1's letter, because I think it was a somewhat missed opportunity to give more depth and pathos to the character, and a lost chance to differentiate him from his rather obvious inspiration. -
Quote:Well, country-wise I'm in the Bailiwick of Guernsey in the Channel Islands to be preciseAll 26 English dubbed episodes are on FUNimation's video site. But Lord Mayhem is in the UK.
, but I can generally access UK websites without any regional issues even though I'm not in the UK - we're on the UK's dial code for IDD for our phone numbers, we use the UK postcode system, and I use a UK based email, so I tend to claim I'm in the UK on most websites I register for if they don't have my country listed (and it's not like they'd know the difference anyway) - for all I know my IP address may even show up as a UK one /shrug. But yeah US stuff is usually region-locked to me and I've tried FUNimation before with no luck.
I buy my anime from Amazon.co.uk as it's by far the easiest way to get it here (their Indigo Starfish operation that sells VAT-free CDs/DVDs is in Jersey, our sister island, so I get DVDs pretty fast from them) - or rarely from Play.com (they're based in Jersey too) - if they don't have an anime title I want then I basically give up trying to get it. A lot of UK websites other than Amazon/Play.com either refuse to deliver here (because we're not UK mainland), or charge a lot extra to deliver here, or refuse to deduct VAT (which we don't have to pay, as we're not part of the UK). Heck, most Marketplace sellers on Amazon/Play.com won't/can't deliver here, which can be a pain.
I just read about Samurai Champloo on Wikipedia and they say it's based heavily on hip-hop culture (which I dislike) and that it also has a lot of slap-stick comedy (not something I enjoy that much in anime) so I doubt it would be my kind of thing - unless it's not that overt. It is available from Amazon.co.uk though. A few more opinions on it might prove useful to me
I've delayed my Trigun marathon as I started on a Farscape marathon instead (having just acquired the season 2 box set, which was the only one I lacked) - at 88 episodes + mini-series it might take me a while to get through it. I saw most of it when it was originally broadcast, but it's one of my favourite sci-fi series (actually I'd probably put Farscape slightly ahead of B5, BSG and Firefly as my absolute favourite) so I'm really enjoying revisiting it. Trigun is next in the queue though. -
Quote:Shame the deadline couldn't have been a bit longer, though. I'm on West European time, I checked the Dev Tracker yesterday, and I'm checking it now again today and only just saw this post, and I would love to have entered my best arc for this - but due to the timezones I've missed out on it.Just for reference, the 5pst deadline is most likely because that's when Dr. Aeon's work day ends. So... his list is probably finalized by then.
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Quote:I have a Bane soft-capped to melee/range (and close on area) with quite a bit of +rchg too (Hasten about 5 seconds from being perma) and he's become my main villain for running TF/SF/raid content - I love the heavy-hitting attacks (CRUNCH!) and the -res debuffs are really handy too (I have Surveillance + Venom Grenade + the Achilles Heel proc in Poisonous Ray). I only dumped around 1.5bill inf into his Bane build (and a similar amount into his Crab - admittedly that was a few issues ago) and honestly I have more fun playing him than I do my Night Widow (and I spent 2.5bill on just her Widow build, and planning to do same for her Fort build eventually), because while I know she does more dps, in practice they're both high damage characters and the Bane's debuffs/buffs feel like they help a team more than the Widow's buffs. But they're both lots of fun and have edged out my Fire/Rad Corruptor as my main go-to villain for TFs/SFs/Raids.Just an opinion thread.
If you had all the money in the world, would you softcap a bane spider or a fire/sr brute for the purpose of running content; more specifically ITFs, and LGTFs.
I have played Fire Melee and Super Reflexes to L50 on separate Brutes and they're fun sets, but if you can only spend tons of inf on one character then personally I'd only be inclined to go for the Fire/SR if you wanted to solo AVs/Pylons on the side as well (though admittedly the Bane can do that too, it just takes longer).
