LordArkaine

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  1. [ QUOTE ]
    Just another negative addition to gameplay....

    Now, I cant...

    1. Create a team in Perez park and have two different groups hunting on opposite sides for fun fast xp in the early levels.

    2. I wont be able to get the experience from the battle I died in because the battle ussualy takes longer than a minute and so does most rez powers.

    [/ QUOTE ]

    1. So kill different mobs while staying near each other. Perez mobs spawn close together.

    2. DON'T DIE!
  2. [ QUOTE ]
    u realize that this really doesnt stop the power levelers.??

    most power levelers heard the wolves into a single area its not hard to move the others to an area within the 300ft area.

    seems like a lot of work for not.

    [/ QUOTE ]

    Uh, wolves? If you're talking about wolf missions, he's already stated that these changes essentially aren't applied in Missions anymore. So you can still herd wolves and kill them a million feet from the team while the whole team gets xp. If you're talking about Striga... well that gets old fast.
  3. Going to Shadow Shard never was XP Central. The mobs are much more difficult than regular factions and still give the SAME XP. Besides, all defeat missions are just obstacles to get to REAL missions. Only the mission receiver gets any completion bonus anyway. So what's the point of splitting up to take them down? It's still shard hunting.
  4. It probably has to do with an engine limitation. They probably can't differentiate between being solo and not on a team and being far away from the team and therefore solo.
  5. [ QUOTE ]
    Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.

    [/ QUOTE ]

    According to Statesman, this change doesn't affect badges AT ALL. This system IS ALREADY IN EFFECT on badges. So if you've been doing something with badges, you can STILL do it now.
  6. [ QUOTE ]
    [ QUOTE ]
    Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?



    [/ QUOTE ]

    He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.

    [/ QUOTE ]

    This is what we feared. As people in other topics mentioned, this actually is worse XP than going solo. So the player is penalized XP-wise for splitting from the team. In other words, if you split the team into two teams to complete two tasks, you're actually getting LESS XP than if you created two SEPARATE teams to do the same thing.
  7. [ QUOTE ]
    What about the group holds that do no damage whatsoever. Can't it be changed so the holds do at least 1 point of damage or so that you get exp if you affect the groups of enemies somehow? I still dont like the idea of having to deal some kind of damage and stay alive. This also affects my defender who is a "happy healer" and has no attacks anyways. Maybe we can increase max life on defenders and controllers so they're not as "squishy."

    [/ QUOTE ]

    Well, it's more of an incentive to PROTECT the squishies rather than just running in. Besides, you have a full minute to be dead. Most mobs can be taken out in a minute, except AVs. Not getting AV XP would suck but... oh well.
  8. [ QUOTE ]
    [ QUOTE ]
    If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it’s defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.

    [/ QUOTE ]
    Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?

    [/ QUOTE ]

    Yeah, this REALLY needs to be addressed, States. You already acknowledged it in another post before, but did it get fixed?
  9. [ QUOTE ]
    [ QUOTE ]
    If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it’s defeated and did NO damage, he receives no XP.

    [/ QUOTE ]What is the limit to how far an enemy can be targeted? In theory, Moonbeam could have a 416.5 ft range (175 ft base * 238% w/6 SO +3 range enhancements).

    [/ QUOTE ]

    Does Moonbeam have more base range than Blazing Bolt??? All I know is that with Five HOs, giving a 250% increase to range (350% range) gives me just inside vision range. I can outdistance villain attacks. I actually have MORE range than they do. What's the vision cap? If snipes really do have a base of 175, then the vision range cap has to be just about 625.
  10. [ QUOTE ]
    [ QUOTE ]
    Now I wouldn't say that Powerlevelers are going to ruin CoH, but they have a very negative impact on the game. For example, if you team with someone who has been powerleveled, you never know what you're getting out of them. Just because they have the powers doesn't mean they have any idea how to use them.