I guess it really comes down to whether you want impressive burst damage with stealth and to be able to assist the team with buffs/debuffs (i.e. a Bane) or whether you want better single target damage over time and arguably better survivability (because of defence debuff resistance on the Fire/SR - though my Bane certainly doesn't feel any weaker than my Widow or my /SR Brute in most situations). On area damage they should be somewhat level... ish - Fire Sword Circle is awesome as a PBAE, but Venom Grenade followed by Crowd Control is even more nasty to enemies in your front 180 degree arc and you could fit in an AE from your patron as well on both (though on my Bane I sadly had to drop the ranged Mace targeted AE attack as I wanted to fit in Aid Self for AV/Pylon/RWZ-challenge soloing). -
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I don't think you were in the wrong for asking. I think he was in the wrong for snapping at you. However I think you were also partly in the wrong for not accepting his reasons (however rudely phrased or inimical to your playstyle they were) - I don't know what good you thought would come of it - trying to "re-educate" players on their behaviour in that way rarely does what you intended and almost always leads to verbal escalation (as it did here). Lesson learned, maybe.
Quote:Not everyone wants to make more new friendsThis. I'm always readily welcoming of new team members. How else are you going to make new friends?I'm sure we've all run into those really clingy strangers with few/no friends that just want to be your "bestest friend evar!" - the ones you really regret making into a global friend (because at first they were behaving normally), because suddenly they want to monopolise all of your online time. I've had a fair few of those, and for a while after each one I became rather reluctant to team outside of my clique of friends with any strangers, unless they were a friend of a friend who had already been vetted as not being some kind of "clingy superfreak"
Quote:I can't speak for other posters, but one reason I dislike it is that I often get "Can I join your team?" requests when I'm, you know, not teamed. Since you can tell by the search tool who does and does not have a team currently, this indicates to me that the person asking either can't be bothered to think for a moment, or doesn't understand the search system, which sometimes (not always) indicates the kind of confusion that means I'll have to tiresomely explain everything. You know, should I invite the person, which means I'd form a team, find something to do, and start herding cats.
But I'm never rude to the people who do this -- it's a small world, and I may be teamed with them some day soon.
I usually team with my global friends (one in particular) and their global friends almost exclusively. That's unless I feel like PuG'ing, which usually happens when I want to do a TF/SF - in those cases I usually either join a TF that is starting up on a global public channel, or I start the team myself, using my global friends list and those global public TF/event channels (which are pretty good on Union/Defiant) to recruit the core of the team from, and then either they pull in their global friends or we recruit from broadcast or rarely the search window.
What bugs me is when I'm teaming with a friend and someone asks to join, but won't accept my polite refusal without a reason (and I refuse quite often because my friend and I are enjoying chatting while moving through content at our own pace) - usually I just tell them "sorry, I'm teamed with a friend and we just don't want any more on the team" - you'd be surprised how many people see that as a red rag to just lecture me on my responsibility to team with the rest of the playerbase, specifically them. Entitlement, much?
A few times we've let someone join our duos, just to mix things up, explaining that we'd rather keep the team small and work on story arcs because we find it more fun that way. But almost always the new invite starts saying things like "invite soandso" or "give me the star a sec" or "lets do newsies" or "we need more people" and inevitably they try to take over. I think there's a lot of people who don't want to start a team, but like to lead a team - they'd rather take over an existing team and twist it to their purpose, than try to start a team from scratch - because we all know that recruiting is the only thing that makes leading a hassle, especially getting a team started off, and if you can join a pre-made team then half the work has been done already.
There's never any excuse for rudeness though - although I've rarely had cause to use the ignore list, it's always there as an option for persistent aggravation-addicts who'll use anything you say as an excuse to start an argument. The trick is not responding to these idiots - well, not unless you have a really good comeback and you think taunting them might prove amusing -
Tray 1 is usually single target attacks and controls - basically anything short-recharge as I activate powers from the keyboard. It may have area attacks/controls too if the archetype/powersets I'm playing has the next tray full of other things (like debuffs/buffs/heals).
Tray 2 is usually debuffs/buffs/controls/heals and maybe area attacks too if I'm playing a Blaster/Brute/Scrapper/Stalker/Tanker that already has Tray 1 full of attacks and doesn't have much else to put on Tray 2.
Tray 3 is usually armour/buff toggles, Accolade powers, GvE jump pack, pet summons (for Doms/Trollers and Dark Miasma characters) and I tend to stick self-buffs like Hasten/BU/Aim/Domination/godmodes there too (even though I activate them from the side/shoulder buttons on my mouse), just so I can easily monitor when they've recharged.
My Tray 4 is rather similar to Forsaken_Empire's: temporary travel powers on the left side (Raptor Pack, Goldbricker Pack, Sky Raider Pack, Zero-G Pack) until they're used up. From the right hand side I have Rest, Pocket D TP, Base TP, Mission TP, Ouro Portal & Mystic Fortune (and probably Assemble the Team when I get it soon-ish). If I have space I chuck the BM/WW Day Job TP in there as well plus the Architect PDA. Basically Tray 4 is either travel temps that I activate with keybinds or long recharge powers I use infrequently by mouse-click.
My Tray 5 tends to have Temp Powers I might find useful situationally such as Shivan/Vanguard pets or other temp pets, Warburg nukes and any other interesting temps I've picked up from Day Jobs or mission rewards that I might use at some point (but usually forget to). I usually dump the Self-Destruct in this tray as well, though it never gets used. On my Mastermind the henchman summon/buff powers go here as well.
Tray 1-3 are in the bottom centre of my screen, while Tray 4-5 are off to the right with the inspiration and enhancement inventories. -
Well I've finished watching the Cowboy Bebop series, and I watched the movie today, and I enjoyed both immensely. This is the closest an anime has come to matching Ghost in the Shell: SAC in my estimation - it doesn't quite topple it as my favourite anime, but then I like both series for different things: GitS:SAC intrigued and fascinated me, while Bebop just straight entertained me (and quite often made me laugh). Both had fantastic characters that will live long in the memory. So:
Cowboy Bebop +1
Cowboy Bebop: The Movie +1
Next up, Trigun, which fortuitously arrived from Amazon yesterday.
Quote:That's what I liked about SAC, but then I do enjoy mystery/intrigue and good characterisation. Action junkies might prefer to look elsewhere, but SAC had enough action to keep me happy. Admittedly I feel that action should be the pay-off at the dramatic moments in a story and not the main content. If I want continuous combat then I'll play an MMO instead of watching an animeGhost in the Shell - cyberpunk/action. Although the TV series (Stand Alone Complex) tends to alot more talking/thinking and a good bit less action. -
Quote:Must be a US thing - I'm fairly deeply mired in SF/F fandom on the other side of the Atlantic and I've not heard of that /shrug.Believe me, in SF/F fandom, media and books are two very different things. While I understand that most of the world doesn't see a difference, after enough years in fandom I think that way. So yes, I am in a different universe.
Wouldn't be the first time we were divided by a common language -
We can only hope that in GR the Devs use everything they've learnt from the last 5 years and we get most of what's on your list.
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Quote:I don't think a rock counts as a "Device" - not since the stone age anywayI think I would be inclined to replace Gun Drone with Throw Rock.
How about a holographic decoy like Arnie had in Total Recall?
Drawing further inspiration from the same source, Time Bomb could be changed into a fat woman's head that you throw into an enemy's hands and they stare at it until it explodes -
You know, I really hate the idea of improving rewards to get players to use content. I've spent years in various MMOs following slightly more appetising carrots hanging from long sticks through boring content and it's not the brilliant fix some of you think it is.
The Mothership Raid has a non-uber reward and plenty of people do that because its a fun little community gathering. It follows that if Hami was fun then people would also be turning up to wade through his jelly and pop his little glowing balls on a regular basis.