    [/ QUOTE ]

    If you team with anyone you never know what you're going to get out of them if you've never teamed with them before. Just because someone has managed to get to a certain level doesn't always mean they know how to use the powers. Any idiot can level up eventually.

    [/ QUOTE ]

    Yeah, but we're level 50. Any idiot can't make it to that level without powerleveling. He'd be getting debt way too fast and being kicked out of every team.
  11. [ QUOTE ]

    [ QUOTE ]
    If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it’s defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.


    [/ QUOTE ]



    Well..it's much better than before..but STOP TRYING TO STOP POWERLEVELERS! umm..please Don't get me wrong this is much better..but nobody really cares about powerlevelers..this is removing freedom from the game, and adding stress by making you be close to your team when hunting..then again usually you are close when hunting. Sometimes people hunt in spread up groups..but this is better than the other idea...

    [/ QUOTE ]

    You have to read this topic...

    Power of Cheese

    PLers need to be stopped, but not to the detriment of us non-PLers. Still, they MUST be dealt with as they DO negatively affect us. As smilinstupid said,

    The Fast food analogy is right on, it just leaves out one part. Look at how many legitimate restaraunts are going out of business due to Fast food or other chains.

    I give this as a word of warning. A lot of chains will find what they consider a vulnerable region, and they will go there and they will provide consumers with really low prices in the short term.

    Local businesses are unable to compete. But the chain can run at a deficit because they have other restraunts in other regions that offset the costs, so the deficit is really an investment.

    The local businesses go out of business. What happens to prices at the chain restaraunt? Don't be naive either, and assume this just happens in small towns or big cities, it happens everywhere. Wal-mart has been killing local economies for years. There are some municipalities that will not allow for "Super Wal-Marts" because they put grocery stores out of business.

    Now I wouldn't say that Powerlevelers are going to ruin CoH, but they have a very negative impact on the game. For example, if you team with someone who has been powerleveled, you never know what you're getting out of them. Just because they have the powers doesn't mean they have any idea how to use them.
  12. It only affects street sweeping now. Since missions are awful experience for non-herding powerlevelers, it doesn't bother the non-PLers as much.
  13. I thought badges originally worked that way but were changed later to Full Zone.
  14. Gfaqs

    For any who grace the GameFaqs City of Heroes board!
  15. The ability to take naps.

    Seriously though, supposedly ice tankers are supposed to be able to control better. As an added means of aggro management. But they can't.
  16. OF COURSE WITH INCANDESCENT STRIKE! Or Gravity Well if you're a Warshade.
  17. [ QUOTE ]
    The key, however, is to analyze whether the temporarily “gimped” power set gets something cool that then tips the scales in their favor at a later point. In other words, when all the powers within a set are observed, is each power set relatively as useful as others?

    [/ QUOTE ]

    Added the appropriate emphasis. Kheldians may be outdone by other ATs power by power, but as a SET they are spectacular. They don't just fill in gaps in a team. I use them on teams that lack gaps. They ENHANCE the team. You don't have ONE tanker, you have TWO. You don't have FOUR damage dealers, you have FIVE. You have a THIRD controller to help with holding a boss. One Kheldian goes a long way. I think of them as Hamidon Origin enhancements. Hamies add bonuses to TWO stats. So with all Hamies, you get an effectively high amount of SOs. Even if you compare Titan or Hydra enhancements, which are naturally WEAKER than SOs, they still buff MULTIPLE stats making them better than solid SOs. Effectively, even if they only offered a 20% bonus, that's 20% to TWO stats, or 40% total. That's more than an SO. You just need the right power to take advantage of both stats, or with Kheldians, the right player behind them.
  18. /em bounce

    ! ! ! ! ! ! ! ! ! !
  19. The TV idea is much better than cameras. Positron, if this is indeed possible given the new evidence, I'd take this route. You do not want to flood the arenas with cameras. Having invisible TV screens would be much better and the suites idea with individual instances would cut down on lag.