Oo-err, that sounded a bit rude
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Going Rogue should give us some new indoor mission tilesets and layouts so that should help - plus a load of Dev-created arcs/missions.
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Simple really - Lord Mayhem is the first villain I made on the day of CoV's launch and my first ever level 50 character here (on either side). I had wanted to play a demon character in an MMO for years and this was the first MMO that let me, and the name seemed to fit.
Admittedly I did change my forum handle when the EU & US forums merged, so that it would match my in-game global handle - which I had also changed at some point because most of my in-game friends were calling me Mayhem (as he was the first character of mine they ever grouped with) regardless of my previous global name or which character I was playing, so I just caved in to public opinion. My forum handle on the EU forums (and iirc my old global name) was Valkryst, the name of the first CoH character I ever created in I5 (Count Valkryst - BS/Reg scrapper), which I've used as a character name in dozens of other online games previously. -
I don't know whether to be happy that we ranked above EVE Online, or to be sad that we ranked below Darkfall
It is nice to this game recognised as a landmark in western MMOs though - and that list is obviously only covering MMOs made in the west.
I didn't play it (just trialled it) but I am surprised Anarchy Online doesn't get a nod for being the first major western sci-fi MMO. I also suppose they excluded Planetside as it was an MMOFPS and not MMORPG. DAoCs 3-side PvP was quite a big stride in the genre, but yeah not sure it classes as a landmark in the kind of company on that list - a great game, but not really one that influenced what followed (to the chagrin of many WAR players, no doubt).
Quote:Unless you live in a different universe where books aren't considered a media form, the phrase is even more suspect than thatI really enjoy it now also, especially with some of the improvements that have been made since it launched, but it really does not fit on that list. The best it could do would be "Successful transition of a non-media source to a MMO." And even that is sort of suspect since it definitely feeds off of the LOTR films as well as the books. -
Quote:True, I'm overly cautious due to the tankmage prejudice from other MMOs.I doubt it would "cheese off" defenders. The people you should be looking at stepping on the toes of would be Blasters, Scrappers, Stalkers, and VEATs. Scrappers get 1.125 damage scale with 1300 HP and crits. Blasters get 1.125 damage scale (1.00 melee) with 1200 HP and defiance. Stalkers get 1.00 damage scale with 1200 HP and crits/AS/placate/hide. VEATs get 1.00 damage scale with 1000 HP.
So, a ranged/defense AT would have to have somewhere less than 1.125 and less than 1300 HP. Probably a VEAT baseline would be okay. 0.90-1.00 damage scale with 1000-1200 HP with a reasonable inherent (not one that boosts damage too much).
If the damage or self-defense is too low you risk making them useless. Someone who does Defender or Tank level damage while only being as durable as a Stalker or Scrapper would be pretty crappy.
We pretty much have a Blast/Armour AT already in EATs, especially the Fortunata/Crab and PB/WS. -
I keep Tab as is, use Q for nearest target and the tilde key for "follow" (because on my melee archetypes using follow is the fastest way to get into melee range once I have a target). Admittedly in combat I only really use my mouse for mouse-looking (hence why I don't need Q/E as I use A/D for strafing and the mouse to turn), placeables (on some characters), and the side-buttons (for things like Aim/BU), so occasionally using the mouse to click-target doesn't really hold me up much.
I often do the same (though with the E key), depending on character - for my Warshade I add Voids to the list and he also has a key to target corpses - when my villains are hunting down the Coldhearted badge for the Demonic accolade I stick Hordlings (if I'm in Cap) or Hellfrosts (if Sharkhead) onto my targeting keybind - and on that silly Hellforge map I used to have a keybind for targeting objects so I could find the bomb clickies (though now I tend to know all the spawn locations off by heart, so I don't need to bother anymore). -
Warshades (hard-capped res) and SR/Ninjitsu/Shield (soft-capped positional def) characters are pretty easy to get perma-godmode without using an awkward and quaint little T9 godmode power that has a nasty end/hp crash at the end - even Invulnerability, Energy Aura and Ice Armour can soft-cap against the defence types that tend to matter most of the time (S/L, maybe E/N too), but...
...shame on all of you for not mentioning any of the VEATs -
Quote:This would be my suggestion too if you're set on a Scrapper - doesn't really mesh with the Samurai concept though. I like Kelenar's idea - /Elec is very good against energy-using enemies. In a similar vein have you thought about a DM/Nin Stalker and making a Ninja instead of a Samurai?With that goal in mind, I would suggest a Fire Melee / Super Reflexes Scrapper with Aid Self in the build. You can easily softcap /SR and with Aid Self can heal back the damage when you get hit, and you will get hit occasionally. I suggest Fire because you can get very high DPS attack chains with little recharge requirements (High recharge gets quite expensive).
Any Mastermind with -regen (/Traps, /Dark, /Poison) would be safer and faster. Samurai did use bows, so what about a Ninja/Dark MM for your Samurai concept? (maybe re-colour the Dark powers to be some kind of mystical eastern magic) You won't get a sword, but you can enjoy some katana action vicariously through your pets. Ninja pets are all about the single target damage too, which is what you want against an AV. Shadow Fall gives some nice resists - overlap those with a Mu or Soul Mastery patron shield and you have high resists to Energy or Neg Energy - against an AV doing that damage type, using your debuffs and bodyguard mode plus Challenge/Provoke, you'll be pretty much unkillable as you tank the AV for your pets while they cut him/her to pieces. If it helps you could imagine your Samurai MM holding a sword while he did this
MMs don't gain an awful lot from set bonuses either (when compared to other archetypes) so pretty much any budget could be made to work. -
Quote:Well I didn't say anything about an immobilise - I understood that the immob on existing intangible powers only lasted as long as the intangible portion did, to stop them being able to run away (as I assume intangible doesn't immobilise on its own like holds do).Immobilize + Stun = Hold
If you're going to throw down a Stun along with the Immobilize, stop beating around the bush and just make the combination a Hold power instead of an Immobilize + Stun. The only "reason(s)" to go Immobilize + Stun are (a) Cottage Rule, and (b) so that the durations/magnitude on the Immobilize and Stun can be different from each other.
As for mitigating a re-alpha from mobs coming out of a Dimension Shift, it ought to be easy enough to code a -75% Damage Debuff onto the power which last 4 seconds longer than the duration of the Intangibility effect. That way the re-alpha "is allowed" but winds up "wasting" most of the power of the attack(s) during those 4 seconds after rematerializing in OUR dimension. Re-alpha mitigation ... solved.
I was talking about an Intangible+Immobilised period, followed by a Stunned period (with the wandering around dazed) - just because I thought it was quite thematic that you would be disorientated after your experiences in the other dimension - plus it would make the power more useful - in a form that I could find a use for semi-regularly, without annoying my team.
I do like your debuff idea for mitigating a re-alpha though. The only problem is that the worst thing about an alpha strike for a squishy isn't just the damage, it's the controls and other nasty effects that come with it. Your debuff would do nothing for stopping Sappers in a spawn just draining the Intangible-caster as soon as the Intangible period ends, or other mobs throwing holds/stuns etc. A lot of high level spawns have quite a lot of control even on their basic attacks (Rikti, Carnies, Malta grenades, etc.) - get enough of those thrown at you, even with just a 10-20% chance of affecting you - and some are going to stick. So yeah, your debuff effect would do nothing about that, whereas my short stun period would.
Quote:Not that I'd say no to a Blast/armour AT in future. Especially with Dual Pistols coming out...DP/SR. Want.
Besides you can pile so much defence on a blaster these days with IO set bonuses that you can pretty much have what you want, just without the def debuff protection and scaling resists - oh and you'll have to sacrifice going for other bonuses you might want like +rchg somewhat.
Plus I want my Melee / Buff/Debuff archetype first -
I think a lot of Dev teams underestimate how important just the feel of a game is. If I try out an MMO on a free trial and my character feels too clunky (and it's not a giant robot), too floaty (and it's not a winged pixie), or slides around the game world with no sense of friction (and it's not an ice skater) then I just give up on it and uninstall the trial. I have to feel comfortable in my character's shoes.
One of the things I love in CoH is that characters feel like they have just enough weight - they feel connected and part of their world - and moving them around just feels natural and instinctive, even when they're doing very unnatural things like leaping over a building. I love how Huge characters feel heavier than Male/Female characters thanks to their animations and sound effects - it makes a huge difference and so many MMOs just don't bother making big characters feel any different to small characters except for where your eye-line is in first-person view.
One of the things I really hated in CO is that my character felt too light and seemed to be sliding everywhere - he almost didn't feel connected to the ground or the world. There have also been other games (such as Vanguard and PotBS in avatar-mode) where I didn't feel like I was moving my character, I felt like I was managing their movement - that really kills immersion for me.
The graphics contrast was another element of that too - CoH's character graphics match the world graphics pretty well (though I worry about how some older costume pieces will look in contrast with ultra-mode graphics outdoor in Praetoria) - characters look like they should be in the world - they fit - but I've played so many MMOs where either the world graphics were much higher quality than the avatar graphics (CO, EQ2, DAoC, Vanguard, WoW to some extent) or vice-versa (errr, well PotBS in avatar-mode in some towns, and EQ in the original zones after the Luclin avatar graphics update) that it looked like the characters were visitors to the world from another game. I find that really jarring too, and immersion-breaking, to the point where I'd rather have average graphics everywhere than have average terrain with the avatars being much higher quality.
It must be tough for Dev teams, though - it's hard to quantify what some players will like and others won't, especially in nebulous areas like "feel" and gameplay. I just don't have much faith that gameplay and feel is near the top of the list for many Dev teams - and I think that is where teams like Blizzard, Valve and Bioware win out. I've read interviews with Devs on those teams and with Blizzard in particular before WoW's launch they spoke about building a single zone/area and just getting everyone at the studio taking whole afternoons to play that alpha version so that they could tweak the gameplay and iterate until it was fun. Then getting their friends & family to play it and see if they find it fun too. And really battering out the basic gameplay in that area and learning lessons before the world is built around it (actually I think I read that they discarded that "test" area and used the lessons learned to build their world). I seem to recall reading a Bioware interview on SW:TOR mentioning a similar work procedure.
Then you read other Dev teams giving interviews and all they want to talk about is the graphics engine that they spent 2-3 years building, or about the licence, or about all the features they want to add - anything but the actual gameplay. Heck, I've been in beta tests where major physics and gameplay changes were still being made up to a week before release - that's far too late - stuff like that should be nailed down early in beta at the very latest. It's the core of the frakkin' game!
Auto Assault's Devs in particular seemed to struggle mightily with nailing down the feel of their driving experience, and imho it still felt too light and floaty at end of beta (personal bias perhaps, but I expect a truck to feel heavy). I think CO's launch day xp nerf is another example - not so much gameplay and feel related, but it does have a major effect on gameplay when an xp nerf creates a content drought in several parts of the levelling curve.
SOE were actually pretty bad for last minute gameplay changes in EQ2 beta (admit it, you're shocked!) - they're great at running betas technically (their betas often run more stable than many release games) and organisationally too (with focused testing and Devs present to take feedback on-site, sometimes on a per-quest and per-encounter basis) - but in design terms they can seem somewhat clueless. After 6+ months of having all of us closed beta-testers focused testing different areas and tweaking gameplay, to a point where myself and a lot of testers were really enjoying the game and thought it was a pretty decent, SOE pulled the entire combat abilities/spells system about a week from release and replaced it overnight. All that gameplay/balance testing for nothing - all that iteration seemingly thrown out the window. We wouldn't have minded if the new combat system was better, but it was bland. And I think they realised that because a year after release they ripped it all out and completely replaced it again (and supposedly the new system is a lot more fun - I wouldn't know, I'd quit long before then).
I think you can tell when you play a game whether gameplay and feel were on top of the devs list of things to make sure they got right - or at least to a position that they and a lot of their testers were satisfied with - ultimately you can do no more than that and there is always an element of personal taste to these things.
But I also think MMO Dev teams are often the worst offenders for not making sure the basic gameplay is as fun as it could be. We've heard that gameplay needs to be compromised because of latency issues (and yet FPSs seem to handle it just fine), or similar excuses. But I think a lot of the time the Dev team are so concerned about building a world and handling the other complexities of building an MMO, that gameplay falls by the wayside until near the end of alpha (and occasionally even the end of beta) development.
Sure, graphics are important, reward mechanisms are important, socialisation supporting features are important, story is important - but gameplay is at the core of whether any game is fun or not. It's why I still play a certain 3 levels of Halo, years after I beat the whole game. It's why I've spent so much time playing games like Civ2/4, Diablo 2, the Burnout series, Settlers 2/RoaE, etc. long after other games were uninstalled with their discs consigned to a drawer. It's why in my halls of residence at university the two most popular videogames in our block were Virtua Tennis on my Dreamcast and Mario Kart on my flatmate's N64 - nobody really cared if they won or lost (beyond short term bragging rights and teasing), but there was a continual stream of students into our flat wanting to play those games because they were just really fun to play (especially 4-player games). And ultimately it's why I play CoH, even though I have 17 characters at L50 and have experienced just about every Dev-created piece of content in the game - because I enjoy the basic gameplay. -
Quote:This would cross a line for me too. Once you start selling powers that have a major effect on in-combat gameplay then you're just a step away from selling purple enhancements, selling xp-boosts, selling bonus powers for existing powersets, or selling whole levels. And if you go that far you might as well just sell pre-levelled characters at L50. Those are things I never want to see in a pay-to-play subscription MMO. Those things can stay in free-to-play MMOs as their primary method of revenue collection - where I don't have to deal with themSo... you want them to start giving powers out for real world money? Make it a REAL have and have not situation?
But it's a horrid slippery slope and I've always hated RMT in the kneejerk way that many do, because I want games to be inherently fair and distinct from the economic realities of the real world. But while I feel Paragon Studios are running it awful close to the line I don't think they've crossed it yet - not in my mind - and I have faith in their judgement.
In fact I don't know whether to laugh or cry when, in the comments on MMO websites like Massively and MMORPG.com etc., I see posters lumping in CoH with games like CO, EQ & EQ2 as one of the AAA MMORPGs that has already sold out by having RMT on top of a subscription, with reference to our super-boosters.
Sure it's RMT of a kind (but then so is selling character slots, server transfers, etc. - and most MMOs have those kinds of transactions these days), but because super-boosters feel like mini-expansions to me, because we get so much stuff in them, I don't feel like I'm being milked of money like I might if stuff was sold an item at a time (like DDO Unlimited does) - nickel & diming, as I believe you might say in the US. If super-boosters were being launched more frequently than once every few months then I might change my mind. Plus I don't mind mild RMT for aesthetic items - it's power-affecting items (specifically combat-affecting) I don't want to see sold.
My feelings may also speak of my confidence in this Dev team and their relationship with NCSoft as much as anything else - I don't feel exploited or pressured to buy these optional extras to keep up with the playerbase - though admittedly I have bought everything so far except the Wedding Pack (and the Ninja Pack, but I will be buying that once I can play again), so maybe I'm just hooked and I'm lying to myself to justify.
Like I said, it's a slippery slope and I do believe we're already on it - sadly I do see a time when most AAA MMOs in the West go with a box purchase + subscription + RMT model, and get away with it, despite the whining from players - I think it will become the standard. I hate it, but I don't think we as players can do much about it now unless we boycott all the games with it en masse (yeah, like that's going to happen...).